Having the same issue as the last post. Seemingly both of the portions of the perks that allow for lockpicking and hacking seem to be broken past a point. I don't know if that's intentional, but I'm hoping it's not. Even adding the default perks via perk-adding commands seems to just not work. Also, one more issue is that anything that requires you to have a specific perk to modify them, for example commando and rifleman, seem to be bugged out slightly, though it may just be for modded weapons/items as I haven't done over-much testing with the vanilla equipment.
Aside from those bugs though, great mod. It's certainly useful and all the other functions seem to be working properly for the most part. I'm hoping that at the least the first problem will be patched up and fixed. It's able to be ignored in the meanwhile with console commands to unlock more complicated things until a fix comes out.
The 0.3 update should fix the issues related to lockpicking and hacking.
As for the recipes, especially for non-vanilla / DLC recipes, these will still require adding in perk ranks via console that are not readily available due to this mod.
For example, with Commando being reduced from 5 ranks to 3, the vanilla 1st, 3rd and 5th ranks become this mod's 1st, 2nd and 3rd ranks. So if a mod requires Commando Rank 2, this would have to be added to the player via console.
Liking this mod so far. I appreciate the changes made in at as they make sense to me.
However, I have kind of grown attached to the Better Lone Wanderer mod by AccountName283 which basically just removes the condition of being alone to have its effects. I'm currently making a mod of my own to combine these effects (can have Lone Wanderer effects with companions and combined with Inspirational as in this mod) and I wanted to ask to be sure.
As far as I can tell, the way you (the author) have achieved this is by adding the effects of Lone Wanderer to Inspirational with the condition that you must be alone (activeCompanion = 0) to get the effects and have removed Lone Wanderer by just marking it "unplayable". Is that correct or is there more to it?
You are correct, when I combine a perk I merely add the effects from a "donor" perk into the final combined one.
If you remove the 'PlayerHasActiveCompanion == 0' flag from the conditions of this mod or the vanilla Lone Wanderer, the perk should work regardless of having a companion.
I think it may have been overkill for me to uncheck the "Playable" box for the perks that were absorbed into other perks, as I don't think it has any effect, especially when using LevelUpMenuEx.
I'm not sure that I could remove the flag (I primarily use Xedit/FO4Edit) so I've changed it to be >=0 in a small patch mod I've made for personal use.
Regarding the playable flag, it seems that when set to false or unplayable, this does remove the perks from the perk menu as intended. I think this is fine.
I'm using this mod with Baka Interface ?So far I can say that it seems working fine, having applied changes and all, though I get a perk Cripple on the list without any descriptions.
Not willing to pull up a perk list to find out EVERY change, but a lot of the ones I recognize, I can fully agree with. Like, I never waste time pickpocketing because that's an extra level on top of all the levels I spend on lockpicking. It's very niche as a perk, so it being absorbed makes total sense. Downloaded and endorsed. Further feedback to come!
9 comments
Aside from those bugs though, great mod. It's certainly useful and all the other functions seem to be working properly for the most part. I'm hoping that at the least the first problem will be patched up and fixed. It's able to be ignored in the meanwhile with console commands to unlock more complicated things until a fix comes out.
As for the recipes, especially for non-vanilla / DLC recipes, these will still require adding in perk ranks via console that are not readily available due to this mod.
For example, with Commando being reduced from 5 ranks to 3, the vanilla 1st, 3rd and 5th ranks become this mod's 1st, 2nd and 3rd ranks. So if a mod requires Commando Rank 2, this would have to be added to the player via console.
However, I have kind of grown attached to the Better Lone Wanderer mod by AccountName283 which basically just removes the condition of being alone to have its effects. I'm currently making a mod of my own to combine these effects (can have Lone Wanderer effects with companions and combined with Inspirational as in this mod) and I wanted to ask to be sure.
As far as I can tell, the way you (the author) have achieved this is by adding the effects of Lone Wanderer to Inspirational with the condition that you must be alone (activeCompanion = 0) to get the effects and have removed Lone Wanderer by just marking it "unplayable". Is that correct or is there more to it?
If you remove the 'PlayerHasActiveCompanion == 0' flag from the conditions of this mod or the vanilla Lone Wanderer, the perk should work regardless of having a companion.
I think it may have been overkill for me to uncheck the "Playable" box for the perks that were absorbed into other perks, as I don't think it has any effect, especially when using LevelUpMenuEx.
Regarding the playable flag, it seems that when set to false or unplayable, this does remove the perks from the perk menu as intended. I think this is fine.
?So far I can say that it seems working fine, having applied changes and all, though I get a perk Cripple on the list without any descriptions.