bcaton Posted March 5, 2020 Share Posted March 5, 2020 I was thinking about how the levelling is hypothetically unlimited; but in practical terms, is limited to around 200. One solution might be to convert the perk system to be something like Rolemaster uses, with the first ten perks in a weapon adding 5% to hit and damage, for example, then ten at 3%, then ten at 1%, then 0.5% for say 20 levels or even more.The engine might not be capable of supporting this, however.I've noticed there's only been a few mods that extend the perks, and only by a small amount. Is there a hard wall on how far it can be extended implemented in the base code? Link to comment Share on other sites More sharing options...
SKKmods Posted March 5, 2020 Share Posted March 5, 2020 For a simple solution to uncapped bullet sponge health I configured the top level weapons perks to increment weapon damage on player level; Example: Base game Rifleman 5 at player level 46 does +100% damage. Changed that to simply add 2.2% per player level (from a calculated actor value) uncapped. Same for Gunslinger, Commando & etc Works fine and is simple rather than over complex overhauls. Link to comment Share on other sites More sharing options...
bcaton Posted March 6, 2020 Author Share Posted March 6, 2020 I can see the advantages of that, but the disadvantage is the levels are still limited to the existing total number of perk points - around 300 I think? Some of which are useless, one of which is a game-breaker imo - the nightvision one makes playing unusable for my taste.So the reason for the huge number of perks isa) it would allow a huge number of levelsb) it would allow each perk point to be used in a way that allows for character progression without being too outrageously overpowered.Presumably modders could also add perks to monsters, so that a named gunner could snipe effectively right back at you. Link to comment Share on other sites More sharing options...
SKKmods Posted March 6, 2020 Share Posted March 6, 2020 Yes (most) perks can be added to NPC actors, companions and settlers perform far better with combat damage perks like this. Link to comment Share on other sites More sharing options...
StormWolf01 Posted March 6, 2020 Share Posted March 6, 2020 I can see the advantages of that, but the disadvantage is the levels are still limited to the existing total number of perk points - around 300 I think? Some of which are useless, one of which is a game-breaker imo - the nightvision one makes playing unusable for my taste. So the reason for the huge number of perks isa) it would allow a huge number of levelsb) it would allow each perk point to be used in a way that allows for character progression without being too outrageously overpowered. Presumably modders could also add perks to monsters, so that a named gunner could snipe effectively right back at you.As SKK's vid demonstrates (Very nice there, btw SKK!) NPC's definitely do better with perks. Many of the mods that are geared towards actual, functional improvement of companions in combat involve adding perks to them, or increasing their existing perk levels, or a combination of the two. Tho, I'm a bit shaky on what level companions top out at. I can't remember for sure if they're unlimited levels, or if they have a cap. I'm pretty sure that Dogmeat has a cap.I can say without a doubt tho that on my lvl 127 character, Cait can headshot kill NPC's just boom boom boom almost all day with just about anything I put in her hands that isn't a heavy weapon. This tho too, is with me using AFT, which does also improve their combat. Another thing, is that NPCs need the perks that increase their action points. They do use AP. While they don't use it for VATS, they do use it for power attacks, weapons that have an AP cost, etc. Link to comment Share on other sites More sharing options...
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