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Showing results for tags 'perk'.
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Basically, a perk that lets you fan the hammer while hip-firing a revolver-type weapon and you can shoot as fast as you click (possibly capped at a certain rate for balancing). Maybe tier 2 of the perk: each consecutive shot you land will tighten the grouping for the rest of that cylinder (mag). *I know there are already some mods that let you do this but they are not player-exclusive and they have the same fire rate as the default
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Hi, [Edit: problem solved, scroll down to post 3 if interested in the issue and solution; The first question below, though, still stands as I'd really like to know if...] Is there a console command to show all perks the player have? (and most importantly their refIDs) I mean similar to how "player.getav <actor value name>" show the chosen value as a result. or a cgf, or whatever it is that the pipboy code actually does to bring your perk list as you click/scroll to that tab... I'm even searching in some scripts to see if I find anything, but so far no luck. The most simple thing would be to click on the perk line but that seems to select the nearest thing in the area behind the pipboy (and now I feel silly for trying that) I want to narrow down what perk is this mysterious perk showing up at the top of my perk list in the pipboy, no name, no description, no animation. (in case anyone's wondering, i'm testing some icons with iconlibs2 mod, but that part i've been doing for a while, this blank perk issue is new) I tried googling the issue, the only thing I found was a mention of some mods editing companion perks causing this, and idiot savant level 3 applying the temporary XP bonus as a blank perk entry. But my character has neither any companion perk nor I.S. at level 3 (have it at 1). I'm pretty sure it was something from a mod or even some personal edits I made with FO4Edit/CK, but after hours carefully looking at each entry in the last few added/edited mods, the blank perk is still there (at the top which is most annoying). Either way (a mod error or a vanilla thing) I'd like to find its ID, and see if I can either make it hidden or at least give its name and description. Thanks in advance Cheers!
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So here I'm trying to do what I THOUGHT would be a simple thing. I'm trying to add an additional effect to the vanilla perks. Specifically I want to add an area fear effect to occur when you eat a corpse with Cannibal. I figured it makes sense and would make it a somewhat less useless perk, chomp down in the middle of a fight and you get a bit of breathing room instead of just a pathetic healing effect. Channel that inner Cannibal Johnson or throw some Tyson into the mix. I made it basic as hell and without much consideration but it should vaguely work - the only demoralize effect in F4 vanilla was the syringer ammo Yellow Belly which counts as a poison. Small blessing there, I just kept that in because robots and bugs would not be affected by fear, while animals have high enough poison resistance I don't think it matters - if somehow I freak out a deathclaw with this I'll adjust that later. I kept the same value at 95 but dropped the duration to a few seconds since it's supposed to be AOE so in theory this should just scare away everything not excluded. Well I had to make a whole new magic effect to run, since I think this is a "target location" cast and not on self and you can't seem to mix the two on a single effect. So I made a new demoralize magic effect named Gross Terror. Then I made a new spell called Cannibal Fear to run with vanilla Cannibal Heal, three levels of effect based on what rank of Cannibal you have. Cannibal Heal is "cast" with the EAT CORPSE activation. So I shoehorned Cannibal Fear into the same spot but it gave me a compile error. Compiling "Fragments:Perks:PRKF_Cannibal_0004B259"... E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Perks\PRKF_Cannibal_0004B259.psc(21,0): variable PerkCannibalFear is undefined E:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Perks\PRKF_Cannibal_0004B259.psc(21,17): none is not a known user-defined script type No output generated for Fragments:Perks:PRKF_Cannibal_0004B259, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Perks:PRKF_Cannibal_0004B259 And the same for the Cannibal rank 2 and 3. I supposed I need to mess with some sort of script trigger. I shoved: PerkCannibalFear.Cast(Game.GetPlayer(), Game.GetPlayer()) and SPELL Property PerkCannibalFear Auto Const To the fragment scripts of the three Cannibal ranks. I probably did that wrong since I just copied and pasted them under the PerkCannibalHeal lines in each segment. That got rid of the errors from compile at least but it doesn't seem to trigger anything. I've messed around with it a bit now but nothing I can do makes it actually WORK. No level of the perk affects any targets, even the lowest level raiders. What am I missing? I'm sure this is because I did something wrong or presumed badly - or because I shoved values into the "spell" area of the "magic effects" of a game that tries to dummy those out.
