If you want to get in touch with me more directly, or are looking for a proper place to learn more details about modding, check out this server. You can find me in the "[FO4] Mod Author Hub", under the Channel "Nuclear Wonderland".
FREQUENTLY ASKED QUESTIONS The "Unofficial Fallout 4 Patch" seems to have updated, and doesn't show older archives; what do I do?
Spoiler:
Show
Unfortunately, Arthmoor doesn't allow for older versions of their work to be publicly listed, due to a number of reasons, most of which are smart. I also don't show older archives of YAE for the same reasons, although in this case, the NextGen update kind of came out of nowhere and basically rendered thousands of mods useless, under the pretenses of fixing a few things that modders had long since addressed.
I don' have a problem with Bethesda doing an update, but it's caused the community to split into two groups over it, and I'm clearly sitting in the camp for the older version. A lot of people have strong opinions of Arthmoor's work too, and despite all of that, I respect their work and am a fan myself. Although, I wish they would have just left the last update version of UF4P open to the public, with an explanation that they don't have intentions of working on older versions, but it is what it is.
One of my peers was kind enough to give me a link to the version of the UF4P that YAE is reliant upon, and I've included it's link in the Requirements section, but if you've somehow missed that, I'll include it here, as well. The Unofficial Fallout 4 Patch v1.10.163
Is it safe for me to update into a newer version of You Are Exceptional, without having to start a brand new save?
Spoiler:
Show
Yes! I've taken precautions to make sure that YAE checks for your current version, then applies a series of changes to older saves. Although so far, there's only two times this would ever happen, and it only applies to very minor things, like the possibility of a Player having a specific Perk that I've altered recently Quite a few changes are made with the more recent builds of YAE, which repairs some oversights on my part, and may even alter the state of some abilities.
I've been asked before why I don't make older builds public, and the aforementioned reason is why. While I understand that it's possible that certain revisions might have removed something that some people may prefer, it's very likely that whatever I altered or removed was causing a major issue, and I struggle to make each version of YAE better than the last. Also, I generally openly discuss any major changes like that both here, and in the BiRaitBec modding Discord listed at the top of this section. So, there's plenty of notice ahead of time if I ever do remove anything major.
Saves that existed before YAE was installed should be fine as well, as per described in the YAE v1.00s Changelogs. When in doubt though, you should always make a backup of your saves. Especially ones that you've spent a lot of time on, as once you've saved with YAE (or any mod installed), then the changes made are basically permanent, even if not immediately noticed.
What does this specific Perk do? Does it have any hidden mechanics?
Spoiler:
Show
Before asking me directly, please take a look at the Perkatory Compenidum. It's a massive guide that covers every Perk in YAE, along with any secrets it holds, plus my personal suggestion on what other Perks would play nicely with them. It also contains the FormID's for every Perks, incase you didn't like a particular selection or just wanted to mess around with what's available.
Previously, this post was dedicated to housing all of the past major update that YAE has had, which could not simply fit into a single changelog. However, with changes made to the Nexus in 2025, Posts now have a limit of 5,000 characters, which severely limits what I can say about these updates, as individually, sometimes those Posts easily exceed that amount. As you can imagine, with the sheer amount of passion, blood and sweat I put into this updates, there's are a lot I want to say about them, so editing them down to a mere few sentences is pretty soul crushing.
However, I had been planning on moving the older posts to their own Previous Updates Article for some time now, as editing a Post that massive was quite the pain in the butt. Anyway, I may as well do that from now on, and also have it include current major updates, as attempting to trim them down to that text character limit is quite annoying. If you're curious about the nitty gritty of what is locked inside each of these massive updates, feel free to click the Article link above and check them out!
There are various times where someone will tell me about a bug or glitch, but not use the Report system. This is fine, but sometimes people will continue to tell me about these issues, even after they've been properly reported. Then there's the Discord channel where I take live feedback and release somewhat daily patches, where I am also told about problems with YAE, which people on this thread wouldn't probably know about.
Known Issues
Spoiler:
Show
Confirmed Problems
The Salvage Skill doesn't appear to have any effect on breaking down junk items while in a workshop. Addressing this is a bit complicated, assuming that it can be resolved at all. It would probably require me cataloging all of the Junk in the game... which won't be very fun to deal with. In general, the Salvage Skill was designed for tearing apart stuff in Settlement mode. I'd like it to do more than this, but the tools Bethesda gave us to handle this is a bit limited, so I'd probably have to go nuclear to make it's full potential a reality.
