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  1. rbtRvlt
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    Beta Testers Wanted
    Hey everyone! I am looking for beta testers for a new hardcore Survival/Role-playing concept that I am developing. PM or comment if you are interested.
    Thanks!
  2. kangyitaoasd
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    what is " trade 80 blows" mean in the boxing perk’s challenge ? i am really not a english speaker lol
    1. rbtRvlt
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      Punch or be punched 80 separate times.
    2. kangyitaoasd
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      i don't think it work, i test hand attack, melee,range weapon's melee attack, and i didn't use any other mod that edit perk or perk challege
    3. rbtRvlt
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      I'll check the conditions when I get a chance, and make sure that attacking and being attacked both trigger the perk to progress. It may only work for receiving melee damage right now.
  3. runelee2
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    Will this mod work with USFP instead of SFCP? SFCP has basically zero support at the moment and is liable to be broken in future updates. 
    1. rbtRvlt
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      Yeah it's not a requirement of the plugin, it's just recommended so that weapon perks apply properly. I'm certain USFP includes the same or similar fixes to weapon keyword assignments. 
  4. useralmatykz
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    There is an opinion:
    The PILOT skill is pumped up not by SHOT DOWN ships, but by HIJACKED ones. At least...
    And it is desirable to increase the number. Twice.
    Ideally, you should also buy or find the Pilot's Manual for a specific ship, to gain knowledge, which button to press so that when the water in the latrine is drained, the rector does not shoot back in an emergency.
    No-no-no, I do not insist in any case.
    Thinking out loud)))
    1. rbtRvlt
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      Those are both good ideas!

      I will have to think about the best challenge type for the Piloting skill - maybe you will have to pilot a certain number of ships in the highest available class to qualify. In our world, pilot's licenses are based on time spent piloting airplanes of a certain type or with certain instruments - so I might try to implement a requirement like that instead. Either of those would make more sense than "Destroy X number of ships", I wholly agree on that point.

      I also do like the idea for ship-specific manual or item requirements, but unfortunately, this is just not practical without having to patch mods that add ships and I don't want the compatibility headache. I may look into adding a type of terminal in Captain's Choice that has to be crafted on each ship, that might influence how each ship performs, but I don't think anything except for the license is going to end up in SFE for specific restrictions on piloting certain ships. 
  5. racerfx
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    By uninterruptible reloading it means that sprinting no longer cancels the reload animation? I always hated that on vanilla
    1. rbtRvlt
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      No, just that you can't be staggered out of reloading. It is a vanilla feature.
  6. mattmartin609
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    Hey so I have the third level of security, it seems I can't crack locks for some reason
    1. rbtRvlt
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      Doors, containers or terminals? Is any message showing?
    2. rbtRvlt
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      1.2 should work. Was a bug I forgot to squish when fixing it in Skeleton key.
    3. mattmartin609
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      Oh great, thank you! No message btw, was doors and containers.
    4. rbtRvlt
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      Hmm, containers not working is strange but hopefully that's also fixed by the updated implementation.
    5. mattmartin609
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      Nice running it now! Messages do at least come up now that I'm not high level enough to crack locks. One ask- I hate the extreme difficulty digipick minigame, is there anyway for a patch to just lower the difficulty a bit? Like back all locks down one level? It's really just from how long some locks take at what Master level was, it gets a bit annoying.
    6. rbtRvlt
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      Awesome. I forgot to update the descriptions but if you have Theft or Deception rank 2+ you can also bypass Master(Warded) locks.
      So, technically, you only need to manually hack 15 Expert(Firewalled) locks for skill tree completion. So while it's annoying I think it's fair for a skill challenge since you have the auto-attempts and blue ring guide by that point.
    7. mattmartin609
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      Oh! I was confused that Master is no longer Master, expert is. So basically with rank 2, I can skip everything besides the most difficult tier of locks- i think thats fair! i probably was only annoyed because I was at Gel's and all his safes are Expert (top) lol. No i was not robbing him blind haha. Thank you!
    8. rbtRvlt
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      Haha, I get that. But yeah, I'm glad you agree, I think that's the best way to balance it so that it's 'hardcore' in terms of progression but still feels really rewarding to max out the skill rank.
  7. Jormungand24
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    Few skills listed as temporarily reverted, is this because you have more plans for this mod (aka changes?). Just was going to hold off on updating if more updates coming down the pipe.

