How does Strong Back work? I have a backpack that gives 75 carrying capacity and I have 6 strength, if I take off the backpack I have 75 carry weight, if I put on the backpack I have 135. 75 + 75 is 150, but I understand that having 6 strength does not give me the full capacity of the backpack, okay, but if I take the level 2 strong back perk I still have 75 without the backpack and 135 with the backpack ... I thought that the strong back perk was going to increase the weight limit by 25 and that then I would already carry 75 + 75, but no ... If I increase the strength to 10 and equip the backpack I have 150, what happens to the 25 from the strong back perk?
What is the formula to determine your max carry weight? I found a backpack that gave me +75 carry weight (exciting!) but when I equipped it, it only increased my carry weight by 20 (sad!).
Thanks in advance.
EDIT: seems to be an error on my end, when I reloaded my save the carry weight calculated properly with my new backpack.
Thanks you, this is how it should be. fixed in any load order, this mod!
Seems, the Armor Pocket Extensions (pocketed, deep pocketed) are not working, that's intent or something on my side? Ok, figured; it is the Strength-Cap that blocks increasing carry weight. beautiful! Really! Genius.
So also pocket mods require you to raise strenght to be able carrying more in your pockets, even if you have them it no use if you're whimpy skinny chickenbreasted thinshouldered maggot. Again, thats so great!
Question: How does the Strong Back - Perk work? It seems to do nothing about how much i can carry, do i also need bigger packs/more pockets here or is there something special that needs to be done for it to work? Tyvm in advance!
im on survival not sure if that has to do with anything but no matter how many times i upgrade strength or get the back carry perk my weight limit wont increase from 75 and i started from lvl 1 and am lvl 10 now and no change, is this how its supposed to work? any help appreciated.
So the mod was working very well then suddenly the base carry weight was set to 45. I have Game Settings Menu and Survival Menu; I tried turning off the survival weight changes in survival menue. This started when I visited Sanctuary, although I don't think that is relevant.
No, I didn't change Game Settings Menu. the base carryweight changed to 45 for some reason. My character has a STR of 5, so the max carry is 100. It was 115. I then fiddled with Survival Configuration Menu to turn off survival weight penalty, to see if that would change this. Actually even in the past, when I used Advanced Needs 76, SCM usually failed to set things properly.
So I looked around in your mod (very nice BTW) in xedit. I don't know how to script, but I can see what the perks do. Go back in game and grenade myself. (in CombatZone, I want to impress Cait). I have SKK UndeadPlayer. I HAD 5 STR which should give +50, but UndeadPlayer gave me a debuf for having died so now current STR is 3. And my carrying capacity is 105. REst in a chair to wait out the debuf, capacity is back to 125 (recovered to 5 STR). That's as it should be.
SKK UndeadPlayer, to my understanding, removes spells and effects when recovering the player. Your mod uses a perk to adjust the current wait, and a spell only to reset from vanilla (at least, that's what it appears to do in xedit). So something else used a spell effect. Thing is, I don't have anything that overrights HC_Manager or any game values touched by Loaded Out direction (as checked in xEdit. Maybe SCM is to blame? Whatever caused this must be script-applied.
Well I had issues with SCM before. I mean that SKK PlayerUndead fixed the issue (by character suicide) because it removes spell effects from the player. Hence, whatever was happening was a spell effect from a mod. OR, the death/recovery re-triggered Loaded Out's spells (if that is possible).
I checked that this was loaded correctly BTW by simply changing the loadedout perk to not hidden; that can help players know it is loaded (maybe there is a console command for this but I just made the change in xedit)
Hello, i am having infinite loading time after going out of the bathroom, i am using start me up and maybe it is a cause on conflict, too bad because i really wanted to test this mod !
