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Unarmed Perks


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#1
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Unarmed Perks

Added perks to the Unarmed skill.

#2
digdug

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Wow. I want to know how you did this. This is amazing!

Any chance you could let me know how to change the drinking_habit perk? I want to remove its negative side effects when sober.

Great work!

#3
EonSpirit

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What. The. Hell. This is EASILY the best thing ever modded into this game thus far. By a long margin. What sorcery is this, were there already in the files but disabled or are you THAT much of a wizard? It seems a bit op, to be honest, but holy hell is it awesome. Now if this kinda stuff is possible, imagine the possibilities.. starting with the bow... wow... MAJOR kudos to you, man. Major.

#4
RangeCreed

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Need a bit of balancing imo but good work

#5
Grubbs008

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If you do one for bows, you will be a god.

#6
Kp12000

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You are incredible. IF you could manage to pull this off for all of the other perkless attributes it would make my day lol.

#7
Kp12000

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In response to post #57694061.


Spoiler

Lol. You can open the .pak and edit the stats to make them more balanced if you don't feel like waiting for him to publish it.

#8
XerxesTheApostate

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This is something that I automatically looked for when looking at the skills- i was disappointed to find them missing. This is something that should have been in the game.

#9
dullseraph

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I'd love to see this for Bow and Polearms as well (another mod out there shows the hidden skill, but no perks)

Great work. Where was this located in the files?

#10
Xylozi

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In response to post #57694061. #57694226 is also a reply to the same post.


Spoiler

I was surprised it was possible when I was researching the files. Luckily the developers chose to handle the simply perk effects in the .xml files (namely buff.xml).

The cryptic part is the values used by the params attribute in each buff entry. For example, spc = Speech, so params="spc*1.5" means the player's Speech is improved by 50%. The implementation attribute determines when the params are applied, i.e. implementation="Cpp:Constant" will always apply the effect, whereas implementation="Cpp:Bleeding" appears only to apply when Henry is bleeding.

Anyway, it should be possible to add perks to any skill.




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