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  1. Hey and thanks for your time. I'm having my first go at creating a simple mod that tweaks the Lone wanderer perk in Fallout 4, I thought it made sense to add some slight experience bonus from kills if you are not with a companion (and add a bit of extra damage as well). Here's my steps: Downloaded the creation kit Set the Fallout 4 ESM as active Searched for the Lone wanderer files Added some effects at each rank and updated the descriptions Saved as esp file into my Fallout 4/Data folder Activated the plugin in vortex (interestingly it only showed under plugins and not mods) Launched Fallout 4 However when I go to look at perks, the Lone wanderer perk now has a grey icon, the description doesn't match the original or my updated description and even the number or ranks is different! In the game mods list it's showing as active and no conflicts are showing in vortex either. I've attached the generated esp file, if anyone has any pointers on what I have done wrong it would be much appreciated! Many thanks in advance! LoneWandererChanges.esp
  2. Currently trying to update the weapons and armor the Minutemen npcs spawn in-game with using F04Edit, as well as giving them specific perks. So far, I've been able to get them to always spawn with athletic outfits and heavy versions of the leather torso, arms and legs by placing these items in the LL_Minutemen_Armored leveled list, and having all minutemen clothing leveled lists use only that specific list. My question now is, how exactly do I make it so that the leather armor always spawns with specific mods (girded, treated, shadowed, studded, etc.?) These specific mods should only apply to the Minutemen, and not affect any other npcs. I tried looking around at previous posts, and apparently this has something to do with the keyword chance, but I'm not sure what to look for. I am also currently trying to add perks to the minutemen npcs. I attempted to do a quick test run by adding rank 5 "toughness" ( + 50 Damage Resist) to the EncMinutemen01Template, but any consoled spawned minutemen (using ids 001243ce, 001243cf, 001243d0, 001243d1) only possess the base Damage Resist given by the leather armor, if viewed in VATS using Awareness.
  3. I'm just sick and tired of how irrelevant the searches are; :facepalm: Quicker Level ups, Slower level ups, Automatic Level ups, and all that jazz [No insults intended; they're just not what I'm looking for]. And note: when I say "Me", "My", "I" or "Myself", I speak for others who seeks for a mod that I'll be requesting for. All I ask is simply leveling up one level at a time, One gumball, not the entire dispenser. I'm still at level 1 and kept it that way until I can find a mod that can safely level me up to level 2 while the rest of my 48 levels are on standby, The problem with leveling up right now; If I go to the "Level up" interface, it immediately pours all the levels down at me, [along with having to hear that annoying Level-up music repeating itself like 49 times] :wallbash: And one Primary example why I don't wish to be a high level too soon [And many others have that same reason] :sleep: -Being forced into quests that I don't want to deal with yet. [Like Dawnguard with its constant Vampire attacks and some inevitable Daedric Quests] :verymad: Just simply I just want to advance one level at a time and humbly spend whatever perk points that each level-up gives me, especially for to spend on the Smithing Tree for Ebony or Daedric at level 5, and if I get bored... I can just hop on to the next level, by 1, not by 2, not by 3, nor 49 times. One gumball, not the entire dispenser.
  4. So, newbie looking through the creation kit for the first time. I'm looking through the perk options and in the "entry Point" section I'm looking through the list of things that are more or less descriptive of what perks can do. Like "Mod VATS reload action points" or "Set Max Carry Weight", and then I come across one that I just cannot wrap my head around. "Set Can Explode Pants" A quick search of the internet reveals no answers. The wiki acknowledges its existence, but refuses to describe its function. My best guess is that it refers to the ability to reverse-pickpocket a grenade into someone's inventory and cause it to explode. But as far as I know this happens automatically, and there is no perk to activate or deactivate the ability to do this. If nothing else I hope you get the same laugh I did out of this. The answer probably won't be as funny as the question...
  5. Hello everybody, I am since the beginning of the afternoon on a problem about giving perk right after the start of the main quest. I succeeded in doing my other things such as creating recipes with requirements, scripting new diseases like DoT for radiation disease, and other cool things. Now I wanted to give the PC a natural regeneration for my Hardcore balancing mod, on the model of ImplantRegenEffect. I created the perk, the ability, the effect and the script. Adding the perk by console is fine and works like a charm. I'm trying to add the perk via getStageDone VCG01 60 == 1 like this : scn 0DurielRegenPerkAddScript BEGIN GameMode if getStageDone VCG01 60 == 1 player.addperk 0DurielRegenPerk endif ENDBut it doesn't work at all, I've also tried begin ScriptEffectStart but it doesn't seem to work either. I'm totally out of ideas, and I can't find the mod I know to add a perk right at the installation of it, as I don't remember its name. I would rather have steal the script idea to make mine but... yeah... can't find it. I take whatever could work, I'm fed up with testing. I also tested my work with and without Roleplayers Alternate Start, I want my own mod to be compatible with it. Anyway thanks to all of you who could help and suggest ideas.
