REQUIRES F4SE, MCM, BAKA FRAMEWORK, LEVELUPMENUEX, LIGHTHOUSE, SUP F4SE, PIPBOY TABS, PERK POINTS PER LEVEL AND ROBCO PATCHER
0.8.1-BETA UPDATE IS OUT Perk refresh is required for new update.
Perk and Quest refresh is required for updating 0.7.0 and before on existing saves. If updating from prior to 0.6.1, use the reload speed reset as well. No refreshes are needed on new games.
EDIT: As of Nov 2023, S7 uses SUP F4SE, but it does not use the scriptrunner. I have had no freezes or crashes from using SUP F4SE, and its likely that the script runner stuff has been solved since SUP has updated many times since December 2022. I am not using the scriptrunner anyway, so it's fine anyway.
I'll state which requirements have not updated. Please DO NOT bother the mod authors about it. They'll update when they update.
RobCo Patcher has Alpha (and buggy) update to NG (We need to wait until this is properly updated) SUP_F4SE has not updated to NG (Can probably remove this requirement) Lighthouse Papyrus Extender has not updated to NG (Can work around this one, although it will sacrifice a feature) Perk Points Per Level has not updated to NG (I can't get around this one. I tested a fake PPPL with NVSS, but its buggy) If you want to use basically any of my mods I've released, you will need to make sure that either A. You do not update Fallout 4 via changing your update settings in Steam game properties. B. You have a way to downgrade to the previous version.
In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
Unfortunately or fortunately, I am not. I just have what Bethesda does not have: effectively infinite time.
However, I will say, you should look forward to the next S7 update. Everything is better. There's many UI updates and new features, and code has been entirely revamped.
Can you give an estimate on when this update will be released and if it'll be safe to update? I was just considering a new play through and was wondering if I should wait a bit.
Also, what settings would you recommend for slowing down level ups? I seem to rip through levels 1 to 40 quick. Like I've been 36 before reaching DC, but I'm also a do all the side quests kind of guy.
Its whenever Papyrus Common Library updates, which should be soon. If you go to my discord channel, you can also get early access. This is final BETA that will be safe to update.
Level Ups depend on whether you use True Skyrim or not. If you do, edit the settings in fix esp. Otherwise use MCM for perk xp.
Hello, I added the S7 medical keyword to the MAIM medical aid item, but when using this item in-game, my medical experience isn't increasing. Do you have any suggestions?
Hmm, wait til next update, I'm switching how I handle the detection method. Currently, its through RobCo Patcher ingestible patcher, but its going to be moved to different detection method. I'm waiting on Papyrus Common Library to update before releasing the update.
Great mod absolutely fun for New playthrough. My weightlifting skill can't increase with overcumbered state with no matter what i tried, it's only increasing with beating s#*! out of the dead bodies with the gun stock. I wonder it's doesnt work because i'm using it with the next gen? 🤔
You did not read the stickied posts. The mod is currently not NG compatible. The weightlifting XP requires Lighthouse Papyrus Extender which only works on NG.
Been loving this mod thanks for the effort you put into it! I've been having trouble getting the turret tamperer perk to work. I've modded the pipboy module, have all the perk ranks, tried with Immersive HUD disabled, and checked xEdit for conflicts (there were none). I assume it works just by being able to activate the turrets right? It could be mod conflicts still since I have a lot, but just wanted to check in case it wasn't.
The most likely conflict is another mod that adds a perk entry that allows you to activate turrets. You wouldn't be able to detect this through xEdit, unless you looked through various perk records looking for another Add Activate Choice perk entry that also works on turrets.
Add Activate Choice can work in two general ways: replace the default activation, or add an additional activation. I'll have to check it, but I think it may be default activation.
Currently doing some large scale changes to UI for S7.
Yeahh it looks like it is something else messing with it. Not sure which mod though unfortunately. :c I did a test to verify it's a mod conflict ye. Thank you for the info. c:
I've tried several other perk overhauls and this one is by far my favorite one. It provides a much better system than the vanilla one. Thank you for sharing!
