The mod is causing the Toughness perk to double the given DT per rank if the perk has already been taken before the mod has been installed. Works fine if the perks are taken after the mod is installed.
Actually it is adding an additional +3 DT for every rank of Toughness. Removing the perk will still leaves me with the additional +3 DT.
Anyone else experiencing their head being able to become crippled again after downloading this? Maybe its just me but after I installed this my head was being crippled despite the perk saying it cant be, and I dont remember it happening before.
> Additionally, I don't even know why the values 5 and 10 were used.
This is years after the fact, but: I strongly suspect the bug is simply that they were meant to be *DR*. Bethesda games have constantly screwed up stuff like this by confusing "x pts" and "x %" in the CK even on in-house projects, and FONV's addition of DT just made things even more of a mess. As you say, +5% DT is 1 point *at best* - so there's no getting around the fact that either whoever made the perk had absolutely no idea what they were doing, or the description as it would commonly be interpreted is wrong. Considering how uber the other perks are, 5% and 10% DR aren't out of line at all.
ran extensive tests calculating DT with different perks enabled, different armor, even modding DT directly via console.
big brained did in fact do a proper 10% calculation on total DT every time. Currently running stealth armor mk II and the tri valence "thing" on my head, with all surgical and regular perks available to max out DT. with all that, your base DT comes to 38. adding big brained... my current dt is 42.
well done.
I have no idea if this was fixed in any of the big game fix collections uploaded by modders, but I loaded this last... and it works.
@Rendalli Making such an update would only reduce damage by 2 points for you against extremely strong explosions. Besides, I think a cap or 3/6 is fine anyway. It helps the perks to not be too terribly powerful.
@101Phase As it says in the description, anything added by other mods will be ignored. If I made this check for perks from Lonesome Road, I'd also be making this require Lonesome Road. I don't want to do that.
is there any way you could up the max for the brain perks? with armor and perks i have 75 dt (86 when hit by an explosion) without the brain perks. this is with just the main game + the official dlcs. i know it would only add a total of about 12 more dt but that every bit of dt would help when taking over 280 damage from an explosion.
18 comments
Actually it is adding an additional +3 DT for every rank of Toughness. Removing the perk will still leaves me with the additional +3 DT.
This is years after the fact, but: I strongly suspect the bug is simply that they were meant to be *DR*. Bethesda games have constantly screwed up stuff like this by confusing "x pts" and "x %" in the CK even on in-house projects, and FONV's addition of DT just made things even more of a mess.
As you say, +5% DT is 1 point *at best* - so there's no getting around the fact that either whoever made the perk had absolutely no idea what they were doing, or the description as it would commonly be interpreted is wrong. Considering how uber the other perks are, 5% and 10% DR aren't out of line at all.
big brained did in fact do a proper 10% calculation on total DT every time. Currently running stealth armor mk II and the tri valence "thing" on my head, with all surgical and regular perks available to max out DT. with all that, your base DT comes to 38. adding big brained... my current dt is 42.
well done.
I have no idea if this was fixed in any of the big game fix collections uploaded by modders, but I loaded this last... and it works.
Making such an update would only reduce damage by 2 points for you against extremely strong explosions. Besides, I think a cap or 3/6 is fine anyway. It helps the perks to not be too terribly powerful.
@101Phase
As it says in the description, anything added by other mods will be ignored. If I made this check for perks from Lonesome Road, I'd also be making this require Lonesome Road. I don't want to do that.