  6. What is the fuction of the furious strength perk in ordinator? does it calculate damage by total stamina, remaining stamina, or stamina used?
  7. Can't find in the CK where to edit a weapon/armor mod's rank in regards to the respectable perk level. For example "Gun Nut gives you access to level 1, 2, 3, 4 rank gun mods", I want to change which mods are unlocked with each rank but I don't know what to edit. First time modding; I'm not happy with the balance of the modding system and haven't seen a mod that changes this particular thing so I thought I'd give it a shot but idk what to look for.
  8. So I'm in the process of adding perks from many different mods, I finished my alchemy tree saved the mod installed it threw nexus mod manager. When I opened my skills the icon for the tree was blank, when I select the tree the screen goes blackish? shows the first first perk for a brief second then changes to another perk tree. In the creation kit I made sure to connect the perks and remove perk requirements that wouldn't fit my newly made tree. The only thing I can tell that is different aside from the perks themselves is that while in the creation kit the level brackets have shrunk and the perks don't all fits in the shorter space. Am I selecting to many perks in a single tree? Did i miss a crucial step or did I have I broke the tree? Thank you for any help or tips!
  9. Would be nice to have magazine perks always stack, even if you find the same magazine twice (i.e. in procedural areas, in base game finding the same magazine issue a second time gives no perk) I know eventually it could lead to very overpowered abilities but I think it would be fun.
  10. We just noticed that in our Skyrim SE's character's Skill Trees, our Conjuration is 100 with all Perks. (We earned these legitimately.) But in game, when we raise a spell, the menu shows only 99. So we can't fire certain Conjuration spells requiring level 100. We ARE running the Apocalypse Mod. Has anyone seen this or solved it? We also notice that our meter bar for the Conjuration Perk-Tree view is empty, and not filled as are the meter bars for the other magic 100-levels for schools. Our Archery Meter also is empty, though we're at 100 in archery on the Perk-Tree. Thanks.
  11. I'm currently working on an update to my premiere mod You Are SPECIAL which adds a slew of new perks, adds skills, and adds traits to enhance anyone's experience, made to be compatible with most mods, you can use it with almost any mod setup you want (Specific incompatibilities will be added as development continues) I've made this post to use as a sort of devlog so that anyone who may want to track the progress I'm making can go here. So far, I've outlined 7 potential perks to add/improve:
  12. I was wondering if someone could make a mod for something I have always thought was missing, a locker or duffle bag or some sort of a container in the barracks off the dining room in vault 111. It would have some civ clothes, a military outfit, a few essential meds, some snacks a bunch of magazines a complete vault tec security uniform Currently I am using a bat file to get those items (this is just my personal list feel free to add or subtract items) I lack the knowledge to make it other than via a bat file. ; Outfits found in locker in barracks player.additem 16892C 1; Military fatiguesplayer.additem 23432 1; Army Helmetplayer.additem 16892E 1; Military Capplayer.additem 7239E; Assault Gas Maskplayer.additem FFC21 1; Undershirt & Jeansplayer.additem 1942D6 1; Green Shirt and Combat Bootsplayer.additem E1AF6 1; Bomber Jacketplayer.additem CEAC4 1; Hazmat Suitplayer.additem 536c5 1; Wraparound Gogglesplayer.additem 1738AA 1; Patrolman Sunglassesplayer.additem 821B4; Vault-Tec Security Armorplayer.additem 821B6; Vault-Tec Security Helmetplayer.additem 39A66; Utility Coveralls ; Medsplayer.additem 23736 10; Stimpakplayer.additem 24057 5; Rad-Xplayer.additem 23742 5; RadAwayplayer.additem 366c0 20; Purified water ; Extrasplayer.additem a 50; Bobby pinplayer.additem F 100; Capsplayer.additem 11ea93 5; Beerplayer.additem 602689A 5; cotton candy bitesplayer.additem 2FBF7 5; dandy boy applesplayer.additem 330B4 5; fancy lads snack cakesplayer.additem 330EE 5; cram ; Magazines; Guns and Bulletsplayer.additem 92A8Eplayer.additem 92A8Cplayer.additem 92A8Bplayer.additem 92A8A; Total Hack player.additem 94736player.additem 94735player.additem 94734; Tumblers Todayplayer.additem 92A72player.additem 92A71player.additem 92A70player.additem 92A6Fplayer.additem 92A6D; Grognak the Barbarianplayer.additem 8E74Aplayer.additem 8E749;Asoundingly Awesome Talesplayer.additem 1696A7player.additem 1696A6;Taboo Tattoosplayer.additem 185CE2player.additem 184DC0player.additem 184DA5;Tesla Science Magazineplayer.additem 92A80player.additem 92A7Fplayer.additem 92A7E;Unstoppablesplayer.additem 135F07;Islander's Almanacplayer.additem 204EF8Bplayer.additem 204EF8D;SCAV!player.additem 602A9F3player.additem 602A9F4 if possible a ESL file would be great thanks in advanceNate
