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Perk Overhaul: Need General Advice


FireFlickerFlak

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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 by FireFlickerFlak
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