What is the "scrounger mod"? In terms of compatibility, my change adds the ammo to the leveled lists via script and makes no actual changes to the scrounger list. As a result, you'd just find more ammo for the types that my changes add than you would with just the scrounger mod you're referring to, basically just adding their values.
Ah apologies! I meant the Scrounger expanded mod from Aestherus, my bad on that. Which adds the rest of the ammo from the game into the perks list of ammo, including the same ammo from here. BUT with what you said that does take care of my concern, was just worried if they affected the same list and the issues that would come with that. Thank you! Looking forward to using your mod 😊
No. Just that it has a diminished effect while in survival mode that ramps and falls along with your adrenaline levels, but that only applies to the in-combat regen, not the out of combat regen.
There are a total of 10 adrenaline levels, and each level provides 0.05 combat health regen, which is 0.05% of combat health regen per second and then maxes out at 0.5% of total health per second, or 1% per two seconds while in combat.
where do i put the mod at in my load order? and does the perk descriptions change to what we are reading in the mod description like will lifegiver tell you you regen hp in combat?
As long as you don't use any other mods that affect perks then it shouldn't matter where you put it in the load order.
Lifegiver and Solar Powered health regen don't normally work in combat, but no, the perks themselves will not indicate that it works in combat. I didn't find it necessary to mention that, because you don't pick it up for that reason specifically so it makes no difference whether you know it or not. I only notate it here because it 'is' a change to the perk. Other perks do signify their changes. I do believe these are the only two examples that don't reflect the changes in their descriptions.
This is a great mod and exactly what I was looking for. Nothing absurd but a lot of more interesting abilities than are already there. However, may I suggest making the Strong Back perk reduce 50/75% equipped armor? 100% feels a little too free in my opinion.
This perk overhaul looks awesome. You got great QOL improvements aswell the perks being better in general. Overall this is very close to vanilla, great job on balance.
Very cool indeed.
Would you be willing to set the console permission to green tick?
This would allow your fantastic mod to be ported over to Xbox.
Full credit will be given of course.
Thanks for sharing your work with the community mate.
Sure. I'm generally receptive to others porting my mods to console as I have no desire to do it myself, just because I don't want to deal with more mod versions. :)
I can't verify whether it works because I haven't updated to the next gen update, but generally speaking, only mods that contain DLLs, which this does not, are affected by updates.
If you're going from v2 to 2.01. If you're earlier than v2 then no. There's considerable changes to scripts that will cause issues if you do. v2.01 contains just a few tweaks to the esp, no scripts.
Do you mind making just a "fix deacon's perk" mod ? I don't want all the fluff of the entire mod, but if deacon's perk really is buggy, I'd appreciate a way to fix it.
Might I suggest taking a look at Moving Target, too? It's currently a very uninspired perk, but changing it to grant +10%/+20% sprint speed and +5%/+10% chance to dodge any attacks while sprinting could make it worthwhile and give it some synergy with other perks.
By the way, I noticed that Ricochet's dodge effect doesn't check if the player has a greater rank of Ricochet, which would cause the odds to stack on top of each other. I assume this wasn't intentional.
I already have a sprint speed bonus in VANS and the dodge in Ricochet. I think it serves its purpose just fine. It's nearly identical to Rooted R1/2. Sure it's not flashy but it has value already. I'll consider a dodge bonus though. Since it would only affect sprinting it's not a terrible idea.
Good call on Ricochet. I made that change back in 2016 in V1 of this mod. That certainly was not intended.
I am enjoying the mod but some fast-travel and load doors cause the pop-up for Swing for the Fences to appear. Since I don't usually play a melee build it's not a huge deal but it can get tiresome.
One example that may not be directly connected was returning to Vault 111. I'm using a fast start mod that starts my game as I'm exiting the Vault. I got the notice the first time here which is as it should be. I went back to the vault to collect some of the resources and got the message again at the bottom of the elevator as the gate opened. When I left the vault I received it again. As I said that one may not be related.
I also saw the message on leaving the Concord Workhouse and when entering and exiting Concord Civic Access.
I have seen this a few times after fast travelling. Medford Memorial to Sanctuary being the last example before I posted.
This bug does not happen every single time I see a load screen but often enough to be irritating.
What message are you referring to exactly? I have it coded to only show once, ever, upon installation and loading the game. If it's showing multiple times it means something else is stopping my quests somehow and re-initializing them, which is not a problem with my mod per se. This all assuming it's the Grand Slam options pop-up.
I'm not too familiar with all of MO2's functions but I know Vortex has profiles you can switch between with different mod load outs for each. If you can, create a new profile, switch to that, then enable only this mod, type "coc sunshinetidingsext" without quotes into the console from the main menu screen and see if it still does it. If all is clear, try introducing mods you might suspect to be the culprit causing the issue one at a time until it starts up again.