  13. I've been thinking about a new perk and skill system, more refined for immersion and elder scrolls historical skill systems. It would bring back the following skill trees: Athletics Acrobatics Mysticism Hand to Hand and it would put Pickpocket and Lockpicking together in a 'Subtle Manipulation' skill Lorewise, Mysticism is still gone as an official school of magic of course, but some older spell tomes and some found in places like Apocrypha would still have older labels, and the mysticism skill tree would still affect spells that were traditionally in it's school or older spells that are sometimes still labeled as such. There'd probably be a lore-book added somewhere to note which spells changed to which schools and talking about the official reasons for the changes, but the College of Winterhold is old enough and many of the lore and spellbooks you have access to is old enough that you should probably be treating Mysticism as still a distinct thing in parts of your training. Notably, many mysticism spells would be affected both by the mysticism skill tree and their new skill trees. On to changes to the various skill trees. Initial note: Damage is no longer as related to repeated points into perks, especially early perks, in skill trees, and has more significant relation to your level in a skill, both for spells and physical combat Archery: More of the general bonus damage is tied to skill level, rather than points in Overdraw. Overdraw still exists, but only with a single point that can be put into it, and it's only something like a 25% bonus (with the remaining 75% put into just gaining levels in the skill. Critical Shot switched to only a perk point, scaling with skill level. Hunter's Discipline is potentially renamed and reflavored and changed a bit, rather than letting you collect more arrows from dead targets, it creates a chance for you to collect additional 'damaged' arrows that would normally have been unusable which can be used as part of the supplies when creating arrows at a forge, also, arrows in general have their recollecting ability changed a bit, they have different durability ratings (with most higher level arrows being more durable), increasing the odds of rather than being totally destroyed, leaving a 'damaged' arrow with this perk, or leaving fully intact arrows to collect normally even without it. Steady hand no longer requires multiple perk points invested, instead, it's time adjustment scales with skill level. Bullseye no longer exists. Something like Ordinator's Crippling shot exists which temporarily slows targets sometimes. A new perk causes you to get a damage bonus if you remain still for six seconds while the bow is drawn and then release an arrow with a bow without moving, you now need stamina to hold a bow drawn regardless of if you have this perk or not. A new perk slightly increases the damage of crossbows and reduces their reload times if you've enhanced them with smithing (adjusting them to yourself), loading crossbows requires stamina regardless of if you have this perk or not. Block: Shield wall turned into a single perk, blocking effectiveness increase more tied to skill level. New perks reduce stamina costs of various aspects of blocking, separate ones for blocking, shield bashing, and power bashing. Normal staggering from shield bashes aren't as sure of a thing, nor are power bashing, but a chance calculated partly based on an opponent's armor value and remaining stamina, and has even more reduced chances on some large opponents like dragons and giants and such, and a new perk increases the odds of this calculation. There is a new perk that gives a chance to stagger non-large type opponents whose power-attacks are blocked. There is a new perk that creates a small chance to disarm an enemy hit with a power bash or whose power attack was blocked, the chance is related to an opponent's stamina. A new perk gives you temporary boost to magic resist when blocking with an enchanted shield or weapon for spells that hit the shield or weapon rather than hit you directly. Heavy Armor: Juggernaut is now a single perk, and armor rating improvements from heavy armor are more related to your level in the skill. Falling damage now is higher the more weight you are carrying and wearing (including weight that is normally negated from things like perks), Cushioned perk isn't enough to negate the increase from the heavy armor weight, only decrease it. Conditioning no longer entirely removes the heavy armor movement penalty, only reduces it. Well-fitted now decreases the chances of you taking a critical hit, as does matching set, along with reduced versions of their normal increases to armor bonus. Reflect blows is gone. A new perk reduces the amount worn pieces of heavy armor applies to your encumbrance (although the weight still applies in some other areas, like the above-noted falling damage calculations), this effect is improved for a matching set, this perk also reduces the penalty of heavy armor to sneaking, and does so better if you have a matching set. A new perk reduces the amount wearing heavy armor increases the stamina cost of sprinting (it still increases the cost of sprinting, just not as much). A new perk