Various minor things that don't affect gameplay in any noteworthy manner. I have a massive checklist of tiny features I want and problems I'm aware of, that I've been chiseling at since release. As always though, making the mod stable comes first, and sometimes I get distracted by a side project or real life. The short story, is that as long as my personal life doesn't get too messy, I've got ideas to expand upon YAE for the unforeseeable future.
Unconfirmed Problems
Nothing, at the moment.
Crossed out issues above indicate that I have debunked the issue, or that it has been fixed and will be addressed in the next available update, which would probably on a Friday morning.
Content That I'm Currently Working On
Spoiler:
Show
Constantly looking for feedback on the newly added MCM, and other features in YAE.
Armor Mastery System: armor in general will penalize the Player slightly, with Perks available to remove these penalties, but also "Armor Grade" appropriate buffs. Some examples might includes "Light Armor" providing a buff to Critical Chance and Sprint Cost, but also slightly lowering AP Regeneration. Stuff like this is done to force the Player to think more about their setup, rather than just "equipping the biggest numbers", but balancing this is harder than you think. (On hold, for now.)
I need to go back and make the Turret system via the Engineering Skill a bit more fleshed out. There will eventually also be a complimentary Perk(s) for main ones, doing stuff like increases the number that may be deployed at once, their health/damage/etc. I had planned to do this on release, but kept putting it off (there's a ton of research and mod reverse engineering involved), on top of various bugfixes and more important features, which have kept me pretty busy.
Reworking older Perks. When I started out, I basically had no idea what I was doing, and it shows in the earlier Perks. However, the more I think about the Armor System mentioned above, the more I think that it would be better suited as Skill people can take to become "Proficient" with armors via Passive Perks. I suppose I'd have to move some Perks from the Tinkering Skill to it though... and then redefine what Perks I think would fall under Tinkering. There's a lot to think about.
Possibly new Skills. It's not something I'm really considering at the moment, but I originally wanted YAE to have some kind of Mining Skill, but I eventually settled on the Salvage Skill being basically the same thing. It's hard coming up with new Skill designs that can't be easily covered by a single Perk, much less having the Skill worth investing points into, and finally, what Perks would fall under under it.
do you have to get each SPECIAL thru YAE cause my endurance is 10 but im capped out at rank 3 which seems really stupid... especially if a perk requires higher.
The SPECIAL Perks you're actually looking at are custom Perks I had to make to replace the older ones to smoothen out the character reset process for reasons I honestly can't remember. The old SPECIAL Perks were hard-coded to adjust how they were available to the Player based on your current rating is in that stat, but because I'm using custom versions of those Perks and due to limitations on LevelUpMenuEx displays them on a list, you can see the number of times you've taken it.
By default, vanilla Fallout 4 never let you take SPECIAL beyond a base of 10, so it's the exact same as that. If you want to go beyond that, you'll have to find the two SPECIAL upgrade books, which can bring you upto 12. I think the bobblehead can push you to 13, but I don't remember; it's been a while since I've messed with this stuff and I usually don't min/max when I'm playing.
I could add an optional toggle to the MCM that would allow you to purchase stats beyond 10. There hasn't been any demand for that, but I don't think it would be too hard to code. Maybe something I'll add for the next update.
that'd be awesome, cause there's been some perks ive wanted that require a higher stat and im locked out cause i guess it's the game being the game lol
You can't learn some of the Perks? There should only be like 9 Perks that are tied to the SPECIAL stats, as one is for each SPECIAL, and then I think there were 2 Perks that required 3 in all SPECIAL. You should be able to buy those if you already have 10 in that SPECIAL though. Unless I accidentally tied the requirement to purchase them to the old SPECIAL Perks, instead of the character stat itself?
I'll try to look into this today.