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Hi all, This is my first post here. Apologies if this has been asked and/or answered before. My aim is to create a Restoration perk that increases damage of Sun spells, such as Sun Fire (similar to Augmented Flames for Fire spells). However, it seems there is no keyword for Sun Damage spells (such as MagicDamageFire for Fire spells). I know how to create a new keyword, but not how to add it to Sun spells (Sun Fire, Vampire's Bane and Stendarr's Aura). If anyone could tell me how or help me out, I'd very much appreciate it. With kind regards, Samss
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(also i have tried searching for these things but my search-fu is weak and i wasn't able to find any answers) so ive been away from skyrim in general for a while now, so with the SE version i kinda need a refresher as to what is possible in the ck, as well as some new curiosities i had, and whether SE CK differs from what the original skyrim ck could do. 1) Is it possible to create new resistance types without the use of a script? (example : Light resistance) 2) is it possible to make Perks require legendary status before becoming available? (if scripting is needed for this one that's fine, but prefer not to) 2.5) as per above, Can you specify how many times a tree is legendary before a perk becomes available? 3) are there certain perk trees that cannot (or should not, because of difficulty or incompatibility) be merged? (to make space for new perk trees) 4) can the amount of skill ups required to level up be adjusted? 4.5) or if not, can the level up multiplier be reduced so its a flat rate? (example. reduce the multiplier to 0.0 and it would take exactly 5 skill ups for each level just like lvl 1) i guess that's it for now, those are the main ck limits i was wondering about. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- i also had a few question for anyone who reads this post that may or may not have answers for the above questions - (you don't need to answer the ones below, obviously, im just curious on your opinion and looking for new ideas) A) what level do, most of you/most people, get to? B) would you ever play/consider playing through a multi-act story-line that eventually takes you through to level 150? - (changes the base story substantially, and dawnguard/dragonborn dlcs would be reduced/changed completely) - (leveling would be adjusted to compensate for length) - (class system from oblivion reintroduced, but a bit differently) - (perks would be limited to about 3-5 custom trees worth of perk points) - (all monsters would be leveled/adjusted to constantly provide challenge) - (the first act would take you to lvl 60, and each arc after would be 20 lvls except the conclusion at 30 lvls - in other words, 5 parts) C) what kind of skills(perk trees) do you wish were in the game? D) would anyone miss pure conjuration, block, alteration or lockpicking, if they were merged with other perk trees? - (example: block merged with armor skills based on material type, conjuration/alteration merged with other magic trees based on summon/spell type, lockpicking merged with pickpocketing) E) would anyone care/miss the amount of dragons in the game, if they were greatly reduce BUT each dragon fight would be on a grander scale and would require preparation type quests? F) would you mind if for the first 1/5th - 1/4th of your total 4-5 part story, you were not the main protagonist but instead helped the main protagonist? - (you would become the main protagonist after that story arc and would not "know" that your Dragonborn until a quarter-way / halfway through the second story arc) - (that means no dragon shouts(or dragons) till quarter-way /halfway through part 2 - around lvl 55-60ish) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (oh and when i say "part or "act" i mean distinct Main Storylines that each have a beginning, middle and end, NOT separate mods you'd have to download individually, just in-case that wasn't clear) Thanks for any help in advance :smile:
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Looking at the perks in New Vegas,you notice something. The developers want you,above all other equipment,to use light armour,thanks to the fact that light armour has perk support in the form of Light Touch and Travel Light. Medium and heavy armour do not have such perks,however a mod called Jury-Rigged Armour adds a perk called Middleman,which has identical effects to Travel Light,thus eliminating the movement speed penalty you incur for wearing medium armour. To my memory,no mod exists that offers benefits to wearing heavy armour. As it stands,the use of heavy armour is extremely disadvantaged,due to its weight restricting how much loot/ammo/aid items/secondary weapons you can carry,and sometimes even restricting what you can use as a primary weapon. In New Vegas,if you wear heavy armour,you're sacrificing potentially more powerful secondary effects,movement speed,and carry capacity,in the name of defence,which can easily be competitively matched by Elite Riot Gear. You effectively handicap yourself. I seek a perk that changes this. Ideally,the perk should offset the movement speed penalty imposed by heavy armour,at least partially,and partially offset the weight of the armour when worn. I'd like it to be named "Iron Skin",with the phrase "You're safe and sound under your iron skin" present in the description. Perks represent the player character learning new skills. Wearing heavy armour is indeed a skill; Wear it wrong,and you're a graceless mess. Wear it right,and it might as well be a second skin. Yes,it might be heavy in hand,but when worn,its weight is distributed across your entire body,and the more rigid armour is,the more it can support its own mass; It's simple physics. If someone can make this perk,that'd be greatly appreciated. I bet I'm not the only one looking for something like this.
