Tilarta Posted July 2, 2016 Share Posted July 2, 2016 I am working on a mod that changes certain Perks to suit my needs. The next stage of the project is to alter Nuclear Physicist 3 to change how it works. These are the desired changes:Fusion Cores have infinite use, either in power armor or gatling laser.Remove the Fusion Core detonation when expended. Yes, I know step one will negate step 2 because it will never expend, but I still want to remove the detonation functionality all the same.Better safe then sorry. Link to comment Share on other sites More sharing options...
radiumskull Posted July 2, 2016 Share Posted July 2, 2016 Is Step 2 the perk feature that (supposedly) lets you use Fusion Cores as grenades? Because I thought that didn't actually work. Or exist. If that's true, then Step 2 is already done for you. Link to comment Share on other sites More sharing options...
Tilarta Posted July 2, 2016 Author Share Posted July 2, 2016 (edited) Rank 3 of Nuclear Physicist has these effects: Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.Or so I heard, I haven't specced Rank 3 because I don't want the grenade ejection function. Also, if you are going to mod a Perk, you have to do it before you take the Perk, because sometimes it doesn't work after you take it. I want to replace twice as long with infinite use/no consumption and remove the grenade detonation function. Edited July 2, 2016 by Tilarta Link to comment Share on other sites More sharing options...
radiumskull Posted July 2, 2016 Share Posted July 2, 2016 Turns out I'm wrong, it does work, just not how I thought. Take a look at the Perk definitions in the CK and see what you can disable. As always with the CK, experimentation is key. Link to comment Share on other sites More sharing options...
Recommended Posts