Edit: I may not be able to do the SPECIAL MCM Toggle; I realized today that Condition for the Toggle would need to go on the Perk itself, which would require me to make a second set of 63 SPECIAL Perks for the other end of the Toggle, not to mention limitations placed upon LevelUpMenu that prevent me from swapping out those other Perks based on the Toggle. Unfortunately, there's no way to change Conditions mid-game with code either. I'll keep thinking about ways around this, though... or maybe I can if I use OR as a Condition... ignore my ramblings o:
yea in my previous playthrough, one of the perks required endurance rank 9. i had more than 9 but the mod perk capped me out i think at rank 6. it didnt read me as having 9 so i couldnt rank up. which is what i'm referring to in my original post (but you prolly know that). like right now i have 11 endurance but im capped at endurance rank 4.
I have to say I am thoroughly impressed with the compatibility. I just installed dak's new revolver shotgun assuming that shotgun perks would not affect it since it's a handgun and that would be a little beyond reasonable to expect. Well was I surprised to see that it did actually properly identify the revolver as a shotgun. Kudos!
Thanks, I put a pretty frustrating amount of work into constantly reworking all of the Keywords. It's not perfect, but it's as good as I can get it. This year, I figured out how to do a list of weapons instead, but it's a bit too late (as most patches other people have made will rely on Keywords) and it probably wouldn't work perfectly with everything anyway. Glad your enjoying the mod.
Hi Augoeides. I noticed that the alien energy weapons from both the base game and zeta creation club no longer disintegrate enemies. All other laser/energy weapons still do this but not the alien ones.
Sorry for the late reply. I normally check this page a few times a day, but I've been horribly addicted to a new game the past few days and forgot to check it. I try to get back to people as quickly as possible, as I know what it's like when your modlist isn't working and you want better gameplay.
Anyway, I did some testing and can partially confirm what you've said. No matter what I did, it seems to be that the Alien Blasters don't disintegrate against pre-placed enemies, such as Carla (she should have given me that caps discount) or the raiders inside of the Concord Museum. Although, when I manually spawned in enemies they would always be disintegrated. This also happened with the laser rifle, so it's not an issue exclusive to the alien weapons.
However, I removed YAE from my modlist, and these conditions were still an issue. There's two possible reasons for this: the first is that this was always a vanilla problem and we just never really noticed before. The other is there's a common mod we're both using that's causing this issue specifically with the disintegration mechanic (not the weapons themselves), which could possibly be the Unofficial Fallout 4 Patch (maybe it disabled this on pre-placed enemies to prevent some kind of game breaking glitch?) or something.
I'm sure someone's noticed this happening before though, and have probably made a mod to fix it. You can probably find a better explanation on the modding Discord listed at the top of this section. I'll probably ask around there when I have the time to, as I'm a bit curious as to why it isn't being triggered too. As far as I can tell, the disintegration mechanic is tied to an MGEF that transformed corpses on death, but I've noticed those (there's a bunch of MGEF's for that, like there's one that gooifies enemies for the Acid Soaker; they're all named something like "CritEffect") and they never seem tampered with by anything.
Edit: Never mind I figured it out, sorry for the bother.
Hey there, I picked up a couple of ranks in the Entrepreneur perk but I can't figure out how to give merchants extra caps, I don't have a dialogue option or anything like that. What do?
That's why I recommend putting YAE near the bottom of your Mod List. If I just made a version that focused on the Perks, I would have to remove a bunch of Perks.
Food would also not heal you in battle, so a bunch of Perks related to that wouldn't work. Stimpaks would downscale based on Game Difficulty, and which could make them take 50 seconds to recover with no way to alter that time span. I would have to remove the custom Perks from Companions, meaning 2 of the Skills would become worthless, as they'd have no way of detecting racial types.
I understand that YAE overhauls a bunch of areas that most Skill mods don't touch, but overall, I want a system that has a lot of depth, and to do that I need to poke a lot of areas. I try my best not to extend too far out of its scope, but sometimes i just gotta poke new things xD. If you're looking for a Skills mod that a bit more focused you could try the S7 Skills System. The original Be Exceptional and You Are SPECIAL still hold up pretty well too, as well as Hot Diggity, etc.
Learning higher Ranks of the Strong DeTURRET Perkline should upgrade your turrets, but only when you deploy them after learning the new Ranks; pre-placed turrets won't be automatically upgraded, but I think if you gather them and re-deploy them they'll upgrade.