causes a full set of enchanted heavy armor to grant a small amount of magic resistance. A new perk reduces fire, frost, and shock damage slightly while wearing a full set of heavy armor. A new perk reduces your damage taken from physical attacks (melee and archery/crossbow, but not magic) when you are below 25% health but above 50% stamina while wearing a full set of heavy armor. A new perk reduces damage taken from 1 handed weapons and ranged weapons when wearing a full set of heavy armor. With a new perk if you are at 80% or better stamina, non-large foes that strike you with a power attack have a small chance of being staggered and possibly also disarmed (related to their remaining stamina) when you are wearing full heavy armor. A new perk prevents weapons hitting you from causing bleeding damage through things like perks with a full set of heavy armor. One-Handed: Armsman is now a single perk, more damage adjustment is tied to skill level. Bladesman, Bonebreaker, and Hack and Slash are all now single perks, with their bonuses affected by your level in the skill, same with dual fury. Attacking while jumping is now possible, and power attacks while jumping works for critical charge. Paralyzing strike is renamed and now has a chance to slow and/or stagger it's targets, based on their remaining stamina, rather than paralyze. A new perk lets power attacks with one-handed weapons have a chance of disarming a target based on their remaining stamina, which still works on blocked attacks if they were blocked with a weapon rather than a shield. A new perk causes unblocked attacks with one-handed weapons to deal a small amount of bonus damage to an enemy's stamina. A new perk lets unblocked attacks with one-handed weapons reduce an opponent's magicka regen temporarily. A new perk increases the speed of attacks with one-handed weapons (for non-dual-wielding purposes) slightly. Two-Handed: Barbarian is now a single perk, more damage adjustment is tied to skill level. Deep Wounds, Limbsplitter, and Skullcrusher are now all now single perks, with bonuses affected by your level in the skill. Jumping works for Great Critical Charge, not just sprinting. Warmaster replaces paralysis with a chance to slow and/or stagger it's targets based on their remaining stamina. A new perk lets two-handed power attacks that aren't blocked have a chance of staggering an opponent based on their remaining stamina (reduced chances for large opponents). A new perk lets power attacks with two-handed weapons (blocked or not) deal a small amount of bonus damage to an opponent's stamina. A new perk lets unblocked power-attacks with a two-handed weapon eliminate an opponent's ability to regen magicka temporarily. A new perk increases the speed of attacks with two-handed weapons slightly (not as much as the similar perk for one-handed weapons normally, but better for power-attack related DPS). Hand-to-Hand: This is an all new skill tree. One of it's perks grants a scaling armor bonus for wearing absolutely no armor, which scales with the level of the skill, and a perk that is on that perk's part of the tree requiring it increases this bonus if you are wearing a full set of enchanted non-armor clothing or completely nude (neither of these are as good as wearing actual full armor sets of light or heavy type for level and perk equivalent stuff, and the full enchanted set bonuses is better than the full naked mode bonus). This skill tree increases the damage of your unarmed attacks by default, and one of it's perks grants a damage bonus similar to the modified Armsman, Barbarian, or Power Draw perks but for unarmed attacks. A new perk grants unarmed attacks a chance to disarm opponents based on their remaining stamina, with chances improving with an unarmed power-attack. A new perk grants unarmed power attacks that aren't blocked the ability to reduce an opponent's magicka regen temporarily. A new perk lets unarmed attacks deal damage to opponents normally only affected by normal attacks (like ghosts, if this isn't implemented, it will be like it was in Oblivion). A new perk lets unarmed attacks that aren't blocked have a chance of causing a stagger to non-large opponents based on an opponent's remaining stamina. A new perk reduces fall damage when not wearing any armor and at less than half your max encumbrance. A new perk allows for kicks as a type of unarmed attack that doesn't use bonuses from things like gauntlets or racial claws, which have a chance to stagger or cause to fall opponents who are hit while power-attacking, but guarantees you fall if you get hit with a power attack while trying to kick and staggers you if you are hit by a normal attack or spell while trying to kick, kicks can be performed while doing a lot of other types of actions. A new perk lets kicks while sprinting or jumping deal bonus damage. Dodging is now a mechanic regardless of if you have certain perks or not, but a new perk improves your dodging speed while completely unarmored and turns it into a combat roll, rather than a simple dodge-step type thing (which is slightly faster and also lets you go under some