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SpringHeelJon

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SpringHeelJon

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88 comments

  1. ashibel
    ashibel
    • member
    • 0 kudos
    Hey, because you reduced positive effects of commando, so some weapons have only full-auto firing mode such as SMG are surprisingly weakend after installed this mod. I understand you tried to solve "inequality of damage among semi-auto and full-auto" problem, but did you think about this problem? Is there any plan to fix this? 
    1. seraphael
      seraphael
      • member
      • 26 kudos
      Easily be addressed buffing the SMG through a mod or FO4Edit. However, making a special case for SMG would be a good change.

      Another good change would be to implement Basher Rank 2 and 3 Fix or to make the mod compatible with Community Fixes Merged which includes that fix (open permission).
  2. ballbuster800
    ballbuster800
    • member
    • 0 kudos
    Man I love the changes this mod makes except for one. Heavy weapons are already pretty powerful depending on the one you use, a 3x multiplier is absolutely ridiculous and overkill. I would love a version that just doesn't have the damage modifiers.
    1. seraphael
      seraphael
      • member
      • 26 kudos
      Agreed, such rebalancing would be better applied to underperforming heavy weapons, not through perks. Fixing the damage modifier in FO4Edit is simple, though. I usually nerf perk damage to 5% per rank, and buff the minigun and flamer directly.
  3. Zeitkrieg420
    Zeitkrieg420
    • premium
    • 4 kudos
    Absolutely my favorite perk mod on the Nexus. Best part is the extreme compatibility. Thank you tons. <3
  4. FrumpyBadger
    FrumpyBadger
    • premium
    • 0 kudos
    Loving the balance and quality of life from this mod, thanks a million ^^

    I did have a thought re: implementing crits outside of VATS that I thought might be useful to you - maybe at an appropriate point in the main storyline (going through Kellogg's memories or finding the Institute for the first time) you could activate this feature through a reward perk, something like Wired Reflexes from FO3? Just a thought, hope you find it helpful :)
  5. kubikiri
    kubikiri
    • member
    • 3 kudos
    Since this mod mainly overrides vanilla entries, I assume it's safe to flag as ESL (after compacting the FormID)?
  6. wxMichael
    wxMichael
    • supporter
    • 43 kudos
    This fix for the Basher perks might be good to incorporate into this mod.
    Basher Rank 2 and 3 Fix 
    The permissions on it are open as well.
  7. BrasileirinhoPe
    BrasileirinhoPe
    • supporter
    • 7 kudos
    Em uma próxima atualização, você pode acrescentar "Bullet Penetration" adicionando ricochete nele. Fica bom ♥
  8. SilverArcher13
    SilverArcher13
    • member
    • 0 kudos
    Howdy, great mod and everything feels neatly balanced. However, I was wondering if there was a way to disable the autohack/pick from Locksmith and Hacker.
  9. CaptainBrian
    CaptainBrian
    • premium
    • 0 kudos
    Does this work with the next gen patch?
  10. sandros77
    sandros77
    • member
    • 0 kudos
    hey i was playing and randomly got a lot of caps with a cap icon in the middle of the screen, is by any chance caused by your mod?? i have no idea what caused it
    1. ChlorineKekw
      ChlorineKekw
      • member
      • 0 kudos
      Yeah exploding bottlecap mines gives you a f*ck ton of caps for some reason when using this.
    2. SpringHeelJon
      SpringHeelJon
      • premium
      • 416 kudos
      That’s intentional. Instead of the mine exploding or Fortune finder triggering and suddenly spawning a load of caps it’s added straight into your inventory instead.