Balance-wise in my experience after about 10 hours deep in a playthrough, I find that the weightlifting XP is a bit overtuned, mostly the bonus you get from movement. My weightlifting is already about level 50 while everything else is <30, without doing any bashing and barely any over encumbered movement. I didn't see any settings to really reduce the XP bonus for this skill, settings for skills on timers, but I believe I can only decrease the time for that XP bonus, not increase it. What I would like to be able to do is tune down those XP on timer bonuses to be less frequent or reduce the bonus XP you get from that.
I also find that the athletics one was a bit high on standard settings, but that one I just reduced the amount of XP in the MCM.
There should be a global XP value for Weightlifting in MCM that you can adjust, but I'll double check that that's there. Maybe its mislabeled which could be misleading.
You also have to consider that the more you are carrying, the higher your Weightlifting XP for moving. The bonus is larger for overencumbered, sure, but if your at 199/200 carry weight, your getting alot more xp than 50/200 carry weight.
I can increase the maximum amount on the timers to higher though.
I will be updating S7 Skill System either this weekend or next weekend, so I'll make sure to include the above. This is a very very large scale update. It will also be the final BETA update, I'll be moving to Release Candidate (RC) versioning next. RC will be incompatible with BETA, since I'll be deleting records, but the final BETA update will include everything in that RC.
I see the weightlifting XP multiplier, that one says gain XP whenever you bash or move while over encumbered. So that applies globally to everything contributes to weightlifting? I'll give that a try either way.
Looking forward to trying out the update, thanks for the response!
Yes, that multiplier applies to everything weightlifting. I didn't realize it didn't include NOT encumbered in description, but it does apply to that too. I'll modify it in next update. I'll also increase timer maxes.
Yes the next update is going to be very cool. Lots of very handy UI changes. Also entire code base has been revamped. I think users will really like the UI changes. I mean, I like them, so hopefully others will too.
LOVING this mod! Can´t really express how much more fun the game has become after installing this one!
This and Pack Attack NPCS (and PACE) are the best mods for FO4 in my opinion. Can´t think of playing without it anymore!
I'm using SS2, PANPC, PACE, S7.... i think those are the most script heavy on my modlist? And it´s going really stable! I do also have a bunch of scripts firing up at char creation, no problem there either.
Running Start Me Up Redux with it, which also adds Traits. Working flawlessly. Nothing weird happened when using traits. The Finesse trait adds [constant 10% critical hit rate] (so works outside VATS) with the downside of [-30% non-critical hit damage]. Good alternative for non-VAFS.
My personal notes: The perks at char creation are all cool, with downsides, sure. But I´d like more roleplaying options there. Idk, maybe more flavours. Don´t know if this would be within scope of the mod vision. Can see how it would just be feature bloat. So Start Me Up ends up carrying it for me in this department.
Sometimes, specially at a playthrough start, you can end up leveling by picking junk, whilst spamming E. And that can lead into instantly confirming to raise Strength on level up. Maybe its just me who spams it. But readers beware. Didn´t see that others users already commented on it. :<
Yeah, so I also love Pack Attack, although when I playtest I don't use it since I die too often. But when I want to actually play the game through, I always use it.
There are planned additions for S7, but they will wait until S7 reaches 1.0. If you're wondering what's holding that up 1.0, well, currently I've got UI updates I'm making to S7, to make it a lot better. Additionally, I want all perk icons in S7 to be animated and to have custom sounds with them. So I've got my work cut out for me, although there's not too many perk icons left to animate, so that's good news.
Planned additions for S7 after 1.0 include: Combo skill perk trees More traits New perks and extended skill trees
But like I said, these will need to wait until I address the issues. The SPECIAL increase menu is being reworked into the Level Up Menu currently. There's other cool additions like selectable and expandable skill trees in the Level Up Menu, customizable notification widget, and more. You can see a WIP of some of these features here: https://www.youtube.com/watch?v=pBKuvmluXn4&ab_channel=Alegendv1Fallout4Mods
Additionally, I've also been dedicating a large amount of time to Survival Mode Overhaul. I'll be streaming it and WIP updates to S7 on Saturday, Feb 22nd, 7:30PM EST for the C3 modding event.
Besides the UI issue we already discussed, I am having some trouble with rifles not awarding rifle experience. I have tried using the Assault, Combat and Handmade rifles (non-automatic versions) to no avail. By contrast pistols are working perfectly. Any pointers on how I might diagnose/remedy the issue would be very much appreciated!
