Hope it's doesn't affect too much because I always... friendly fire to non hostile NPCs -_- . btw does this mod work with Big Leagues - Toggleable Sweeping Attack
This mod actually turns the sweep off entirely. And I'm pretty sure it will conflict with it.
However, if you use the Modular edition of this mod, you can simply not enable the Big Leagues perk portion of this mod and it will work with your other mod.
get fo4edit, run fo4edit with your mod manager (if you're using MO2 literally just set the .exe to fo4edit instead of fo4), find htcwHighLevelPerks.esp -> Perks -> HTCW_HighLevelDamage, change every ESPF - Data to 1.0 for each effect (you'll notice how each one of them has a higher multiplier based on the level range condition)
wish this was literally an optional patch instead of part of the mod but there's the modular version
Hey ! Very nice mod, add a lot of fun ! But I'm a little annoyed with the last point of the Explosive nuts. The explosion are indeed massive.... Way too much for me, actually ^^
Is the there anyway for me to remove this last point with the "removeperk" cmd ?
Unfortunately I think the way it applies it's "stuck" that way on your save. you might be able to remove the perk but i actually don't know the form id because this mod file was created by merging all of the esp files from Modular Edition. =( it's HTCW_DemolitionExpert08 i think). I don't have creation kit on my current machine unfortunately or i'd check.
hey so, havent really used this yet, but what im about to suggest wasnt in the description. if it is in game, i sincerely apologize. anyway, is there a chance to add the highlighting corpses at some level of awareness or smth? because tbh finding stuff i killed for the loot is one of my major problems xp
You need to take Gun Nut 5 to have access to Superior Receivers.
I use them every playthrough, so if they aren't showing up for you after taking Gun Nut 5 I expect a mod conflict. If you have other weapon mods in the game that change guns around or add their own receivers to the game it's very likely that it's overwriting the lists in my mod. So bear that in mind.
You can use the modular edition of this perk to disable individual features. It has greater compatibility with other mods due to this, and it's also more likely to preserve your playthrough if you update the mod halfway through (doing that will Full Edition will always break your playthrough)
for some reason it isn't working ? and before you ask yes this was a clean save EDIT:(i tried this on a clean install fo4 with vortex and mo2) EDIT 2 :(it turns out my fo4 version is lower than the current esp)
SO am I to understand that this mod has https://www.nexusmods.com/fallout4/mods/61287 basically the same effect as this? Lets you remove and move/replace legendary powers/effects to other items? Just asking so I can uninstall it for a new playthrough.
Looks like it does. The difference is mine is locked behind Science! 5. If you'd prefer it unlocked what you can do is uninstall this mod, install that mod, and then install the High Level Perks (Modular Edition), uncheck the box for legendary replacement.
You put it in your Data folder then edit your esp config file to enable it. I forget what the file is called because I always use Vortex, and frankly you should probably consider it. If you had the ability to go mod mangerless you wouldn't have needed to ask me the question. So just use Vortex. :)
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However, if you use the Modular edition of this mod, you can simply not enable the Big Leagues perk portion of this mod and it will work with your other mod.
get fo4edit, run fo4edit with your mod manager (if you're using MO2 literally just set the .exe to fo4edit instead of fo4), find htcwHighLevelPerks.esp -> Perks -> HTCW_HighLevelDamage, change every ESPF - Data to 1.0 for each effect (you'll notice how each one of them has a higher multiplier based on the level range condition)
wish this was literally an optional patch instead of part of the mod but there's the modular version
https://www.nexusmods.com/fallout4/mods/54661
This version (full edition) is provided as a convenience, and so I can xbox it (although I need to release the next verion on bethesda.net.)
Also the modular version lets you turn off and on each individual feature, but the result is over 30 esp files, so use a mod manager.
But I'm a little annoyed with the last point of the Explosive nuts. The explosion are indeed massive.... Way too much for me, actually ^^
Is the there anyway for me to remove this last point with the "removeperk" cmd ?
Thanks !
I use them every playthrough, so if they aren't showing up for you after taking Gun Nut 5 I expect a mod conflict. If you have other weapon mods in the game that change guns around or add their own receivers to the game it's very likely that it's overwriting the lists in my mod. So bear that in mind.
You can use the modular edition of this perk to disable individual features. It has greater compatibility with other mods due to this, and it's also more likely to preserve your playthrough if you update the mod halfway through (doing that will Full Edition will always break your playthrough)
and before you ask yes this was a clean save
EDIT:(i tried this on a clean install fo4 with vortex and mo2)
EDIT 2 :(it turns out my fo4 version is lower than the current esp)
If you want to count how many actual stars it adds to the game in total, be my guest. I wouldn't know.