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Reflex18

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Everything posted by Reflex18

  1. That is a very restrictive way of creating perks as it requires special points in the exact same way as the default tree. What if i want to have single rank perks that require other perks from the first page? What if i want general perks that only require a high level? What if i want to create a large amount of perks that only require 3 points of (insert special point here). Overall there needs to be a better way of creating more perks without resorting to the normal restrictive perk poster setup.
  2. I assume your talking about the favorites menu quick switch? If so i would put that mod into the user interface section as it does tweak how the interface appears to work even if it makes no code changes towards it. Along with that the gameplay changes section is much larger and is more of a general section with mods that edit a large variety of the game.
  3. I wonder if it would be possible to create an item that when consumed granted the player a perk and also take away a perk point at the same time. If the perks were made to be requirements from other perks as a special sort of specialization. This might be able to bypass the perk screen while also giving the player perk information inside of the pipboy after getting the perk. Edit: Found the perk called wired reflexes fourm id 000eecbf that grants the player an extra 15 action points. This perk would be great as a specialization perk after getting both ranks of action boy/girl.
  4. How would a person go about creating entirely new perks for fallout 4 as its a completely new system compared to fallout nv. The special requirements and only having 10 perks per special seems to limit the amount you can create besides just swapping one perk out for another. Even if the creation system was here now a modder would have to create an entirely new page to host more perks or have an entirely new system in-place. So are there any ideas of how to fit new perks into the current fallout 4 system?
  5. Thanks i managed to find the option from your information and create my own signature to showcase my mods.
  6. The only way you can really save time is to make a large amount of changes and test them all at once. Also just out of curiosity what is the mod that you are making. Also TheGreenLion how did you make those links and texts under your comment?
  7. Would it be possible to allow sneak attack critical while your player is standing. It would be much better if you were about to take standing pistol shots while undetected and still get the sneak attack critical,
  8. If anyone is still interested in working on this i checked the leveled lists section in fo4edit and found a list of weapon mods that can be added to the levels list. I then added one to the weapons level list to check and it appeared in KEL0 store for purchasing. the forum id's for the are 001A310 up to 001A327 for a large amount of mods. The store id was 00240104 however i don't know what the id is for the large trucks that appear at the end of areas that normally have a few weapons and some ammo in them. I hope this helps anyone
  9. I find it annoying that you can find fully kitted out weapons in stores and chests at the end of most areas but weapon mods are very rare to find. If the mods were to be placed into the leveled lists it would improve the loot drops in a worthwhile way and give another reason to spend caps at the stores.
  10. well it looks like it has hit a dead end, hopefully down the track when the geck comes out there will be ways to edit the perks to apply the effect or make your own unstoppable effect to apply to the perks.
  11. Now you just need to add the effect of unstoppable to the moving target effect and hopefully it works. Make the number for dodge rather high like 80% so you can tell if it works ingame.
  12. I'm glad the broad words of overhaul have been narrowed into a certain point of what to change as i find it alot easier to focus on something when a general idea has been set. To get on track with the agility perk tree overhaul i did take a look at the unstoppable perk (fourm id 00135F02) in the fo4edit to figure out how it worked. It seems possible to be able to take the effect of unstoppable and apply it to any perk as an extra effect at the end. However as i'm just a beginner in modding i don't know if its possible to apply the dodge power to certain stances like sprinting/crouching like payday 2 had.
  13. It would be great if the robotics expert perk was changed to not only work on the very few robots in the game but also with the plentiful turrets as well. This will enable the perk to be much more worthwhile in a variety of situations.
  14. So are you wanting to create some sort of payday 2 style dodge power?
  15. What would you like to see in an overhaul mod for perks?
  16. I would like to know if it is possible to see the current health of npcs similar to how the living anatomy perk in fallout nv worked. I understand there is a similar perk in fallout 4 but that only shows the level and resistance points and is lacking health points.
  17. When going through the fo4edit looking at the perk i have noticed that there is no reference to a damage increase number to the companions. The other ranks have an increase of 20 to resists and an increase of 25 to carry weight but there is no reference to an increase in damage value. Anyone know of the way to see what the increase is to companion damage for rank one and where you found it?
  18. Hello, I currently have a mod on the nexus that shows more detailed descriptions about the perks ingame. The next perk that i was looking at was the ricochet perk trying to understand how this perk works by looking at in with fo4edit. Currently i have determined that the perk at rank one grants the user a 5% chance to ricochet for semi-auto and heavy weapons and a 1% chance for fully auto weapons and the minigun. This chance seems to only apply when the target is at 100 hp and/or the target is at 40% of its current health. The problem is that i am unable to determine if there is a percentage increase when the player loses health and at this moment i wonder if there is any increase despite the description on the vanilla perk. Thanks for any help on this matter, lets figure out this how this rather interesting and confusing perk works.
  19. Thanks for helping me with what was an easy fix. The fo4edit on the nexus never showed that it was updated from 3.1.3 but they were doing small changes to the small that didn't change the overall update number. After downloading the new fo4edit it fixed my problem completely, thanks for helping.
  20. When editing the cannibal perk in fo4edit the function parameters at the bottom changes. The unknown number for the default fallout is numbered at 00 while it changes to 00 00 00. This is the only change after copying the perk to be ready for changing as an esp. If anyone could help me out to understand this problem so i can edit the description for my mod that would be great.
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