FireFlickerFlak Posted September 1, 2012 Share Posted September 1, 2012 (edited) I am making a mod that balances out and expands on the perks in game and have already edited almost every perk in the geck so I'm expecting I might be running into conflicts. This is my first mod and I'm not super familiar with the application, especially when it comes to scripts and quests. I made this topic so I could get some advice from modders on which perks I should be careful about editing for compatibility issues, but any general advice will be appreciated as well. This mod is mostly for personal use, but here is a brief description of the changes I made if it helps. Replaced all VATS references with AP references (for bullet time)Added more tiers to most generic perks with a unique final tier (similar to having perk trees)Reduced most modifiers to around 5% boosts (but allowing a perk every level)Removed most level requirements, added skill requirements (more emphasis on skills/attributes)Added tiered perks that require 100 in a skill (allowing progression after 100)Utilizes all pipboy images in the game that did not have a use in the vanilla game Rebalanced perks for interesting choices and fewer overlapping multipliers Here are some questions I have:Edit: all questions answered, thanks. Any suggestions still welcome though. Edited September 2, 2012 by FireFlickerFlak Link to comment Share on other sites More sharing options...
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