Or, try running FO4Edit, right clicking somewhere in the left box and selecting "Apply Filter to show Conflicts". From there you can check through any potential conflicts with my mod, granted this only applies to original records. Anything I've added will not show conflicts for.
If the profile switch doesn't produce the same error then it's definitely some other mod doing something it really should not be doing. Like I said, I've been unable to replicate it in all my testing so I wish you the best of luck in sussing it out.
Let me know what you find.
EDIT - One other thing you can check is whether the global to allow that pop-up to show is enabled or disabled. While in game, open the console and type "getglobalvalue cpbigleaguesplayed". If it returns zero, you can type "set cpbigleaguesplayed to 1" (all without quotes) to stop it from popping up. After the pop-up plays the first time, it should set "cpbigleaguesplayed" to 1 so that it doesn't play again. Something might be interfering with it, for whatever reason.
Most perk mods I've avoided for making changes that stray too far from the original design, simply because they either feel too overpowered or too dissimilar to vanilla. The additive nature of this mod makes it keep the original feel of every perk, while making each level up feel worthwhile instead of picking lead belly at level 200 because I have perk points to spend. Also the fixing of Ghoulish is a masterstroke; it feels like how the original was should have worked.
EDIT: I almost forgot my favourite feature; the reintroduction of Explorer as a third rank of VANS is fantastic; now it doesn't feel like cheating to unlock all map markers!
While I am guilty of adding things far beyond the original intent, I certainly appreciate certain things being kept as close as possible. Thank you for lifting up these poor, forgotten perks.
No changes to Danse's perk? For me I don't even bother with Blind Betrayal any more because of his perk. My only real purpose in joining the BoS at all is getting the faction gated skill book.
I find its use case to be adequate. The difficulty of obtaining any given perk is not really my concern, only the perk itself. Ultimately unlocking any given perk is a personal choice. I just make sure that the reward offers something of value. It might not provide the kind of benefits you would prefer but compared to a lot of other companion perks it at least offers something tangible and I don't want to change anything simply for the sake of it.
You could of course find another mod that changes Danse's perk or mod it yourself.
Preferably yes. Otherwise the old perk data will persist and won't be replaced by the new data. You can however circumvent this issue by removing each perk via console and adding it back.
51 comments
Thank you! Looking forward to using your mod 😊
Enjoy.
There are a total of 10 adrenaline levels, and each level provides 0.05 combat health regen, which is 0.05% of combat health regen per second and then maxes out at 0.5% of total health per second, or 1% per two seconds while in combat.
Lifegiver and Solar Powered health regen don't normally work in combat, but no, the perks themselves will not indicate that it works in combat. I didn't find it necessary to mention that, because you don't pick it up for that reason specifically so it makes no difference whether you know it or not. I only notate it here because it 'is' a change to the perk. Other perks do signify their changes. I do believe these are the only two examples that don't reflect the changes in their descriptions.
Overall this is very close to vanilla, great job on balance.
Very cool indeed.
Would you be willing to set the console permission to green tick?
This would allow your fantastic mod to be ported over to Xbox.
Full credit will be given of course.
Thanks for sharing your work with the community mate.
Thanks for allowing the port!
By the way, I noticed that Ricochet's dodge effect doesn't check if the player has a greater rank of Ricochet, which would cause the odds to stack on top of each other. I assume this wasn't intentional.
Good call on Ricochet. I made that change back in 2016 in V1 of this mod. That certainly was not intended.
I also saw the message on leaving the Concord Workhouse and when entering and exiting Concord Civic Access.
I have seen this a few times after fast travelling. Medford Memorial to Sanctuary being the last example before I posted.
This bug does not happen every single time I see a load screen but often enough to be irritating.
Are you using Vortex to handle installs?
Yes I installed update. Using MO2
Or, try running FO4Edit, right clicking somewhere in the left box and selecting "Apply Filter to show Conflicts". From there you can check through any potential conflicts with my mod, granted this only applies to original records. Anything I've added will not show conflicts for.
If the profile switch doesn't produce the same error then it's definitely some other mod doing something it really should not be doing. Like I said, I've been unable to replicate it in all my testing so I wish you the best of luck in sussing it out.
Let me know what you find.
EDIT - One other thing you can check is whether the global to allow that pop-up to show is enabled or disabled. While in game, open the console and type "getglobalvalue cpbigleaguesplayed". If it returns zero, you can type "set cpbigleaguesplayed to 1" (all without quotes) to stop it from popping up. After the pop-up plays the first time, it should set "cpbigleaguesplayed" to 1 so that it doesn't play again. Something might be interfering with it, for whatever reason.
EDIT: I almost forgot my favourite feature; the reintroduction of Explorer as a third rank of VANS is fantastic; now it doesn't feel like cheating to unlock all map markers!
You could of course find another mod that changes Danse's perk or mod it yourself.