attacks and stuff). A new perk improves your sprinting speed and reduces it's stamina consumption while completely unarmored. A new perk increases stamina regeneration when not wearing armor. Light Armor: Agile Defender is now a single perk with a smaller bonus and most of the extra armor rating comes from levels in the skill. Unhindered now only decreases the amount of effective weight of light-armor when worn by half, and not for purposes of fall damage. Wind Walker no longer requires you to wear a full set of light armor, and isn't as good as the equivalent perk for being completely unarmored in the hand-to-hand tree, it just requires you to be wearing some light armor and no heavy armor. Deft movement is removed as a perk. A new perk increases your sprinting speed when not wearing any armor heavier than light, not as good as the unarmored equivalent perk from hand-to-hand, but still works with some light armor, as long as no heavy armor is worn. A new perk makes it so that you take reduced damage while dodging or sprinting if wearing a full set of light armor. A new perk grants increased magic resistance if wearing a full set of enchanted light armor. A new perk grants improved resistance to shock, frost, and fire damage (not as good as the equivalent heavy armor perk) while wearing a full set of light armor. Smithing: A new perk allows you to take apart and get some supplies back from various items, like leather strips from leather armor, or ingots from various metal things, you don't get back all the materials used for creation though, or you might get back some things that are effectively 'degraded' or need to be used in groups to make an equivalent ingredient, it doesn't work on enchanted items, but having it allows you to have a chance to get materials for this process from disenchanting, although not as high a chance as using unenchanted items. This process can also remove 'stolen' tags from the resulting materials. Scaling on improvements to refined items are adjusted and capped, with higher caps for certain higher end item types, and caps can't be reached by NPCs, only the player (who must have appropriate perks and skills and have used loops of enchanting potions and alchemy boosting gear and such to prepare effective smithing boosting enchantments and potions to hit some of the highest caps on some of the best gear types). A new perk lets you improve armor and weapons to a reduced degree away from the normal equipment for such (benches and sharpening wheel things). Improvements now degrade over time and use and must be refreshed, but degrade slower for certain materials and enchanted items. Clothing can now be created at new weaving stations. Athletics: Levels in this improve stamina regen somewhat, as well as affect your running and swimming speeds and partially affect jump height/length. The starting perk in this tree improves your stamina regen rate when not doing anything besides standing or walking or sitting. A new perk increases your sprinting speed. A new perk increases your jump height. A new perk lets you make attacks with one-handed weapons or unarmed attacks while underwater. A new perk lets you make attacks with crossbows while underwater. A new perk lets you cast spells while underwater. A new perk lets you perform 'swim-sprints'. A new perk increases your walking speed. A new perk increases your carrying capacity a bit. A new perk reduces the stamina cost of sprinting. A new perk lets you perform a slightly bigger 'power-jump' at the cost of stamina. Acrobatics: Levels in this reduce your fall damage and the amount of height you need to fall in order to take damage at all. Starting perk in this tree improves the height you can fall from safely without taking damage and reduces fall damage as long as you aren't staggered or ragdolling or the like and have remaining stamina, switching your falls to in such a state to a controlled tumble. A perk in this tree improves your dodge speed (either from combat rolls or from regular dodges). A perk in this tree improves your jump height and increases the height you can fall without taking damage by your max jump height. A perk in this tree lets you 'roll with blows' if you dodge while getting hit, reducing their damage slightly. A perk in this tree lets you 'control your grounding status' and reduce shock damage a bit you take while touching the ground (platforms that aren't metal/stone connections to the ground perhaps don't count as touching the ground, depending on implementation difficulty). A perk in this tree reduces the amount of time you spend staggered or ragdolling as long as you have above 50% stamina. This is taking a while, so I'm going to take a break before posting more, but I hope some of the ideas are starting to get across.
  14. Simple idea. I'm not sure how easy or hard it'd be to implement, but I'd love to see someone adapt the "Ghoulish" perk from FO4 into New Vegas. The idea is pretty basic: for every point of radiation you take, you're also healed for the same amount. So, if you enter an area that irradiates you 18 points a second, you heal for that much as well.