Edit: I should have mentioned that rifles used to grant the relevant experience in earlier version of S7.
I will check those weapons tonight, and to see if I can replicate. I will edit this reply after confirming.
EDIT: I tested all three weapons as semi-automatics and they all granted Rifles XP, as they're supposed to.
To test possible issues, drop the gun on the ground, and select it using cursor or through mouse wheel. Then use console commands to check these keywords on the weapon:
It turns out that S7_WeaponTypeScience is the issue. A while back I modded some custom ammo types to have that keyword for the purpose of granting science experience. Now it appears that this prevents rifle experience from being granted. What would I need to change to be able to gain the relevant weapon experience while using the science experience enabled ammo types?
It depends probably on how you're handling adding the keyword.
Are you adding the keyword to the Ammo record? Or are you adding the keyword to an ObjectMod attached to the weapon itself?
I'm not sure how the perk entry that detects keywords functions for adding the keyword via the Ammo record, I would have to check on that.
As for the ObjectMod, that method should be fine in that the weapon should grant Science XP when the ObjectMod is attached to the weapon (since it adds the Science weapon type keyword).
I have added the keyword to an ObjectMod that's being attached to the weapon itself. I confirmed that removing the mod from the weapon (switching to regular ammo) does allow it to begin granting rifle experience.
I mean, if it was granting Science XP before, then it would be working as intended, correct?. But from I understand, it wasn't granting Science XP before? Now this is an issue of it not granting Science XP. I'll take a look at the conditions again and see what the conflict is for that.
I think I didn't explain it correctly - a Handmade rifle loaded with the modded ammo was granting Science experience, but it was not granting Rifle experience. I would like it to award both. How do I go about achieving that?
Ooooooh you want both experiences. At this time, there is no way to grant both XPs at same time. I've explicitly coded my perk entries so that only one weapon type XP can occur at a time. (excluding Explosives which is tracked separately).
This is because: 1. Balance wise - I want to force the player to select specific weapons to use to increase that respective skill 2. Code wise - I don't want to support casting 2 different weapon XPs from one hit (I'd have to separate each entry to a separate perk, which is not a ideal, and may increase script load since each weapon type would need a separate perk which would have a separate script).
What I would recommend is getting some type of mod that allows you to switch ammo types, so you can go from Science XP to Rifles XP without having to go to the workbench. That or carry a different rifle, but that's extra carry weight.
It is possible to do though to make separate perks that would allow you to grant multiple XP via xEdit, but its quite tricky. DM me and I can explain through that, its too lengthy to explain here.
EDIT: Actually, you know what, I could probably make an option for it, via MCM and dynamically add a new perk for it based on the setting. But I'll do that in the next upcoming update. I don't have an ETA for it, I'm currently testing some code I rewrote.
Fair enough - I was hoping there was an easy fix to be had in xEdit (like removing S7_WeaponTypeScience = 0 as a condition somewhere for example) but I see that's not really the case. Thank you for taking the time to entertain my question.
I don't know of any mods that cap the player's level off the top of my head. But if they do it through the perk entry Mod XP, True Skyrim mode will be unaffected by it, since it bypasses this perk entry.
If you're not using True Skyrim mode, then you're using the Perk XP system which is separate from Character Level XP, and thus will not conflict.
TL;DR: You'll either bypass the level cap with True Skyrim Mode, or the level cap doesn't matter if you're using Perk XP system.
I use Level Cap to stop my level at 50. My goal for this playthrough is making the base game as close to Horizon as possible while being able to play SS2. Your mod is perfect for that feel. The cap mod does touch on exp though I've not looked into the "how" of it. Knowing what your said I'll have to check to see if this can even work with each other. Thanks for the reply and pointing me in the right direction.
I am having some trouble with the menu that comes up when it's time to increase an attribute (I think it's every 5 levels by default), namely if it comes up while I am interacting with something else, or crafting I tend to pick the topmost attribute before I even realize that the menu has come up. Would you consider adding an empty option at the top of the menu so the player has to move the cursor to select an actual attribute? (or anything else that would prevent picking the wrong attribute by accident?)