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I've seen that there is no guide for the bows' scaling, I'm a little confused I created a legendary daedric bow but it does only 90 damage...on ps3 I had one that does 427...i would like to now how bows scaling based on smithing perk and marksman perk, I kinda need to know if I did something wrong or it is totally ok and I'm missing something thanks to everyone guys
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Could someone modify dogmeat to look like Rex and then duplicate it as a standalone companion? Could potentially add the search and mark perk as the companion perk since another mod does that standalone. This would work great with the ED-E companion mod and the mod that allows you to have dogmeat and a companion if you made the game recognise rex the way it does dogmeat. The combination of the proposed Rex mod, the ED-E mod, dogmeat + companion mod and wasteland imports mod would make for a great roleplay of the courier travelling to the commonwealth.
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Hey, so, I had this idea, and I'm not really sure how good it is, but I thought I'd sign up here and run it by you guys to see what you think. You know how both Light and Heavy armors benefit from some kind of Matching Set bonus, right? Well, what if Archery did, too? I was thinking something along the lines of an extra perk for the Archery skill tree where your bow would deal a few extra points of damage (or would have its damage increased by some percentage) when using arrows that match it--Elven arrows with Elven bows, Glass arrows with Glass bows, etc. I'm not sure why, but I've always felt like you should get some kind of little bonus for having your arrows match your bow. I dunno, maybe it's dumb or unbalanced, but eh... XD
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Hey, I'm encountering multiple gamebreaking bugs that dont let me talk to companions, i got weight even with nothing in my inventory and my perks are f*#@ed up even if I dont use any perk mods. you can see the exact problems in my video.
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Hey guys so I'm making a perk overhaul for skyrim and I ran into a problem. I was trying to give bonus stamina for each piece of light armor you are wearing. and each piece gives a different value. So i made the ability and the picture below is how i have it set. If I have it like this when i equip a piece of light armor it works but if i have a piece of heavy armor it doesn't. so i switched it to lightarmor with a 1.0000. now it will work but when i equip the piece of heavy armor it also adds the stamina.
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How can I use a perk mod like Ordinator but also use a mod that overhauls an individual perk tree? If I just have the individual perk tree mod below Ordinator in my load order will they both work properly? Or do I have to remove the perk trees from Ordinator itself for it to work? I'm just trying to use Ordinator but without its light armor and one handed perk trees because I have separate mods for those trees, but don't have mods for the other trees. Any help would be appreciated, thanks.
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I'd really like to see a silly mod that changes the voice clips of intimidation to "STOP RIGHT THERE, CRIMINAL SCUM" and "STOP. YOU HAVE VIOLATED THE LAW!"
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Any chance of making companion perks function the way they were in F:NV?(Bonuses only active when in party with protagonist) This F4 "Give-me-your-perk-now-goodbye" thing feels kinda cheaty
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Animate CC: Create new ActionScript 3.0 - 512 x 512 - Frame rate whatever you need - Background colour #333333 (RBG 51,51,51) Add Mask ~ W 300px, H 260px, starting from ~ X 112px, Y 96px Create your animation inside mask borders. Publish - Target: Flash player 11.4 - Script: ActionScript 3.0 - JPEG Quality 100 - Untag everything else except .swf format Creation Kit: Copy-paste existing perk in Creation Kit - Add your .swf to it If you want to add sound for your perk: Copy-paste existing Sound Descriptor - Replace sound file with your own file - Go back to your Perk and choose your Sound Descriptor from the list right above .swf file. You should now have working Perk animation with sound showing up in Pipboy Perk list.
