Fallout New Vegas

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OrangePulp

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OrangePulp

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10 comments

  1. jalapano17
    jalapano17
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    Could you add Concentrated Fire?
  2. Ixtab
    Ixtab
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    I am lvl 20, with 100 in unarmed, and can't take ninja. I don't know if it is an issue with the mod not working properly (it says in game 80 melee OR unarmed, so the description change is workign at least), or if it is just me.
  3. jgarling
    jgarling
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    Thanks! I will be using this mod on my 2nd play through for sure!
  4. OrangePulp
    OrangePulp
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    Added a list to the details section.
  5. jgarling
    jgarling
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    Just for reference can you list what perks exactly you fixed? I didn't see piercing strike and I would assume paralyzing palm was not in there, but some clarification is always good.

    Thanks
  6. OrangePulp
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    Right now it shows the Or requirements; thus, melee and unarmed, or explosives and energy weapons. For some perks, like pyromaniac, it never had a second requirement, so that's fine. I'm thinking it might be better to have the original requirements on there, though; Then you just have to remember what perks have been changed, as opposed to the specific requirements of each perk. Not like either is particularly hard, since you can just pull up an faq or wiki.
  7. your evil twin
    your evil twin
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    This sounds great! Many thanks for this.

    I'm an Energy Weapons guy and it seemed absurd that I'd need Guns skill for rapid reload. Why do I need a knowledge of gunpowder and ballistics to stick energy cells in my laser pistol faster? (And other perks like The Professional got this right - either Guns OR Energy Weapons.)

    In the case of Pyromaniac, I can sort of understand it - it is designed to reward players that have invested in both Energy Weapons AND Explosives - you use your chemical knowledge of explosives to get uber-powerful flame weapons. In Fallout 3 it was the same except that the flamethrower skill was Big Guns.

    But since it is now a perk every other level, and energy players get useful stuff like Vigilant Recycler at the same level, I can't see many going for it anyway, so it might as well be available to energy players without the explosives requirement.

    In old Fallout 1 and 2 you just needed Big Guns for it. Flamethrowers aren't popular enough to justify flamethrower perks being tricky to get.

    Maybe they should have renamed Explsosives and called it Pyrotechnics, cause dynamite and flamethrowers seem to to go better together than flamethrowers and laser guns.
  8. huyche
    huyche
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    Hi. Which version is it now, the one where "AND" is omitted or with the original requirements?

    Nonetheless, a great mod, was waiting for it to show up.
  9. Niichts
    Niichts
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    Great idea, installing it right away.
    I'm all for any mod that expands anything to do with perks~
  10. OrangePulp
    OrangePulp
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    With a bit more tinkering, it looks like I could have the mod instead display the original requirements just fine, while still accepting an alternate skill requirement. Would that be a better way to handle things?