    Thank you!
    1. rbtRvlt
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      I do have much more coming, but the reverted skills are simply ones I wasn't happy with and didn't want to port to the main file as they were.

      The main change for 1.1 will be skill challenges which I am implementing in a new way (as the vanilla conditions available are simply god-awful) - so it might be best to wait until the Unity or a new game. It should be safe to update from any version though, since it's still all vanilla perk records.
  8. mattmartin609
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    thank you so much for updating your mods, i'm using all of them and theyre all awesome! can tell you have a major attention to detail that these work perfectly. only thing that could make things even better is a rbtrvltin combat difficulty mod haha.
    1. rbtRvlt
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      Glad you're enjoying them! I do try to get the little things right so I am glad it's appreciated.

      For the time being, this sort of is my combat difficulty mod with the inclusion of Hardcore mode.
      I don't have much experience with game AI but I will keep that idea on the back burner while I work on the remaining planned modules.
  9. Organization  -- do these effects stack with similar legendary effects?

    Critical chance -- is this a % of the total, or a % of the base critical chance (for example, is 25% a +25% chance to crit, or if base chance is 5% is it a +1%  chance to crit)
    1. rbtRvlt
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      Re: Organization - The carry weight additions stack with anything. The weights of armor/weapons - I would assume so. I don't recall if any legendaries touch Resource weight.

      Re: Crits - The chance is applied as a % of the base chance (so the latter example you describe), but it stacks to a bit higher than vanilla with the crit changes from BB. Crit damage will be the more impactful of the two generally for anything but pistols.
    2. fwiw Weapon Holsters is 50% weapon weight, and Resource Hauler is 75% resource weight. I really don't know how this works though, I was just recently reading that effects might not stack but it's probably just if it's the exact same ID

      Also: what does it mean for an automatic weapon to be more "effective"? I think this should be more descriptive of what it affects.

      Looks fantastic though, I love the TLC on a lot of these mods
    3. rbtRvlt
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      Hmm. They probably stack but I'll take a look-see next time I'm in the CK.

      In this case it means the cone of fire increase that BB applies to automatic weapons is nullified - so it brings the perceived accuracy back to vanilla levels. I could say 'can be fired with greater accuracy' but I initially planned to add more debuffs to automatic weapons that could be reverted by taking the perk - most were not viable with vanilla functions so they're on hold.

      And thanks! Glad you're enjoying them.
    4. Working great so far, the only kinda weird thing is that since I have so many weapon perks, the reload speed can look a little nutty since the animation is so fast.

      The debuff to auto weapons is a good idea, bummer about that but glad you looked into it
    5. rbtRvlt
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      I still have some ideas but I think the internal balancing with barrel mods etc works well enough for now.

      I'll look at the reloads for the next update, I did notice they were a little fast. I may bring down the default speed a bit instead of going so high with the multipliers. 
  10. Rkayth
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    I really like the changes made by this mod, but I feel like the rank 3 bonus of the efficiency perk is really unbalanced, effectively doubling the dps of laser weapons with a single point
    1. rbtRvlt
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      It's strong, but I chose it for a few reasons.

      • In Balanced Ballistics, lasers get a ~30% damage decrease from vanilla.
      • Efficiency is the only source of damage amping for lasers with DE enabled, whereas ballistic weapons can get damage increases from 3 or even 4 perks at once
      • Only applying to lasers restricts you to 3 weapons, only one of which is good
      That said, I'll probably drop the base laser damage some more in BB and possibly restrict that perk to semi-auto, if it is still too strong.
  11. Niteshade0
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    Bouncing partially off another post, Loved me(still do actually) some Ordinator , nevers leaves my load order, I've yet to find a full blown perk overhaul in Starfield I can justify putting in my load order, part because some merge/remove skills
    which can cause loss of dialogue options in game(and I'm a sucker for my
    dialogue options) so I've mostly found just some simpler more
    streamlined options to touch perks. Main stuff I've wanted in Starfield
    is improvements in the unarmed combat option cause I like throwing hands with my enemies haha. Sadly I also haven't found a solid current improvement to unarmed perks that's really caught my eye yet.

