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deadboy
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More Perks for TTW

This is a complete merge of all the Dree "More Perks" mods for FO3 and FNV.  It also contains the non-quest related traits and perks from his mod The Deserter's Fortress.  For a list of all of his perks you can take a look at his Nexus Page. He did some great work on these, and other, mods and if you like this you should definitely give him an up vote or 3. Maybe even try some of the other mods.

 

 

Pretty simple and easy.  There aren't a lot of game files it tweaks but you still always want to do a merge patch.

If you want to get JiP's lovely CC&C I've included avatar pics for the companions included here.

Since this combines 11ish mods it's beyond my ability to summarize those changes here.  There's a big open document spreadsheet inside the archive file that contains a complete list of perks and what was removed or combined.

I've done a lot of work to clean up the functionality.  There are potentially some bits of dialog that I need to grammatically polish. That will happen as time allows.

There are 14 traits and 213 perks in there.  Have fun.

 

Edit: 1.3 has a bunch of extra editorial work by Roy Batty  

I also wound up creating a patch that adds the EVE ash piles to the chemical engineer perk list.

Re-Re-Edit: Just posted a fix patch for the Powered Accelerator message bug, Radiohead dialog, and Polar Bear Refreshment.  Fixed the Powered Accelerator for real this time.  

Seriously.  I even tested it this time :D

Also redid the "Leaving Goodsprings" rebuild option to be more in line with TTW Fixes and YUP

File Attachments: 

TTW Version Compatibility: 

v2.9

Rating: 

0
Your rating: None
5
Average: 5 (12 votes)
Edited by: deadboy on 09/20/2015 - 19:35
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This is sex. Thanks deadboy!

This is sex. Thanks deadboy!

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Thanks for posting this

Thanks for posting this deadboy! :)

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Ah yea been waiting for this!

Ah yea been waiting for this! Gonna help me pass time as I wait for FO4 :D

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Hey, I can't load the menu

Hey, I can't load the menu screen with your mod on. I've gotten the latest version of both NVSEs and it didn't work. If I uncheck that mod in my load order, it loads up the menu just fine.

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Conflict, works great here.

Conflict, works great here. It had that issue for me before release and we tracked it down to dialogue stuff. So you probably have a mod with those same dialogue problems.

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Here's my load order. I tried

Here's my load order. I tried loading the game with just the required plugins (and a few others). Still nothing.

File Attachments: 

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I am getting the same issue

I am getting the same issue as Nord Ronnoc. I can't get the game to load fully into the main menu. It just hangs before I can click on anything. I see there could be some potential issues with dialogue stuff with other mods from the post above. But I installed this by itself with TTW along with the required files and it still wouldn't load for me. Could be something on my part though, I didn't have much time today to test. I will edit this if I figure out anything.

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Congratulations on the
Congratulations on the Release! And I have few questions- 1. Will "Powered Accelration"(did I spell it right?) perk now affect PA's from mods, not just vanilla PA's? 2. Can I craft Enclave PA's with "Steel behind Suits" perk? 3. Will you update PPA and MMM from now on? I have to prepare for final exams and final reports. And I have to get a part time job after that so I replace my graphics card and perhaps CPU too, so I cannot test this right now.....But I Will use this when this semester finally ends!

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

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I wonder if the bug crept

I wonder if the bug crept back in because GECK... let me check.

:EDIT:

I'm not seeing anything that would cause such an issue. If you were using any other more perks before, you probably need a clean save.

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I'm having the same problem,

I'm having the same problem, only using the required plugins. 

LaEspada
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Getting main menu not loading

Getting main menu not loading as well here.

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It works perfectly fine here,

It works perfectly fine here, even with my pretty heavy load order.

This is stand alone FYI.

It contains ALL of the more perks, updates for more perks, and more traits, and more perks for companions. You only need it's single esm file. If you have any other esp/esm's you should remove them.

Nord Ronnoc
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RoyBatty wrote:

RoyBatty wrote:

 

It works perfectly fine here, even with my pretty heavy load order.

This is stand alone FYI.

It contains ALL of the more perks, updates for more perks, and more traits, and more perks for companions. You only need it's single esm file. If you have any other esp/esm's you should remove them.

I replaced the old TTW version when this came out and it didn't fully load up the menu.I loaded the game with the minimum requirements and the More Perks esm and still nothing. But when I deactivated said mod, it was able to load up the menu just fine. It's not a load order conflict.

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Nord Ronnoc wrote:

Nord Ronnoc wrote:

 

 

RoyBatty wrote:

 

It works perfectly fine here, even with my pretty heavy load order.

This is stand alone FYI.

It contains ALL of the more perks, updates for more perks, and more traits, and more perks for companions. You only need it's single esm file. If you have any other esp/esm's you should remove them.

 

I replaced the old TTW version when this came out and it didn't fully load up the menu.I loaded the game with the minimum requirements and the More Perks esm and still nothing. But when I deactivated said mod, it was able to load up the menu just fine. It's not a load order conflict.

I've done the same and have no main menu loading. Even with More Perks as the only esm activated other than TTW esms.

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CLEAN SAVE, disable the mod,

CLEAN SAVE, disable the mod, load your game, save, enable the new version. Console the perks you had.

LaEspada
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RoyBatty wrote:

RoyBatty wrote:

 

CLEAN SAVE, disable the mod, load your game, save, enable the new version. Console the perks you had.

I think you misunderstand us. It's not out save games. It's the main menu after you've booted up fallout, sorry the Title Menu from which you can continue, start new games, options, credits, etc.

Also, I have no saves to clean :D And using MO for "cleanliness"

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I think you misunderstand

I think you misunderstand what a "clean save" is. If you had any other versions of more perks, be it the originals or senterpat's conversion, then you need to purge your save file of the data before using this one. That is done how I described already, and is not for the menu issue but you need to do that anyways.

