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  1. Augoeides
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    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?
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    Unfortunately, Arthmoor doesn't allow for older versions of their work to be publicly listed, due to a number of reason, most of which are smart. I also don't show older archives of YAE for the same reason, 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 groups over it, and I'm clearly sitting in the older version camp. A lot of people have strong opinions of Arthmoor's work too, and I despite all that, I respect their work and am a fan myself, but I wish they would have just left the last update version of UF4P open to the public, explaining that they don't have intentions of working on older versions.

    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?
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    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. So, there's plenty of notice ahead of time.

    Saves that existed before YAE was installed should be fine as well, as per described in YAE v1.00s below. 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?
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    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.
  2. Augoeides
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    PREVIOUS MAJOR UPDATES
    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 character, 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 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 thepain 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 characters 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!
  3. Augoeides
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    BUGS, GLITCHES AND THINGS I'M WORKING ON
    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
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    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
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    • 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.
  4. kcissicknasty
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    would you mind if i made a sort of patch hub for mod added companions to use the skill system? :O
    1. Augoeides
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      Go for it. There's a ton of them though, which is why I don't really have the interest in making dozens of tiny patchs for all of the Companions out there. I wrote that guide to help people out, but you'd probably be helping a lot people who aren't tech savvy enough to understand how to use xEdit.

      As I recall, one called something like "Ivy" was extremely popular; you might want to start with her.
    2. kcissicknasty
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      Oh, way ahead of you~ lmao
      I had a lot of fun making this and combing through my mods for companions I didn't even realize I had. (Like...Stubby from Secrets of the Enclave?!? Excuse me?!?! That's a Beast companion, for sure~ lmao)
      Thank you for the permission! :D
    3. Augoeides
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      You want also want to include a short note on your mod page, stating that if people want to change what a Companion is listed as, that they just have to change a couple things in xEdit. I'm sure there are some people who might want a human Companion listed as a Synth, or vice versa.

      As I recall, since you're going to hunt down the Ref's for them, it should be as simple as swapping those and the Perk over to another list; I'm too lazy to read my own guide atm, lol.
    4. kcissicknasty
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      I'll definitely include links to your guide for those that want to change things! :D
      I've already got like, 20 companions from various mods included in my patch. It's just a matter of chunking individual patches off of that. lol
    5. kcissicknasty
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      Is the TextInputMenu issue still a thing? :O
    6. Augoeides
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      Is the TextInputMenu issue still a thing? :O
      I (probably) fixed this like last week, but the archive for it is up for testing on Discord. Turns out, the detection for the SPECIALmenu just needed a single variable attached to it. I should probably update the archive here, but I really wanted to fix at least 2 other things before doing that. Unfortunately, I'm lacking the strength and motivation to work on anything too complicated. I'll try to address everything when I can, but as said, the most updated archive is available to the public on Discord.
    7. kcissicknasty
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      I include this in a Wabbajack modlist, so I'll wait until you get around to it. (:
      Don't want to instruct my users to flood your discord. :O
    8. Augoeides
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      Well, I generally make the assumption that when people are asking questions here it's for personal use, but anyway I'll try to make time this week, if not today, to handle all of this stuff, especially if YAE is causing crashes in Far Harbor.
    9. kcissicknasty
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      Well, in a way it's personal use. (I play the list as well~ lol)
      But sounds good! Get well soon! :D
    10. kcissicknasty
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      Where in the CM Discord is the test version? ;O

      EDIT: I'm blind. Found it!
  5. eeeeh
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    If my last version was 1.12j, am I able to update safely without starting a new game?
    1. Augoeides
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      Yep! It's explained fully in the Sticky FAQ here, but YAE accounts for whatever version you're on, then takes you through all updates that have happened since. In theory, you could be running the original release version (v1.00) and update to the current version without any issues. As with any major changes to your save though, I highly recommend making a backup save, just incase I missed something or you're not happy with the changes.

      Let me know what you think of the changes since v1.12j, as I've altered quite a few things since then.
    2. eeeeh
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      The changes definitely look interesting so I'm excited to try them out, appreciate the continous work on the mod.  

      Also, updating went smooth, I even got the background options after exiting the perk menu and it all seems to work great
    3. Augoeides
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      I've got more changes on the horizon, with a total rework planned, but that might not happen until late this year, if at all; depends on how well things go this year. Also, make sure to give the MCM a quick glance over, specifically the Perk options section, as it gives a lot of interesting stuff. For example, I made it so that the grenade trajectory line is a standard option toggle, instead of being tied to a Perk that did nothing else.
    4. eeeeh
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      Looking forward to it then, thanks!
  6. REMATHC1805
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    Hi, I love the mod so far and it has become an essential mod for my playthrough. Only issue I have is "transfer all junk" to workshop removes all my "wrench", "blood pack", "lab bottle", "bone saw" and other items i use to extract resources from corpses. is there any way to create a patch that renames those items to misc items instead. I would need to overwrite Valdacils Item Sorting mod with the patch.
    Thanks
    1. Augoeides
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      I'm a step ahead of you, as those items are already considered MISC items and should be labeled as such in your inventory, in order to prevent them from being accidentally dismantled. I'll look into seeing if they transfer with other junk items, but I don't think they are supposed to be.