    Really tempted to check this out tho. After all I'm already setting up so many of your mods in my game as it is hah.

    Few Questions on this tho, if I haven't decide to commit to a skill/perk overhaul of any kind yet before starting a new save is this safe to add into an existing save?  Also on the note of other overhauls merging/removing or sometimes renaming perks. With the changes this makes, will that also cause a possible problem if there are dialogue options attached to the perks that have had their names changed?
    1. rbtRvlt
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      Yeah, that was a large part of the design, nothing's added or removed and all perks and ranks correspond to vanilla. The names you see in-game are changed but e.g. Evasion uses the Dueling record, so checks for that skill or its ranks will still work. Otherwise, it's safe to add or remove whenever, just unequip any weapons and make sure you're not in combat before uninstallling, otherwise some multipliers might get stuck.
    2. Niteshade0
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      Ah, well that's awesome news, I do admit I liked seeing "boxing" in my perk tree's tho so that might take some getting used to. I do love the concept behind your changes so I may have to put serious thought into giving this a go. I'm assuming mods like skill fixes and player scaling should play perfectly alongside this
      scratch that, I just realized skill fixes definitely won't work alongside this one, it'd be one or the other. Player Scaling tho is likely fine, i forgot how they handled things until I re-read the mod description.

      Curses,  I am once again in a struggle for choosing  a lightweight perk overhaul haha. This is getting endorsed regardless as it's a very strong candidate for my options.
    3. rbtRvlt
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      Skill fixes should be fine, you can just load it earlier. The only overlap would be for the skills in the combat and fitness tree I've touched, they're all listed in the description. Anything else is unaltered currently.
    4. Niteshade0
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      Ah I see,
      hmmm, then it'd just be a matter of weighing my options between the 2 for load order priority.

      oof tough choice ahead,
      appreciate your feedback.
    5. Niteshade0
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      Since I'm planning my next save to be super long running and not really starting over a new lvl 1 character if I can avoid it. I'm thinking since I haven't truly given some of my other skill related changes an honest test run to see how they feel. I may look to add this in a subsequent NG+ instance since it's safe to add to an existing save.

      Few other things I was wondering about, since I could run this lower in my load order than Skill Fixes to have the few changes made by this take priority. in the case of Skill Fixes, some perks/skills  have had their descriptions(tooltips) altered to clarify the bonuses from those skils are. Will the tooltip changes follow the same rule here as far as which ever of the 2 mods is lower will win out?

      and 2 last questions (for now hopefully, I feel like I've been a mild bother to a few modders later lol)
      but first, not sure if you'd know first hand, but if a perk overhaul like this was in affect, and before leaving to enter your next NG+ universe if a perk overhaul is removed from your load order prior to making the jump could you use something like the skill respec mod to refund points as a safety and afterwards disabling the overhaul before entering into NG+, would tke perk tree be fully back to vanilla or would changes to text/tooltips remain baked in?

      Last one, have you possibly had plans yet to do anything similar for any other parts of the perk tree or do you run anything else to cover areas this and your balanced ballistics mods don't touch on?
    6. rbtRvlt
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      The answer to most of those questions is yeah, whichever mod loads later simply overrides the entire record for the perk - challenges, descriptions, effects, etc.
      Nothing gets baked in, you can uninstall it anytime you're not in combat and it reverts to vanilla or whatever's loaded last. Worst case, progress on some skill challenges changes, but that's it. As for future plans, not right now, I'm only really doing ground combat for this overhaul and I think it's in a decent spot for those. The only other thing I use for balance is No More Tiers Remastered just for more global damage without getting into multipliers or having to edit every NPC record to remove sponginess. It also makes armor feel a lot better just from the higher base damage everything has.
    7. Niteshade0
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      Appreciate the info/clarification on all of that.

      And this should be fine with anything that adds new perks into the trees or new trees(which I think i've only seen the starborn powers mod) that does this

      Thanks again!