It's called Distilled Drinks. It's a hybrid Perk listed under the Survival Skill, so that's why you might have missed it. I would put it under the Chemistry Skill, but it has more in common with the cooking Perks.
When in doubt, check out the Perkatory Compendium; it's basically a wiki that I designed exactly for these kinds of questions.
Hi everyone... Can someone please explain to me how to scrap surplus ammunition? I have the scrapyard solutions perk but I can't figure out which workstation to use or if I need other perks in conjunction with scrapyard solutions to be able to scrap all my excess ammo.
Generally speaking, all crafting is done through the Chem Station, unless you have a patch installed for a pre-made modlist; like I know Wasteland Reborn uses special crafting tables added from other mods, and spreads YAE's recipes amongst them.
In order to scrap ammo you don't want, you need at least 1 piece of it in your inventory (many recipes are invisible until you have at least 1 item from the recipe on your person, so that having too many crafting recipes on screen won't freeze your game). A new submenu called "Dismantle" should appear in your workbench, allowing you to break down whatever.
Note: These scrap recipes scale with any crafting Perks that you learned to enhance crafting production. As in, if you normally make 10 shotgun shells at a time, and took a Perk that makes you produce double that many shotgun shells permanently, you'll also need 20 shotgun shells in the recipe that scraps them (although the scrap reward also scales accordingly, so you don't lose anything).
If you have further questions like that, they can generally be answered in the Perkatory Compedium.
Had to look that up for a second, I thought that was a natural command. I fixed access to the "SPECIALmenu", which is the menu that first opens up after you finish designing the looks of your character (which if I remember correctly is called the "LooksMenu").
I don't have TextInputMenu installed, but I'm guessing it's coded directly off of the SPECIALmenu, since that's how the Player name is accessed. So in theory, it should be compatible with YAE now.
1206 comments
FREQUENTLY ASKED QUESTIONS
The "Unofficial Fallout 4 Patch" seems to have updated, and doesn't show older archives; what do I do?
I don' have a problem with Bethesda doing an update, but it's caused the community to split into two groups over it, and I'm clearly sitting in the camp for the older version. A lot of people have strong opinions of Arthmoor's work too, and despite all of that, I respect their work and am a fan myself. Although, I wish they would have just left the last update version of UF4P open to the public, with an explanation that they don't have intentions of working on older versions, but it is what it is.
One of my peers was kind enough to give me a link to the version of the UF4P that YAE is reliant upon, and I've included it's link in the Requirements section, but if you've somehow missed that, I'll include it here, as well.
The Unofficial Fallout 4 Patch v1.10.163
Is it safe for me to update into a newer version of You Are Exceptional, without having to start a brand new save?
Although so far, there's only two times this would ever happen, and it only applies to very minor things, like the possibility of a Player having a specific Perk that I've altered recentlyQuite a few changes are made with the more recent builds of YAE, which repairs some oversights on my part, and may even alter the state of some abilities.I've been asked before why I don't make older builds public, and the aforementioned reason is why. While I understand that it's possible that certain revisions might have removed something that some people may prefer, it's very likely that whatever I altered or removed was causing a major issue, and I struggle to make each version of YAE better than the last. Also, I generally openly discuss any major changes like that both here, and in the BiRaitBec modding Discord listed at the top of this section. So, there's plenty of notice ahead of time if I ever do remove anything major.
Saves that existed before YAE was installed should be fine as well, as per described in the YAE v1.00s Changelogs. When in doubt though, you should always make a backup of your saves. Especially ones that you've spent a lot of time on, as once you've saved with YAE (or any mod installed), then the changes made are basically permanent, even if not immediately noticed.
What does this specific Perk do? Does it have any hidden mechanics?
However, I had been planning on moving the older posts to their own Previous Updates Article for some time now, as editing a Post that massive was quite the pain in the butt. Anyway, I may as well do that from now on, and also have it include current major updates, as attempting to trim them down to that text character limit is quite annoying. If you're curious about the nitty gritty of what is locked inside each of these massive updates, feel free to click the Article link above and check them out!
Unconfirmed Problems
Crossed out issues above indicate that I have debunked the issue, or that it has been fixed and will be addressed in the next available update, which would probably on a Friday morning.
