If the mod doesn't seem to be working, ensure you have the INI installed from the optional files.
If you are using MO2, delete the file nvse/plugins/nvse_stewie_tweaks.ini from the MO2 "Overwrites" folder if it exists, and download the optional file.
Before making a suggestion please check it's not already on the trello board.
Feature request: Option to scale chems buffs with medicine skill. Theres a couple mods already that do this (add chems to medicine pool alongside Rad-X and Stimpacks) but they are only a buff i.e. they start at 100% vanilla effectiveness with 0 Medicine skill. I think it would be cool to have it scale to be less overpowered and have a slider players can tweak depending on their intended gameplay experience. Like I would probably set it to be vanilla effectiveness at 50 or 60 medicine so its worse for early game and can be invested in for better effectiveness. Also maybe option to scale addiction potential with medicine skill?
Can the armor condition label have icons instead of text? There won't even need to be any new created as you could simply reuse the DT shield HUD icon for it.
For the optional file, i dont see the ILevelsPerPerk option in the tweaks menu, i see the files are in the right place though. Assuming it is supposed to.
However it does seem to be working so maybe it isnt supposed to show in the tweaks menu, since it is just an INI.
Oh, I found the mod. ADO - Armor Damage Overhaul They reduce the condition value only by the weapon's basic damage, not by the damage suffered, which is processed by DT.
Is it maybe that auto-unlocking is not limited to "very easy", but requires a skill value of "over 100"? maybe it's because I'm playing Limitless and have over 200 skills, but these days even the very hard locks are all auto-unlocked.
Feature Request: Allow subtracting XP from the player's total XP (in a way that would not "de-level" you or "undo" any level-up rewards like Perks/Skill point allocations).
As of version 9.65 it is cited "Change: Barter Obeys Buy/Sell Flags - make stimpaks ignore chem buy sell flag", which makes sense, since stimpacks would be considered valuable even by non-doctors.
Take now for example a mod like Rags To Riches, which adds numerous gold or silver coins and jewels, or those Legion coins made of silver already in game. Shouldn't those ignore Buy/Sell Flags too, since, being made of precious metals, they would universally be considered valuable?
Compared to NCR paper money, it makes sense that only those specifically trading with the NCR to accept those paper money. But, Legion coins made of silver, or any coins of any provenience made of precious metals, shouldn't they always be appreciated since, you know, they're made of precious metals?
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If you are using MO2, delete the file nvse/plugins/nvse_stewie_tweaks.ini from the MO2 "Overwrites" folder if it exists, and download the optional file.
Before making a suggestion please check it's not already on the trello board.
Also maybe option to scale addiction potential with medicine skill?
However it does seem to be working so maybe it isnt supposed to show in the tweaks menu, since it is just an INI.
ADO - Armor Damage Overhaul
They reduce the condition value only by the weapon's basic damage, not by the damage suffered, which is processed by DT.
maybe it's because I'm playing Limitless and have over 200 skills, but these days even the very hard locks are all auto-unlocked.
Take now for example a mod like Rags To Riches, which adds numerous gold or silver coins and jewels, or those Legion coins made of silver already in game. Shouldn't those ignore Buy/Sell Flags too, since, being made of precious metals, they would universally be considered valuable?
Compared to NCR paper money, it makes sense that only those specifically trading with the NCR to accept those paper money. But, Legion coins made of silver, or any coins of any provenience made of precious metals, shouldn't they always be appreciated since, you know, they're made of precious metals?