      The most likely issue here, is that you're hitting the "Transfer All Junk" button, then noticing that you can't find those items under the Junk tab, when they were never there in the first place :)

      If that isn't what's happening here, then it's likely another mod (possibly that sorting mod) that's labeling those items as being Junk items again. Either that, or you're 100% correct and the items are getting transferred irregardless, in which case it might be a hardcoded thing that I can't change. I'll try to do some testing today, but I'm pretty sure this is a case of you just not knowing they're still in your inventory.

      Edit: Booted up my current save and attempted to dump all of my junk into the workshop, but my Wrenches, etc. stayed within my inventory. It's likely you just haven't noticed that they were already MISC items :)
  7. kcissicknasty
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    Checking this for errors, I've found a few. :O
    It appears that the bulk is happening in Far Harbor.
    I've cleaned all the base game DLC to test if that batch cleaner is worth it, but might that be the cause of this? It conflicts with nothing until it hits PRP, then suddnly errors at the XPRI. Granted, none of the Previs errors win since PRP overwrites them, but if I've done something wrong I'm eager to pinpoint it! (:

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    KitteredgePassExt [CELL:03000BA7] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,2)
    CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
    CELL \ XPRI - PreVis Reference Index \ Reference -> [01027EA8] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104234D] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [01042353] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104236C] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [01042B3B] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F4] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F5] <Error: Could not be resolved>
    NationalParkVisitorsCenterExt [CELL:03000C43] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 6,11)
    CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
    CELL \ XPRI - PreVis Reference Index \ Reference -> [010363F4] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F26E] <Error: Could not be resolved>
    NationalParkVisitorsCenterExt02 [CELL:03000C59] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,11)
    CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
    CELL \ XPRI - PreVis Reference Index \ Reference -> [010364E1] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E413] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E414] <Error: Could not be resolved>
    NationalParkVisitorsCenterExt03 [CELL:03000C5A] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,10)
    CELL \ RVIS - In PreVis File Of -> Found a INFO reference, expected: CELL
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635B] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635C] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635D] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635E] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635F] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E425] <Error: Could not be resolved>
    PineCrestCavernExt02 [CELL:03000C72] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 4,-2)
    CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0102DE99] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F057] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F058] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F059] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104340A] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [01043422] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [01044AC2] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20E] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20F] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E210] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E216] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E310] <Error: Could not be resolved>
    CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E314] <Error: Could not be resolved>
    [CELL:0300395F] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 9,-16)
    CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
    1. Augoeides
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      If it's happening in Far Harbor, it's most likely the bear traps. In the last major update, I had to alter their data so that Skills and Perks could affect, but I had to do this directly to the bear traps themselves. For some reason, altering the bear traps seemed to also affect their Cell placement, although since I didn't touch the Cell placements, I figured it would be okay. I haven't actually started the Far Harbor DLC yet, so I've been trying to avoid content and spoilers from there, so I haven't done any playtesting there.

      If you go into xEdit, you should be able to see the Cells that were altered. Deleting them will most likely fix the problem, although I'm unsure how that will affect the bear trap changes I've made. Those Cells shouldn't have been altered in the first place. The only thing I can think of, is that maybe I accidentally opened their locations in the Creation Kit, and then clicked "OK" to close them, which in the CK is the equivalent of saying "save this" for any windows that pop up, although doing that wouldn't have altered the Cells in any way. The way bear traps are handled in general is weird.

      If I get time this week, I'll boot up my old save and finally start Far Harbor, then see if I can figure out what's going wrong here.
    2. kcissicknasty
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      sounds good! (:
  8. DickyDee
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    https://www.nexusmods.com/fallout4/mods/93377?tab=description

    Would this stir incompatibility issues?
    1. Augoeides
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      There will definitely be issues. First, that mod is for NewGen, and YAE isn't supported there; I have heard that some people are getting YAE successfully working on NewGen, but I'm still on OldGen, so I have no way to support or debug any problems that come up. Second, chances are that some of the Perks that mod grants you have been changes to be rewarded passively, so it would be a weird/poor experience overall.

      YAE has a built in Traits and Backgrounds system, though. If that isn't your cup of tea, you can always try StartMeUpRedux, which works perfectly fine with YAE. I might do my own full start system one day, but that's a ways off.
  9. Emerald422
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    I am curious, let's say I have max atrillery. Would the damage be the equivalant of the Heavy Gunner perk tree at max in vanilla FO4?
    1. Augoeides
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      Currently, by default (as in, if you're not using the Damage Nerf Patch), all of the "combat" Skills increase the damage of their respective areas by 100%. So yes, Artillery 100 is the exact same as having Heavy Gunner 5. Meanwhile, leveling Artillery actually gives you the Heavy Gunner Perks, although they are renamed to something like Heavy Arms Mastery, but have been stripped of their damage and instead used purely for meeting the requirements of upgrading your heavy guns. It's generally the same with the other combat Skills.