  15. Ok so I love this mod, but one of the issues of the mod is that there is not much in the way of character progression let alone many reasons to try and explore to find better weapons/can get boring after awhile, so I was hoping to request or even commission if required mods to add more replay ability to this mod, what I had in mind was like learnable moves and or various new weapons you find around the commonwealth to upgrade your moveset/increase your abilities. With different weapon combinations requiring certain weapons or being a certain robot to perform. Different weapons or modifications for yourself as you explore the wasteland as a self aware robot mercenary/bounty hunter. Not sure if this is possible given the Spaghetti code of the Creation engine, but Ive seen so many other mods that add stuff such as prone or tactical moves, animations ETC -a Spin attack for the assaultron dominator where you extend your arms and spin like a baneblade with a wide area of effect meant for when you are surrounded by enemies -another one which is like a grapple attack where you stick your blades, claws or just grab them and do a backflip bodyslam -an uppercut with an acrobatic flip attack -For the Assaultron Invader I imagined a few attacks based around their electric claws like one where you put them together and create an orb of lightning and hit the enemy with that stunning them or electrocuting them when they are in water -Different kinds of assaultron laser attacks, such as a sweeping laser attack or a concentrated attack towards a larger enemy -protectron attacks designed to stun or push enemies back to give you and your friends breathing room The idea here being that you have these movesets bound to your keyboard on different buttons and when finding and reading/equipping these holotapes you gain the ability to bind these movements to your character. that or basically build your robot as a character of its own/have its own unique playstyle. Now im not an expert in modding the most I do is work with the GECK and various texture programs. But I have always dreamed for years to be able to see more mods for this game. especially ones that can fundamentally change how the game works. So ultimately what I want out of this is to make Fallout 4 into a fun beat em up/mortal combat type RPG with the various robots being your character classes essentially. If its not possible than alright. but if it Is I am curious what it would take to make and or how much money would it take to make.
  16. I am very intrigued in Starfield's leveling system, I want to get a preview of how it would feel, so I wanted to know if there's anyone attempting to rework Skyrim to match. If a mod with a similar system already exists, I hope someone can point me towards it. If you didn't watch the direct here's how it works as far as we know: When you level up you gain a skill point. If you don't have the skill unlocked, the point unlocks it. If it's already unlocked, you can increase the skill's rank. Every skill has 4 ranks, each rank is an improvement on the base skill, with the final rank always having a neat little gimmick. Unlocked skills can up rank through challenges instead of skill points. These challenges are not really challenging, it's often just something that forces you to use the skill a bunch of times. They call the skill categories "skill trees" but I see no hint of any skill being a prerequisite for anything other than ranks of itself. So I guess think of every skill like a skill tree with no branches. It's possible the 4 "layers" on the skill tree have some significance, but there's nothing in the UI showing how the skills might be connected or gated. This is the biggest gap in my knowledge, but perhaps someone else knows more. Basically translating that to Skyrim means squashing out the depths of the skill trees, and splitting each tree into a few Starfield-like "skills". For example here's how I might approach adapting Skyrim's "lockpicking" skill tree: Lockpicking: Challenge is unlocking doors (Rank 1) = Apprentice locks are easier to pick. (Rank 2) = Adept locks are easier to pick. (Rank 3) = Expert locks are easier to pick. (Rank 4) = Master locks are easier to pick and pick starts close to the lock opening position. Treasure Hunting: Challenge is unlocking chests (Rank 1) = Able to pick locks without being noticed. (Rank 2) = Find more gold in chests. (Rank 3) = 50% greater chance of finding special treasure. (Rank 4) Find even more gold in chests and lockpicks never break. I suppose it's still a bit early to expect a mod like this, it would take work to override the progression system and implement skill UI, and even longer to make it balanced. But maybe someone out there is already started and if so I'd love to join early and see how it's coming along. I am a game designer, and in my own game I am debating on how to tackle skills and leveling. The system Starfield proposes sounds very intuitive and elegant, but I also worry that it is streamlining too much and removing long-term choice. It is somewhat similar to a tree-less skill system I've been brainstorming for a while now, and if I could get a taste of how this system feels early I think it will help a lot in my decision making.