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I've started to learn a bit about the Creation Kit and modding stuff and I am trying to create a Follower for a Custom Race I downloaded (Lykaios), but I want him to get perks as he level up... I searched a bit and learned that you can't add perks to NPCs using Papyrus Script and I came up with a solution for basic perks... Basically, the perk's effect will only activate when the follower is in a specif level range. But them, I tried to do the same thing with the PowerBash perk, but it has no effect attached to it... I know that the PowerBash perk is used in the "AVIF" "AVBlock" (which I presume means Actor Value Block) and also in the "IDLE" "PowerBash", but I couldn't find these in the Object Window... Is there any way to modify these objects in order to give the follower this "custom" Power Bash? ---------- EDIT ---------- Looks like I managed to do it and I'll share my solution here in case anyone needs it later on ^^ I found the "IDLE" object for the PowerBash and was surprised when I saw that it was a Player Exclusive skill, but I modified the conditions so the follower can use it too! This weird combination of Conditions is the same as ((HasPerk AND IsPlayer) OR (IsKlaus AND LVL >= 8 )), CK logical operators are weird... Now, I have seen NPCs doing the Power Bash animation before (including my follower), but it doesn't trigger the Power Bash effect (stronger stagger), after modifying this, my follower does trigger the Power Bash effect on enemies when he is above lvl 8.
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Greetings fellow people. I am also a people. I have some ideas that i wish to share with you as is custom for conscious thinking people such as myself. I shall continue with my presentation of my ideas, as is custom for people when presenting human ideas. The targeting computer attachment on the missile launcher has already been adapted to several weapons (Minigun, fatman, Cross PlasRail, etc.) for ease of shooting but tends to make said weapons hella OP. Essentially, gives the player aimbot on a single unfortunate soul... at a time. How much further can it be taken? Well, I have thought on several options because I have nothing better to do with my time. 1. Put that s*** in your armor. Put that s*** into your headgear. You could place it in a visor or goggles so it makes anyone into a certified marksman. If that is too unbalanced, you could limit it to power armor. Making more sense as power armor would have more processing power then anything you can just stick on your head by itself. Make it a separate armor entirely, or just make it an armor mod for existing s***. 2. Make it a legendary-as-f*** effect. New legendary effects have been added as of late, such as Far Harbor DLC Legendary Overhaul. With that, you can add the effect to any gun or armor (however the hell someone could manage to do either or) and blast away any fool who dares cross you. The legendary effect could be triggered under certain circumstances such as; being attacked by larger quantities of enemies (Pretzel Gravy's Love Me Perk), activating when player is on low health, etc. whatever you can manage/want to make it work with but try to factor in some kind of cooldown for balance. 3. Make it a consumable. Become the next Bradley Cooper from Limitless. Unlock your full motherf*#@ing potential with drugs*. Similar to the use of one of my favorite mods of all time, Bullet Time, make it a consumable that uses AP whilst the effects are active. So you can rooty tooty point and shooty until you as long as you have enough action points to do so. Making it even easier to manage rather than applying a mod or legendary effect to every damn gun or helmet you acquire. 4. Whatever else ideas you can think of. The Nexus is a wonderful think tank where ideas flourish. Most of the time. Or you get called a litany of hurtful names and have your intelligence come into question. Regardless, I expect the best of you to make up for the worst of you. If you guys have any ideas, by all means, post away. Before you ask, yes this is 100% percent my idea, never before thought of. Patent pending, trademarked, and intellectual rights will belong to me and me alone. Heavily influenced by similarly named ultimate ability "Tactical Visor" used by Dad 76 from Overwatch. You can make it a crossover thing but with the technological advancements given by 2077 and further improved on by 2287 this could be viable prototype or even finished tech developed with the lore. This may be a mod request, but consider it a mod suggestion. Please do keep my posted about any action taken whether it be this mod coming to fruition or just one being developed already. I'd like to know because i would download and endorse the s*** out of it. If you actually read it all and made it this far, you should feel awesome because you are awesome. I do not mean to sound racist but have a wonderful day, you beautiful person. I hope you receive many insert noun that are very insert adjective because you deserve it. I thank you all for reading. TL;DR Aimbot in Fallout 4 similar to the vanilla targeting computer for the missile launcher. Preferably Overwatch style. *DISCLAIMER* I DO NOT ADVISE THE USE OF DRUGS AS IT IS ILLEGAL AND ARE YOU COP? YOU HAVE TO TELL ME. KIDS, MAKE SURE YOU DRINK YOUR SCHOOL, STAY IN SLEEP, DON'T DO MILK AND GET 8 HOURS OF DRUGS. *END DISCLAIMER*
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Would have probably done it myself, but don't have access to Creation Kit. I'm thinking new resistances should be 3 times the original ones (so 75 ballistic/energy for rank 1 and 150 for rank 2)
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So I've been going through checking the damage and overall balance of a lot my vanilla and modded NV weapons, doing things such as removing multiple ammo usage on energy weapons, fixing 308 and 556 damage, and other fixes. I got to checking A World of Pain's mark 2 weapons and I came across the Mark 2 Trail Carbine. I have this weapon ingame at the moment, and noticed that despite having 100 Guns skill and the Cowboy perk, it did less damage than its normal variant. I checked both of the weapons' statistics, finding that the Mark 2 did indeed have more base damage. I then reasoned that it may not have been on the Cowboy perk's formlist, so I checked that, and to the contrary it's on there. So now I'm rather confused as to why this weapon isn't doing more damage than its normal variant, despite the skill and Cowboy perk and all that. Is there something about perks and modded weapons I'm missing here? Any tips?