      In the future, I may change this to have varying maximum values, as I've always felt some weapon types (such as revolvers) underperform compared to others, although that's a long ways off.
    2. Emerald422
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      Gotcha! Thank you very much
  10. Kreyd
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    Maybe im dumb, but I don't understand how I unlock Rank to craft/upgrade weapon and armor... I have 40 in Tinkering and Gunsmith and still can't upgrade Kellogg Gun who require Rank 3.
    I don't see any rank anywhere, or Perk that match what the upgrade ask me... Im using ECO.
    1. Augoeides
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      I don't know what ECO is. You should consider reading the Skills Cheat Sheet, as 40 isn't enough to unlock the third Ranks of the crafting Perks, which are generally considered end-game Perks. You don't need to raise the Tinkering Skill, as that's purely for melee weapons and armor; just focus on the Gunsmithery Skill. If you feel as though you were a bit confused, and spread your character build a bit too thin, there's an item you can craft and consume to reset all of your Skill Points; it should be available to craft at any chem station.

      Also, if Kellogg's gun also requires a combat Perk to alter, you may need to increase the relevant combat Skill, as well. I think Kellogg's gun was a revolver? So that means you might need to increase the Handguns Skill, too.
    2. Kreyd
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      Thanks for the quick reply and help, you are a nice person :)
  11. taro8
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    Hi.
    I'm really enjoying the mod. It adds the much missed RPG feeling to Fallout 4.

    My question is: is it possible to reset and recalculate the skill points? When playing with the normal setting I found myself I've gotten too OP too fast and I dropped the number of base skill points per level and on tag. I would like to reset, recalculate and reallocate the skill points again to use the new settings. Is it possible to do so?
    1. taro8
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      I managed to find the solution. Turns out I just had to use the items from the mod to reset the skills and perks and then the mod recalculated everything using the new values. Great stuff.

      Personally I lowered the extra damage from the perks to 5%, 10%, 20% as it feels less OP for me, but that is just personal modification.
    2. Augoeides
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      Glad you found a solution. As for damage values, if you feel they are too high, that's exactly what the Damage Nerf Patch is for. It generally lowers the damage outputs of like 15%/30%/50% to something like 10%/20%/30%, with similar decreases across the board, including to some other stats you may not have considered, such as Critical Chance increase from some Perks, etc.

      The patch was originally designed for people who like to use mods that lower enemy health (like BLD, True Damage, etc.), but should apply here as well. Save yourself a lot of work by using the time I already invested. Also, if you don't like my values on the Damage Nerf Patch, it already contains all of the important combat Perks (one of which contains the damage values for the Skills), which should make it far easier for you to tweak, since that is all in one easy to find package.
  12. Kreyd
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    Where do I get the throwing arc helper for grenade, molotov and such?

    It was supposed to be a Demolition perk in base game :o
    1. Augoeides
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      For the longest time, I had it as a standalone Perk that granted the throwing arc, but I decided that was unfair and dumb. So instead, I moved it as an optional toggle in the MCM. If you want, you can unlock it right from the start of the game! I think it's a bit silly that an aiming line should take up a Perk point, when that's clearly more of a Settings thing.

      You may want to give the MCM a good comb over, as there's a lot of good options in there.
    2. Kreyd
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      Understood, I will check deeper :p

      I have to admit that when i opened the MCM menu of the mod I was kind overwhelmed lol.
      "I said oh.... I'll do that later", since i were just finishing to have set all other mods MCM.
    3. Augoeides
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      People kept asking for more features, so I kept expanding it as I added stuff. The most important parts of the MCM is the Main Settings and the Optional one near the bottom, which should handle toggles for Perks and what not. All the other sections are like super niche stuff that most people probably won't be interested in.
  13. MisterKennedy
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    Is there a way to rename your character while using this mod without resetting your tagged skills and skills?

    I tried using the player.showspecialmenu command, but it doesn't seem to work. After doing so and upon opening the Pip Boy for the first time, the tag skills and background traits menus appear.

    I'm in the middle of a save and would like to rename my character without having to restart, if possible.
    1. Augoeides
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      Hey. This has been a long standing bug, that I was previously unable to address, as the feature that causes this seemed to be required to running YAE, even though it didn't seem like it. Anyway, I seemed to be unable to find a solution for this a year ago... and then kind of just forgot about it. I took another look at it after your comment... and it ended up being a pretty simple solution; I just needed to tack another Condition onto the SPECIALmenu trigger. At least, it seems to be working, for now.

      Chock this up to how overworked and stretched thin I've been the past year or so working on YAE. Been on a break the past couple weeks while also recovering from some medical stuff, and feeling quite refreshed. I immediately noticed the problem, lol.

      Anyway, I might try to tackle some other glitches today, but I'm not sure when I'll be releasing any official patch, if anytime soon. However, this is an extremely easy fix, so if you want to pop on Discord, I can toss the script over to you.
    2. MisterKennedy
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      Thanks for the quick response. I appreciate you looking into this issue and all the time and effort you put into the mod. Sorry to hear you have been dealing with medical issues and hope all is well. I'll join the Discord channel and message you there.