By default, vanilla Fallout 4 never let you take SPECIAL beyond a base of 10, so it's the exact same as that. If you want to go beyond that, you'll have to find the two SPECIAL upgrade books, which can bring you upto 12. I think the bobblehead can push you to 13, but I don't remember; it's been a while since I've messed with this stuff and I usually don't min/max when I'm playing.
I could add an optional toggle to the MCM that would allow you to purchase stats beyond 10. There hasn't been any demand for that, but I don't think it would be too hard to code. Maybe something I'll add for the next update.
I'll try to look into this today.
Edit: I may not be able to do the SPECIAL MCM Toggle; I realized today that Condition for the Toggle would need to go on the Perk itself, which would require me to make a second set of 63 SPECIAL Perks for the other end of the Toggle, not to mention limitations placed upon LevelUpMenu that prevent me from swapping out those other Perks based on the Toggle. Unfortunately, there's no way to change Conditions mid-game with code either. I'll keep thinking about ways around this, though... or maybe I can if I use OR as a Condition... ignore my ramblings o:
Anyway, I did some testing and can partially confirm what you've said. No matter what I did, it seems to be that the Alien Blasters don't disintegrate against pre-placed enemies, such as Carla (she should have given me that caps discount) or the raiders inside of
the Concord Museum. Although, when I manually spawned in enemies they would always be disintegrated. This also happened with the laser rifle, so it's not an issue exclusive to the alien weapons.
However, I removed YAE from my modlist, and these conditions were still an issue. There's two possible reasons for this: the first is that this was always a vanilla problem and we just never really noticed before. The other is there's a common mod we're both using that's causing this issue specifically with the disintegration mechanic (not the weapons themselves), which could possibly be the Unofficial Fallout 4 Patch (maybe it disabled this on pre-placed enemies to prevent some kind of game breaking glitch?) or something.
I'm sure someone's noticed this happening before though, and have probably made a mod to fix it. You can probably find a better explanation on the modding Discord listed at the top of this section. I'll probably ask around there when I have the time to, as I'm a bit curious as to why it isn't being triggered too. As far as I can tell, the disintegration mechanic is tied to an MGEF that transformed corpses on death, but I've noticed those (there's a bunch of MGEF's for that, like there's one that gooifies enemies for the Acid Soaker; they're all named something like "CritEffect") and they never seem tampered with by anything.
Hey there, I picked up a couple of ranks in the Entrepreneur perk but I can't figure out how to give merchants extra caps, I don't have a dialogue option or anything like that. What do?
Thanks!
Food would also not heal you in battle, so a bunch of Perks related to that wouldn't work. Stimpaks would downscale based on Game Difficulty, and which could make them take 50 seconds to recover with no way to alter that time span. I would have to remove the custom Perks from Companions, meaning 2 of the Skills would become worthless, as they'd have no way of detecting racial types.
I understand that YAE overhauls a bunch of areas that most Skill mods don't touch, but overall, I want a system that has a lot of depth, and to do that I need to poke a lot of areas. I try my best not to extend too far out of its scope, but sometimes i just gotta poke new things xD. If you're looking for a Skills mod that a bit more focused you could try the S7 Skills System. The original Be Exceptional and You Are SPECIAL still hold up pretty well too, as well as Hot Diggity, etc.
PS: Love the mod
When in doubt, check out the Perkatory Compendium; it's basically a wiki that I designed exactly for these kinds of questions.
Your help is greatly appreciated!
Thanks
In order to scrap ammo you don't want, you need at least 1 piece of it in your inventory (many recipes are invisible until you have at least 1 item from the recipe on your person, so that having too many crafting recipes on screen won't freeze your game). A new submenu called "Dismantle" should appear in your workbench, allowing you to break down whatever.
Note: These scrap recipes scale with any crafting Perks that you learned to enhance crafting production. As in, if you normally make 10 shotgun shells at a time, and took a Perk that makes you produce double that many shotgun shells permanently, you'll also need 20 shotgun shells in the recipe that scraps them (although the scrap reward also scales accordingly, so you don't lose anything).
If you have further questions like that, they can generally be answered in the Perkatory Compedium.
I don't have TextInputMenu installed, but I'm guessing it's coded directly off of the SPECIALmenu, since that's how the Player name is accessed. So in theory, it should be compatible with YAE now.