  17. My strength is negative -1 and apparently I've got aids and stuff, i don't know what mod it is and no matter what I do strength wont go up, no rads nothing.. help! ( i want to get rid of it) how do i delete this stupid perk PLEASE Had sex with the people on the strip and such, and now i've got this.. I see nothing in my mods called "perks e.t.c" got no sex mods, no nude mods. Oh and my strength should be 9 but it's actually physically showing up as -1
  18. Hi all, so i'm finally back in fallout 4 after a 2 year break, and am currently working on a perk overhaul mod (in the planning stage), hence the title, it will be called supreme perks (assuming this name has not been taken). i'm calling it Supreme, because this will be a different take on the perks and they will now be very powerful and Unique, But also Balanced with its intention. however, it is not designed to be cheat mod, (but may look like it, as the perks will be far more potent then vanilla, and the majority of them offer many buffs as opposed to vanilla's typical single buff) a big part of the balance and focus, is the perks will require relatively high levels for each rank except base, and this is done on a 10 level basis, with the highest rank perk capping at level 100 (almost every perk will cap out at 100, thus meaning 10 ranks for each perk, so even at level 100 you still unlock more power) the mod should truly give the sense of feeling more powerful as you level all the way to level 100. i will also be including an optional edit to the xp gains, so that it will take much longer to level up and thus make the perk mod even more balanced and beneficial and hopefully enjoyable. a lot of thought is going into this, i have already spent about 20 hours now just planning the the perks, it will cover and edit every single perk, with the exception of maybe 1 or 2 perks that i cant think of as a better change. now, the reason and whole point for this topic, is to see if their will be interest in this, especially given the fact that their is already a fair amount of perk overhaul mods out their, and thus the idea of yet another 1 would be likely less interesting (which is also the reason for the second part of the topic title xD ) all of my perks will Offer multiple benefits (even the simple perks such as Gun Nut and Armorer, so instead of just simply unlocking Gun mods and Armor Mods Respectively, gun nut perk now also decreases the weight for guns, and armorer now increases the armor rating for armor addons, such as combat armor, as examples) thus giving the sense that your character is being truly optimal with their Unlocked potential, so ye a lot of goodies is packed into each perk, as opposed to vanilla that have very mundane benefits offered (quite a few of the new perks will have unique requirements), and quite a few will also be renamed, (actual perk name, not its ck entry, as to be compatible with any mod that would use perks) to reflect the direction of the new perk change. Heres an example for 1 of the new perk changes: *Iron Fist* Example: so yea, as you can see iron fist, now much stronger, has a much higher level requirement, and it keeps offering more powerful ranks, even at level 100. now also note, that each new rank is 10 levels apart, and that is the main idea behind it, to give the player increasing levels of power at the right levels that makes sense, so their always viable throughout their journey, and truly get really powerful at the higher end of the levels again where it makes sense, and to also make a lot more play styles viable ie unarmed combat, and to even include new ones, such as a pacifist playstyle where you can not only now pacify most enemies, but you can also make them your companions, and likewise on the other hand you could create your own armies. and here is another example, to show the uniqueness of the mod idea vs vanilla. (female version of the perk will be equivalent, replacing female condition with male, naturally. both perks will also be renamed to: King of Diamonds, and Queen of Hearts Respectively) *Lady Killer/Black Widow* Example so yea, with that said, i am interested to see if their is interest in this mod.
  19. Hi ! first of all thanks to all modders for making this game even better . So after searching on nexus i didn't found any mod that would shortened the fall damage animation , it would be a great addition . Also i was thinking to make it more immersive ,would it be possible to make the animation lenght scalable with fall dmg reduction from perks ,cyber legs and clothe mods ? Or even buff the height that trigger fall dmg anim according again to perks mods and cyberware ? Well i could go further and suggest a custom landing for high body build and a special set of cyberlegs that would damage enemies . Hm sorry , a shortened version would be already awesome , thank you .
  20. Hi! Newbie to the Creation Kit here seeking guidance. I've spent ~150 hours in the creation kit trying to learn the basics between YouTube videos and self experimentation. I've made landscapes, navmeshed small areas and began very primitive coding (what's involved with dialogue trees and quests). Any way, I'd like to start trying to make a small world space with NPCs. Being somewhat ambitious, I'd love to be able to add dialogue options that are only available if the player has certain perks (not from the vanilla perk tree, mind you). Is this at all possible in FO4? From the little bit of research I've done, it seems like you'd have to attach the perk to, say, a magazine. Is this worth pursuing, or should I wait till I'm more experienced
  21. This is like a mod I used on the Xbox version of Skyrim, I cannot find a link to it. The mod was: every time you leveled up to an even-numbered level, you were granted 2 perk points instead of just 1. Right now, IMO Starfields leveling is too slow. You can sleep and eat XP boosting foods but it only goes for so long. I dont want to cheat and give me extra points or unlock all at once. Getting 2 points every two levels is more immersive and does not break the game. If anyone can make this please do!!!
  22. Hi. Is it possible to do a better Submachine Fun perk mod? Something around the likes of just being a permanent passive +22% fire rate boost, instead of constantly having to swap weapons to re-up the effect. I've searched high and low and can't seem to find a mod for anything similar, nor do I know anyone that knows how to do it. (Even tried to figure it out myself, but my amateur ass has virtually no experience modding).