Hmm, I can add a Utility.Wait() which will pause the script until you're outta the menu. Is this typically happening during Crafting Menus or is there another menu I should check for?
I added a check to my code, so hopefully it should solve this issue of the menu popping up while other menus are open. Is it also an issue with the quick looting menu? I'd need to add a separate check for that one.
773 comments
0.8.1-BETA UPDATE IS OUT
Perk refresh is required for new update.
Perk and Quest refresh is required for updating 0.7.0 and before on existing saves. If updating from prior to 0.6.1, use the reload speed reset as well. No refreshes are needed on new games.
New Features:
Read changelog
Bugfixes:
Read changelog
Balancing:
Read changelog
FUTURE UPDATES (prioritized)
1. Perk icons
2. Bugfixing
3. New perks
https://discord.gg/pF9U5FmD6w
I'll state which requirements have not updated. Please DO NOT bother the mod authors about it. They'll update when they update.
RobCo Patcher has Alpha (and buggy) update to NG (We need to wait until this is properly updated)
SUP_F4SE has not updated to NG (Can probably remove this requirement)
Lighthouse Papyrus Extender has not updated to NG (Can work around this one, although it will sacrifice a feature)
Perk Points Per Level has not updated to NG (I can't get around this one. I tested a fake PPPL with NVSS, but its buggy)
If you want to use basically any of my mods I've released, you will need to make sure that either
A. You do not update Fallout 4 via changing your update settings in Steam game properties.
B. You have a way to downgrade to the previous version.
In time, I expect that F4SE mods and plugins will be updated to accommodate the new update. However, it is not guaranteed.
However, I will say, you should look forward to the next S7 update. Everything is better. There's many UI updates and new features, and code has been entirely revamped.
I am a god, boy.
Also, what settings would you recommend for slowing down level ups? I seem to rip through levels 1 to 40 quick. Like I've been 36 before reaching DC, but I'm also a do all the side quests kind of guy.
Level Ups depend on whether you use True Skyrim or not. If you do, edit the settings in fix esp. Otherwise use MCM for perk xp.
Next update, the mod will be NG compatible.
Add Activate Choice can work in two general ways: replace the default activation, or add an additional activation. I'll have to check it, but I think it may be default activation.
Currently doing some large scale changes to UI for S7.
Balance-wise in my experience after about 10 hours deep in a playthrough, I find that the weightlifting XP is a bit overtuned, mostly the bonus you get from movement. My weightlifting is already about level 50 while everything else is <30, without doing any bashing and barely any over encumbered movement. I didn't see any settings to really reduce the XP bonus for this skill, settings for skills on timers, but I believe I can only decrease the time for that XP bonus, not increase it. What I would like to be able to do is tune down those XP on timer bonuses to be less frequent or reduce the bonus XP you get from that.
I also find that the athletics one was a bit high on standard settings, but that one I just reduced the amount of XP in the MCM.
Anyway, thanks again for this amazing overhaul!
You also have to consider that the more you are carrying, the higher your Weightlifting XP for moving. The bonus is larger for overencumbered, sure, but if your at 199/200 carry weight, your getting alot more xp than 50/200 carry weight.
I can increase the maximum amount on the timers to higher though.
I will be updating S7 Skill System either this weekend or next weekend, so I'll make sure to include the above. This is a very very large scale update. It will also be the final BETA update, I'll be moving to Release Candidate (RC) versioning next. RC will be incompatible with BETA, since I'll be deleting records, but the final BETA update will include everything in that RC.
Looking forward to trying out the update, thanks for the response!
Yes the next update is going to be very cool. Lots of very handy UI changes. Also entire code base has been revamped. I think users will really like the UI changes. I mean, I like them, so hopefully others will too.
This and Pack Attack NPCS (and PACE) are the best mods for FO4 in my opinion. Can´t think of playing without it anymore!
I'm using SS2, PANPC, PACE, S7.... i think those are the most script heavy on my modlist? And it´s going really stable! I do also have a bunch of scripts firing up at char creation, no problem there either.
Running Start Me Up Redux with it, which also adds Traits. Working flawlessly. Nothing weird happened when using traits. The Finesse trait adds [constant 10% critical hit rate] (so works outside VATS) with the downside of [-30% non-critical hit damage]. Good alternative for non-VAFS.
