The mod has been updated to Beta4. Shamelessly copying from the changelog:
* When you fail to meet a Perk's requirements, another copy of the Perk Injector will be automatically added to your inventory. The Perk Injector will no longer be wasted if you use it when not meeting the requirements. * Fixed a bug with the Fast Metabolism trait wherein it would conflict with the final rank of the Medic perk. * Fixed a bug with the Fast Metabolism trait wherein entry point priorities were set incorrectly. * Fixed a bug wherein the Big Game Hunter perk was unobtainable for players with the Adrenaline Junkie perk (the script was checking the wrong perk, if you're curious). * Fixed a bug wherein the Sanctuary space in the Wasteland was erroneously flagged as edited, causing mod conflicts. * Fixed a bug with the Determined trait wherein Stimpaks would not heal crippled limbs in Survival Mode. Now, in Survival Mode, Stimpaks still won't heal you if you have the Determined trait, but they WILL restore crippled limbs.
Can you maybe make it so you can see what traits are currently active somewhere?
Edit: Nevermind, found out the mod was just broken and not adding the traits despite the message saying it was. Fixed it and now they appear in perk tab.
I got the different start mod and since then have been doing a playthrough where I'm just rping as a self aware runaway synth, so the idea that I can use injectors to add character features is just perfect!
Just wanted to say I love this mod and always include it in my load order. The one thing I don't like is having to manually add glasses to the formID list so that Four Eyes recognizes them. I've only got F04Edit to work with, but I think I've got a fix.
The Spell "CCOAbilityFourEyes" has a condition for reduction and increasing perception that currently refers to the FormID list so the only glasses affected have to be in that list. So "if not wearing this list, reduce. If are wearing, increase."
I changed those conditions referring to the list to "WornCoversBipedSlot" and the Integer Value below to "47"
Still testing, but so far this seems to mean anything added by any mod that occupies the eyewear slot should trigger four eyes without needing to update the FORMID list. And if you don't have anything in your eyewear slot, your perception suffers.
Hello there, thank you for this awesome mod! I am wondering if it would be possible to create a toned down version of the mod, essentially with half the benefit and half the detriment for most traits - I've edited almost all of it myself, but I do not know how to edit your CCO Functions script to reduce the SPECIAL bonus from Gifted to +1 instead of +2.
Does the bonus +2 from "Gifted" get added to the maximum amount of times I can level up a SPECIAL stat? Say I start with 3 strength and the trait, will the level up menu display 3 stars in strength or 5?
Good Natured You spent your youth learning ways to help people, not hurt them. People are easier to persuade, vendor prices are better, and medicine is more effective, but your overall damage is reduced by 20%.
Exactly how much does this trait buff you? 10%? 15%?
I'm trying to make the [Math Wrath] perk, but even though my level 19 with 10 int. character has all the materials necessary (had to cheat in 1 enhanced targeting card) it's not allowed. What's going on, and how do I fix it?
I've been using it in a heavily modded save for a few weeks and its been flawless so far. I'm about to try installing perkfest? and I'm praying this mod is compatible; ill report back if youre interested
Yeah, I've been using it in my latest game and it's been working great. The Gifted trait is near God-tier good and Tactical Bombing is God-tier, especially with Explosive Legendary, like Spray n Pray.
I wonder if it's compatible with Start Me Up? I really like Start Me Up mod but it also has Traits feature, which if I had to guess, it would conflict with this one.
Not sure I'm interested in perkfest - seems a bit out there for me.
It doesn't conflict, you can use both sets of traits, even traits with the same name, like double dipping on your gifted to get 25% xp but +4 to all special at the start.
229 comments
* When you fail to meet a Perk's requirements, another copy of the Perk Injector will be automatically added to your inventory. The Perk Injector will no longer be wasted if you use it when not meeting the requirements.
* Fixed a bug with the Fast Metabolism trait wherein it would conflict with the final rank of the Medic perk.
* Fixed a bug with the Fast Metabolism trait wherein entry point priorities were set incorrectly.
* Fixed a bug wherein the Big Game Hunter perk was unobtainable for players with the Adrenaline Junkie perk (the script was checking the wrong perk, if you're curious).
* Fixed a bug wherein the Sanctuary space in the Wasteland was erroneously flagged as edited, causing mod conflicts.
* Fixed a bug with the Determined trait wherein Stimpaks would not heal crippled limbs in Survival Mode. Now, in Survival Mode, Stimpaks still won't heal you if you have the Determined trait, but they WILL restore crippled limbs.
Edit: Nevermind, found out the mod was just broken and not adding the traits despite the message saying it was. Fixed it and now they appear in perk tab.
Just wanted to say I love this mod and always include it in my load order. The one thing I don't like is having to manually add glasses to the formID list so that Four Eyes recognizes them. I've only got F04Edit to work with, but I think I've got a fix.
The Spell "CCOAbilityFourEyes" has a condition for reduction and increasing perception that currently refers to the FormID list so the only glasses affected have to be in that list. So "if not wearing this list, reduce. If are wearing, increase."
I changed those conditions referring to the list to "WornCoversBipedSlot" and the Integer Value below to "47"
Still testing, but so far this seems to mean anything added by any mod that occupies the eyewear slot should trigger four eyes without needing to update the FORMID list. And if you don't have anything in your eyewear slot, your perception suffers.
Hope this helps someone!
https://www.nexusmods.com/fallout4/mods/28822
Exactly how much does this trait buff you? 10%? 15%?
https://www.youtube.com/watch?v=O8b-3N18vAQ
You should actually have to accomplish things in-game for each perk, like pretty much every other video game in existence.
I wonder if it's compatible with Start Me Up? I really like Start Me Up mod but it also has Traits feature, which if I had to guess, it would conflict with this one.
Not sure I'm interested in perkfest - seems a bit out there for me.