Is it intended that all backpacks only adds +10 to carry weight? I'm using a combo of your awesome mods: Simplified - Backpacks of the Commonwealth + True Perks + Loaded Out Patch for TP
My load order if you are interested
# This file was automatically generated by Mod Organizer. Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm ccBGSFO4044-HellfirePowerArmor.esl ccBGSFO4115-X02.esl ccBGSFO4116-HeavyFlamer.esl ccBGSFO4110-WS_Enclave.esl ccBGSFO4096-AS_Enclave.esl ccFSVFO4007-Halloween.esl ccBGSFO4046-TesCan.esl ccSBJFO4003-Grenade.esl ccOTMFO4001-Remnants.esl Unofficial Fallout 4 Patch.esp REFramework.esm Ownership Fixes.esp Community Fixes Merged.esp TMR_GlitchfinderAIO.esm NPCRespawnFix.esl JumpFallPoseFix.esl fakeInt.esp fakeInt_Boston.esp fakeInt_DLC.esp XDI.esm Hit Those Objects.esm RunningWithHandsAnim.esl YouAndWhatArmy2.esm Diamond City Supplements.esm NoDialogueAutoRotAndForcedPos.esl BakaFramework.esm NPSShopping.esl PhoropterUsable.esl SettlersAsHairdressers.esl PPF.esm WeaponModFixes-GOTY.esp MiscAnimTweaks.esp RAW INPUT.esp No Combat Music.esp Community Fixes Merged - Weapon Mod Fixes Patch.esp GeneralAtomicsMrGutsyGuards.esp GA Galleria Gutsy Voice Fix - UFO4P Patch.esp Wetness Shader Fix.esp Fixed Gobo Effects.esp Flutter Flicker Fixer For Foliage.esp ClearableUSSRiptide.esp ClearableFortHagenSatelliteArray.esp Extended Fake Interior - CC Enclave Remnants Patch.esp WeaponRackFixes-NukaWorld.esp IntroTweaks.esp MidnightCultFix.esp AbernathySleepFixes.esp Less Annoying Berry Mentats.esp SCDC_v0.5.esp Dogmeat Follow Behind.esp Workshop Highlight Fix.esp Complex Vendors.esp BlockingOverhaul.esp Chemfluence AI Combat Dynamics.esp SimplePowerArmorReductionSystem.esp DLC Timing.esp DLC Timing - UFO4P Patch.esp Simple Creation Club Delayed NG.esp Keep Radiants In Commonwealth.esp WhoIsTheGeneral.esp WTG - KRIC Patch.esp dcc-molotov-nerf.esp LegendariesTheyCanUse.esp No Sneaking in Power Armor.esp AttachPack.esp Attach Pack Modcol.esp The Attachment Pack - Implementation WMF Patch.esp Attach Pack Mod Description Fixes.esp Legendary Mutation Messages Fix.esp Lightweight Lighting.esp Lightweight Lighting - patch.esp Gloomy Glass.esp Targeted Textures.esp FO4ParticlePatch.esp WET.esp WAVE.esp Enhanced Vanilla Armor and Clothing.esp ScopeOverlayDOF.esp DiamondCityBillboards.esp GoodneighborView.esp RemoveBlur.esp LoadOut.esp TruePerks.esp Famine.esp mr Loot Logic and Reduction.esp LoadOut - TruePerks.esp Famine - True Perks.esp Loot Logic and Reduction - CFM Patch.esp Backpacks of the Commonwealth.esp BotC - Simplified.esp StartMeUp.esp smudoor.esp Physics Sound Overhaul.esp Flashlight Stealth Fix.esp MWHitFx.esp MWHitFX - Automatron Patch.esp MWHitFx - Stagger Fix.esp CompanionActiveWait.esp Armor_clipping_overhaul.esp FO4RP-GunsRAO.esp Jump Grunt.esp Elzee Breathe.esp Addiction Overhaul.esp Better Chems.esp DangerousDeathclaws.esp Elzee Recoil Shake.esp SimpleAttackReactions.esp MCR 1 - Rework Base File.esp MCR 2 - Harsher Cripple Penalties.esp TerrainUndersides.esp FO4LODGen.esp FO4LODGen-DLCCoast-WindTurbines.esp FOLIP - New LODs.esp Far Harbor 3d Tree LODs.esp Optimized Vanilla Tree LODs.esp NF_Rocks_Fix.esp PRP.esp ClearableUSSRiptide_PRP_Patch.esp PuddleReflectionFix.esp TMR Pre-Generated LOD.esp
99 comments
I have a backpack that gives 75 carrying capacity and I have 6 strength, if I take off the backpack I have 75 carry weight, if I put on the backpack I have 135. 75 + 75 is 150, but I understand that having 6 strength does not give me the full capacity of the backpack, okay, but if I take the level 2 strong back perk I still have 75 without the backpack and 135 with the backpack ...
I thought that the strong back perk was going to increase the weight limit by 25 and that then I would already carry 75 + 75, but no ...
If I increase the strength to 10 and equip the backpack I have 150, what happens to the 25 from the strong back perk?
Thanks in advance.
EDIT: seems to be an error on my end, when I reloaded my save the carry weight calculated properly with my new backpack.
Seems, the Armor Pocket Extensions (pocketed, deep pocketed) are not working, that's intent or something on my side?
Ok, figured; it is the Strength-Cap that blocks increasing carry weight. beautiful! Really! Genius.
So also pocket mods require you to raise strenght to be able carrying more in your pockets, even if you have them it no use if you're whimpy skinny chickenbreasted thinshouldered maggot.
Again, thats so great!
Question: How does the Strong Back - Perk work? It seems to do nothing about how much i can carry, do i also need bigger packs/more pockets here or is there something special that needs to be done for it to work? Tyvm in advance!
So the mod was working very well then suddenly the base carry weight was set to 45. I have Game Settings Menu and Survival Menu; I tried turning off the survival weight changes in survival menue. This started when I visited Sanctuary, although I don't think that is relevant.
SKK UndeadPlayer, to my understanding, removes spells and effects when recovering the player. Your mod uses a perk to adjust the current wait, and a spell only to reset from vanilla (at least, that's what it appears to do in xedit). So something else used a spell effect. Thing is, I don't have anything that overrights HC_Manager or any game values touched by Loaded Out direction (as checked in xEdit. Maybe SCM is to blame? Whatever caused this must be script-applied.
I checked that this was loaded correctly BTW by simply changing the loadedout perk to not hidden; that can help players know it is loaded (maybe there is a console command for this but I just made the change in xedit)
One thing I didn't see in the description is how this works with Power Armor.
Simplified - Backpacks of the Commonwealth + True Perks + Loaded Out Patch for TP
My load order if you are interested