My personal notes:
The perks at char creation are all cool, with downsides, sure. But I´d like more roleplaying options there. Idk, maybe more flavours. Don´t know if this would be within scope of the mod vision. Can see how it would just be feature bloat. So Start Me Up ends up carrying it for me in this department.
Sometimes, specially at a playthrough start, you can end up leveling by picking junk, whilst spamming E. And that can lead into instantly confirming to raise Strength on level up. Maybe its just me who spams it. But readers beware.Didn´t see that others users already commented on it. :<There are planned additions for S7, but they will wait until S7 reaches 1.0. If you're wondering what's holding that up 1.0, well, currently I've got UI updates I'm making to S7, to make it a lot better. Additionally, I want all perk icons in S7 to be animated and to have custom sounds with them. So I've got my work cut out for me, although there's not too many perk icons left to animate, so that's good news.
Planned additions for S7 after 1.0 include:
Combo skill perk trees
More traits
New perks and extended skill trees
But like I said, these will need to wait until I address the issues. The SPECIAL increase menu is being reworked into the Level Up Menu currently. There's other cool additions like selectable and expandable skill trees in the Level Up Menu, customizable notification widget, and more. You can see a WIP of some of these features here: https://www.youtube.com/watch?v=pBKuvmluXn4&ab_channel=Alegendv1Fallout4Mods
Additionally, I've also been dedicating a large amount of time to Survival Mode Overhaul. I'll be streaming it and WIP updates to S7 on Saturday, Feb 22nd, 7:30PM EST for the C3 modding event.
Gonna try to check that stream out too
Edit: I should have mentioned that rifles used to grant the relevant experience in earlier version of S7.
EDIT: I tested all three weapons as semi-automatics and they all granted Rifles XP, as they're supposed to.
To test possible issues, drop the gun on the ground, and select it using cursor or through mouse wheel. Then use console commands to check these keywords on the weapon:
haskeyword WeaponTypeAutomatic
haskeyword WeaponTypeHeavyGun
haskeyword WeaponTypeShotgun
haskeyword WeaponTypeLaser
haskeyword WeaponTypePlasma
haskeyword dn_weap_EnergyGun
haskeyword S7_WeaponTypeScience
If any of those return as 1, that's the problem.
Are you adding the keyword to the Ammo record? Or are you adding the keyword to an ObjectMod attached to the weapon itself?
I'm not sure how the perk entry that detects keywords functions for adding the keyword via the Ammo record, I would have to check on that.
As for the ObjectMod, that method should be fine in that the weapon should grant Science XP when the ObjectMod is attached to the weapon (since it adds the Science weapon type keyword).
Basically, I need a bit more information.
This is because:
1. Balance wise - I want to force the player to select specific weapons to use to increase that respective skill
2. Code wise - I don't want to support casting 2 different weapon XPs from one hit (I'd have to separate each entry to a separate perk, which is not a ideal, and may increase script load since each weapon type would need a separate perk which would have a separate script).
What I would recommend is getting some type of mod that allows you to switch ammo types, so you can go from Science XP to Rifles XP without having to go to the workbench. That or carry a different rifle, but that's extra carry weight.
It is possible to do though to make separate perks that would allow you to grant multiple XP via xEdit, but its quite tricky. DM me and I can explain through that, its too lengthy to explain here.
EDIT: Actually, you know what, I could probably make an option for it, via MCM and dynamically add a new perk for it based on the setting. But I'll do that in the next upcoming update. I don't have an ETA for it, I'm currently testing some code I rewrote.
Cheers!
If you're not using True Skyrim mode, then you're using the Perk XP system which is separate from Character Level XP, and thus will not conflict.
TL;DR: You'll either bypass the level cap with True Skyrim Mode, or the level cap doesn't matter if you're using Perk XP system.
So I wouldn't recommend using True Skyrim mode, since that mode bypasses that perk entry via Papyrus scripts.
Use the Perk XP system, and you'll be fine. Your level cap will work fine with the Perk XP system.
Cheers!
I added a check to my code, so hopefully it should solve this issue of the menu popping up while other menus are open. Is it also an issue with the quick looting menu? I'd need to add a separate check for that one.