  23. So Im new to modding and need some advice. I want to make a perk wich increases your weapons' damage when under the effect of certain spells, wich will last as long as the spell itself. I doesnt work and I get a CTD when opening any inventory while the perk is claimed This is how I tried to make it: Conditions GetBaseActorValue - Alteration >= 60 Perk Entries: Perk Owner EPMagic_HasSkill - Alteration = 1 Entry Point Mod Attack Damage Value=Value*1.10
  24. A mod to hide unavailable perks from the level up menu. Also hide requirements.
  25. So I am having a heck of a time trying to get this script to work. I'm essentially just making myself a little cheat room, where pushing a button automatically levels the associated skill to 100 and gives the player all the perks for that skill. It's a doozy of a script, and likely not anywhere as neat and concise as it could be, but it works... mostly. Here's a chunk of it: Scriptname SC_AutoMaxSkill extends ObjectReference string[] SkillName ;array for holding the skill names int property WhichSkill = 0 auto ;what skill should be maxed Actor Property PlayerRef Auto hidden Perk Property IllusionNovice00 Auto hidden Perk Property IllusionDualCasting Auto hidden Perk Property Animage Auto hidden Perk Property IllusionApprentice25 Auto hidden Perk Property HypnoticGaze Auto hidden Perk Property KindredMage Auto hidden Perk Property IllusionAdept50 Auto hidden Perk Property AspectofTerror Auto hidden Perk Property QuietCasting Auto hidden Perk Property Rage Auto hidden Perk Property IllusionExpert75 Auto hidden Perk Property MasteroftheMind Auto hidden Perk Property IllusionMaster100 Auto hidden event onCellLoad() SkillName = new string[18] ;initializing the array SkillName[0]="Illusion" SkillName[1]="Conjuration" SkillName[2]="Destruction" SkillName[3]="Restoration" SkillName[4]="Alteration" SkillName[5]="Enchanting" SkillName[6]="Smithing" SkillName[7]="HeavyArmor" SkillName[8]="Block" SkillName[9]="TwoHanded" SkillName[10]="OneHanded" SkillName[11]="Marksman" SkillName[12]="LightArmor" SkillName[13]="Sneak" SkillName[14]="Lockpicking" SkillName[15]="Pickpocket" SkillName[16]="Speechcraft" SkillName[17]="Alchemy" endEvent event onActivate(objectReference akActivator) PlayerRef = Game.GetPlayer() if WhichSkill <= 17 Game.IncrementSkillBy(SkillName[WhichSkill], 100) addThesePerks(WhichSkill) endIf endEvent function addThesePerks(int WhichSkill) if WhichSkill == 0 addIllusionPerks() elseif WhichSkill == 1 addConjurationPerks() elseif WhichSkill == 2 addDestructionPerks() elseif WhichSkill == 3 addRestorationPerks() elseif WhichSkill == 4 addAlterationPerks() elseif WhichSkill == 5 addEnchantingPerks() elseif WhichSkill == 6 addSmithingPerks() elseif WhichSkill == 7 addHeavyArmorPerks() elseif WhichSkill == 8 addBlockPerks() elseif WhichSkill == 9 addTwoHandedPerks() elseif WhichSkill == 10 addOneHandedPerks() elseif WhichSkill == 11 addArcheryPerks() elseif WhichSkill == 12 addLightArmorPerks() elseif WhichSkill == 13 addSneakPerks() elseif WhichSkill == 14 addLockpickingPerks() elseif WhichSkill == 15 addPickpocketPerks() elseif WhichSkill == 16 addSpeechPerks() elseif WhichSkill == 17 addAlchemyPerks() endIf endfunction function addIllusionPerks() PlayerRef.AddPerk(IllusionNovice00) PlayerRef.AddPerk(IllusionDualCasting) PlayerRef.AddPerk(Animage) PlayerRef.AddPerk(IllusionApprentice25) PlayerRef.AddPerk(HypnoticGaze) PlayerRef.AddPerk(KindredMage) PlayerRef.AddPerk(IllusionAdept50) PlayerRef.AddPerk(AspectofTerror) PlayerRef.AddPerk(QuietCasting) PlayerRef.AddPerk(Rage) PlayerRef.AddPerk(IllusionExpert75) PlayerRef.AddPerk(MasteroftheMind) PlayerRef.AddPerk(IllusionMaster100) Debug.MessageBox("Hello, World!") endfunction The "Hello, World!" debug message will obviously be removed once the script is completely working, it's just there for testing. My script compiles, saves, and runs without apparent issue. When I press the button in-game, I get the appropriate skill maxed to 100, and I get the "Hello, World!" message box to pop up, but it just won't add the perks and I cannot for the life of me figure out what I'm missing.
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