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SSE Best Way to Add Dragon Soul Powerups
vaulter32 posted a topic in Skyrim's Creation Kit and Modders
Hello, So I like some of the mods out there where you can trade in dragon souls for powerups or perk points, but I thought it would be interesting to do a mod where you gain power (for now let's assume that means health, magicka, stamina, unarmed damage, and power mods on each magic school) based on the number of dragon souls you possess. This way there is a tradeoff during the early - mid game where you are learning shouts, but as you approach the late game you steadily increase in power. I have been having trouble with the best implementation of such a mod though. I thought perk entry points would be my solution, since you can use number of dragon souls as multiplier for various things, however the only ones that would be remotely of interest to me were attack damage and armor rating. The others (health, magickca, etc.) aren't options for perk entry points. The remaining options I can think of are 1) Script the effect I want or 2) create a bunch of magic effects (one for every number of dragon souls I want to do) and apply them using a quest. I feel like the script would give me more the behavior I want, but I'm worried about a script constantly running and checking the number of dragon souls a player has and am not sure the best place to have the script (Perk?) A quest seems like it would work but I'll have to create a lot of magic effects unless I can apply the same magic effect over and over and have it stack (is that possible?). Is there a simpler or better method out there that I'm missing? Am I reinventing the wheel here? Any tips or advice would be greatly appreciated. Thanks! -
Is it possible to get a perk point for killing the bandit leader or a dragon? Why so few perk points available when you can learn so many skills? I mean, Skyrim is an RPG and its gameplay relies on skills a lot, so why can we only get perk points through leveling up our characters? I also play Far Cry Primal and I can get extra skill points as rewards for doing side missions. So, I think we can have the same feature in Skyrim SE. You do a bounty quest and get rewarded with a perk point and some gold. Sounds good, right?
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nobody has made this yet so IDK how hard it is to make for SE
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Has anyone ever worked on this?
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Help with reset perk and a dialog box
a091584 posted a topic in Fallout 4's Creation Kit and Modders
I created a mod that adds new ranks to the perk's. since there are issues with the perks not working if you already have that perk learned. I planned to reset the perks once my mod has been loaded. can you guys help me? hopefully someone has an idea. really appreciate it.- 1 reply
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I need to create condition (for perk effects/abilities) which will say whenever player has any armor that increases Damage Reducton. Example of usage: two inddependent perks that will grant DR when armor with less than 10 AR is worn - stacking with eachother. Like Toughness and Pitt Fighter but only for light armored characters. Problem is that function GetArmorRating returns player DR, which can be modified by perks and thus not being actual armor rating. On the other hand GetArmorRatingUpperBody (checking only upper body DR is a compromise I can agree at) does not return DR at all - it only returns 0 when no armor is worn or 1 otherwise. MY FIRST QUESTION: Is it possible to write new function which can be used as condition? (or enable FOSE's GetArmorAR to be chooseable as a condition) I've searched a lot of forums and it seems it's impossible so I get another idea: script that will do following when equipping armor (upper body item) it will check it's ARif this AR is what I want (0), script will garant player a perkwhen unequipping the perk will be takenthis perk could be used along with HasPerk function in my conditionAND THERE COMES SECOND QUESTION: Waht type of script should it be (effect/quest), what block should I use (GameMode etc.) and where would I attach it? Note that attaching it to every armor in game is what I want to avoid since some armors, especiallly those from mods, can already have their own scripsts attached and it would be very time-consuming and mod-unfriendly. THIRD QUESTION: Do You see any workaround to my problem? If so, please share Your' ideas.