I've always wanted to change the Specials to make them feel more relevant. Thank you sharing this file, and also for the ini. Customization options are appreciated!
Hello and thanks for the mod. Can I use this with EDGE?
While I know I just can disable HP and other stats with this mod to avoid creating a potential conflict, I'm not sure about SPECIAL attributes both this mod and EDGE make changes to. I can just roll with it but a confirmation would be great.
TTW compatibility, especially for NV speech check TTW mod?
The Charisma making it affect the difficulty of speech n barter check is gold, although it also be nice if it also affect whether the player holster their weapon and luck as well.
Any NV style speech check is completely and totally compatible. Luck will likely not be accounted for in the future as that is already an extremely useful SPECIAL.
Also, I would argue for balance and realistic sake, Luck attribute should always be the strongest attribute of all, and thus should affect every stats, skill and whatnot.
S, luck affect critical damage for melee (and range) weapon. P, I guess luck helps landing crit at a higher rate? Better Criticals require 6 perception so there's that. E, less probability of being crit, I guess? Just Lucky I'm Alive, the vanilla dlc perk give immunity to critical hit. So there's that. C, in Fallout 3, it affect success rate. Although s#*! balancing, it's nice they implanted it as well. I, luck affect every skill. A, I mean... Luck does affect Agility related skill, so there's that. L, Luck.
BUT turn out this suggestion of mine is useless because Luck already affect Speech and Barter skill... LOL
edit: I guess, if someone is interested to make Luck a bit more extremely usefull, they could make the speech/batrer check difficult by the amount of skill required to succeed the skill check.
So the hardest dialogue check, 100 could be lower to 90 or 95 or something if the player Luck is 10.
That's just cope, Intelligence is the strongest attribute of them all, and arguablly still stronger than luck, especially when maxed. Not only that, I would say making luck affect speech/barter check (just a bit) would still not be enough to take the spot of the strongest attribute position.
(u dont have to do if you don't want to, just a suggestion).
Endurance temporary adjustments now modify max Hit Points (Radiation is Actually Dangerous natively now)
This reads as ambiguous to me: does this mean the changes implemented with RAD comes packaged with this mod? Does it have all the same configuration options as RAD?
It's referring to the endurance penalty that comes with every stages of radiation sickness, which with the mod, will reduce your maximum health temporarily, effectively simulating what RAD mod does.
You don't want to use both since they fundamentally do the same thing, but the implementation is slightly different.
Quoted from the mod author:
Yes, Charisma Tweaks (NVSE) with activated reputation mode is incompatible, but it does not make this mod redundant.
Charisma Tweaks does not have the balancing or the various INI settings. The baseline is also 5 CHA instead of 6 CHA by default, and cannot be changed. It also does not allow for 11 CHA by getting the implant, and the Charisma mode is fixed to allow all effects.
I wasn't sure if the charisma changes would work with the change to skill checks in checkmate. I'll definitely give it a shot on my next playthrough. Thanks for the speedy reply too
143 comments
While I know I just can disable HP and other stats with this mod to avoid creating a potential conflict, I'm not sure about SPECIAL attributes both this mod and EDGE make changes to. I can just roll with it but a confirmation would be great.
Love the idea but as it is, it feels excessive to me. Aside from that, great mod, thanks!
Could either one be used separately from the other?
The Charisma making it affect the difficulty of speech n barter check is gold, although it also be nice if it also affect whether the player holster their weapon and luck as well.
Really? Well good to know.
S, luck affect critical damage for melee (and range) weapon.
P, I guess luck helps landing crit at a higher rate? Better Criticals require 6 perception so there's that.
E, less probability of being crit, I guess? Just Lucky I'm Alive, the vanilla dlc perk give immunity to critical hit. So there's that.
C, in Fallout 3, it affect success rate. Although s#*! balancing, it's nice they implanted it as well.
I, luck affect every skill.
A, I mean... Luck does affect Agility related skill, so there's that.
L, Luck.
BUT turn out this suggestion of mine is useless because Luck already affect Speech and Barter skill... LOL
edit: I guess, if someone is interested to make Luck a bit more extremely usefull, they could make the speech/batrer check difficult by the amount of skill required to succeed the skill check.
So the hardest dialogue check, 100 could be lower to 90 or 95 or something if the player Luck is 10.
(u dont have to do if you don't want to, just a suggestion).
This reads as ambiguous to me: does this mean the changes implemented with RAD comes packaged with this mod? Does it have all the same configuration options as RAD?
Thanks !
Quoted from the mod author:
EDIT: Fixed the issue, it was a faulty macro. Doesn't crash anymore.