You probably have not installed the requirements, like NVSE 4.6 beta 1 or higher and Lutana NVSE 12.x or higher, which are linked in the OP.

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RoyBatty wrote:

RoyBatty wrote:

 

I think you misunderstand what a "clean save" is. If you had any other versions of more perks, be it the originals or senterpat's conversion, then you need to purge your save file of the data before using this one. That is done how I described already, and is not for the menu issue but you need to do that anyways.

You probably have not installed the requirements, like NVSE 4.6 beta 1 or higher and Lutana NVSE 12.x or higher, which are linked in the OP.

I do have the requirements.

Also I literally do not have any save files to clean. As I don't have ANY save files. I'm starting a new game.

Also i guess i should clarify what I mean by the title menu not loading.

The buttons don't show up... all you see is the background wallpaper. The options to load saves ,start new games, etc don't show up. However, if I disable the plugin the title menu options load normally.

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Adding the pre-order packs as

Adding the pre-order packs as masters to the More perks esm (and then sorting) seems to have fixed this for me, for whatever reason.

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Porkness wrote:

Porkness wrote:

 

Adding the pre-order packs as masters to the More perks esm (and then sorting) seems to have fixed this for me, for whatever reason.

Strangely, this worked for me as well. Time for a new game :)

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LaEspada wrote:

LaEspada wrote:

 

 

Porkness wrote:

 

Adding the pre-order packs as masters to the More perks esm (and then sorting) seems to have fixed this for me, for whatever reason.

 

Strangely, this worked for me as well. Time for a new game :)

Mind posting what you have here?

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I know what you mean by

I know what you mean by loading screen hang. I wasn't necessarily posting that information for you LaEspada.

I don't see how adding the crap packs could make any difference at all...

The plugin works fine for me and for deadboy.

deadboy
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Wow, this went nutty after I

Wow, this went nutty after I left work yesterday.  Yeah, it had a 24 second menu delay for me, and Roy couldn't get in at all.  Roy found 2 dialog entries that were causing an issue. We pulled those and I haven't had a problem since.

I'd suggest changing your load order to the order indicated in the TTW esm. 

FNV, DM, HH, OWB, LR, GRA, FO3, OA, Pitt, BS, PL, TTW

It contains stuff from all the DLC, except GRA, and the way Beth does things it can get pretty sketchy if it's out of order.

As for the POP, I have no idea why that should matter but I'll take a look when I get some free time today. 

Also, Take MMUE out.  The FAQ specifically says it's NOT compatible with TTW.

Additionally, if you get bored, try waiting for the menu.  Like I say, mine initially (before the dialog thing) came up like clockwork between 24 and 25 seconds after I saw the ranger on the screen. Every time.  Roy's rig wasn't so lucky.  This is more intellectual curiosity than anything else.

 

EDIT: I don't want it to seem like I'm picking on Nord, but he's the only one that posted a load order.  I don't see a merge patch.  Honestly I can't think of any mods that should conflict with anything other than dialog (which More Perks hits pretty heavy) but I am seeing a LOT of weapon and ammo stuff that is going to beat the hell out of your leveled list entries.  

By my count you're running 99 game files and you don't have a  merge patch.  I'm honestly surprised your character doesn't burst in to flames when you enter the game. (That's a joke. I used to run this way all the time). But seriously, without a merge patch you have to be SOOOOOOOOOOOOOO incredibly careful about load order that it's literally a crap shoot as to what will and won't work or which thing will do what.

Get FNV Edit

Make a merge patch

Read Roy's thread on load order optimization.

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TsurudaHimeko wrote:

TsurudaHimeko wrote:

Congratulations on the Release! And I have few questions-

1. Will "Powered Accelration"(did I spell it right?) perk now affect PA's from mods, not just vanilla PA's?

2. Can I craft Enclave PA's with "Steel behind Suits" perk?

3. Will you update PPA and MMM from now on?

I have to prepare for final exams and final reports. And I have to get a part time job after that so I replace my graphics card and perhaps CPU too, so I cannot test this right now.....But I Will use this when this semester finally ends!

Lot of questions here so I'll answer this separately.

1. I completely redesigned the mechanism for how it recognizes Power Armor.  It should now work with ANY armor that has the "Is Power Armor" flag checked.

2. Steel behind Suits just lets you turn clothing in to power armor.  So you won't be able to craft Mk I or II or whatever with it.  That being said, I believe there's an Enclave scientist suit and Colonel Autumn's uniform can be converted to Power Armor. All of these will work as T-45 for functionality purposes when used with PPA.

3. I'm starting back on PPA as of yesterday.  I've implemented the patch I made for turning off the FOV stuff (that I never got around to releasing) and yanked out the Inventory Access requirement.  Right now I'm in the process of completely reworking the way it scans NPCs for Power Armor.  MMM will come later.

4. A question you didn't ask here but have asked in the past. I cleaned up the Shotgun Diplomacy perk and added a feature that:

  • scans every plugin you have, every time you load the game, for all weapons
  • If they use 12ga or 20ga shotgun ammo lists it will then check to see
    • if they are missing from the Shotgun Surgeon list
    • if they are playable
  • If they are, then it will add them.

This is one of the features that causes lutana to be a required NVSE plugin.

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I tried waiting like deadboy

I tried waiting like deadboy mentioned earlier to see if it would eventually would pass through the hang time. I waited for two minutes and nothing happened. So I tried adding the crap packs as master files and then sorting them mentioned by Porkness, this worked for me also. No hang time whatsoever. 

I don't know if that is the proper fix but here is my original load order from when it was hanging on me. I also had no save games and both of the requirements, I checked more than twice on this ha! :) 

 

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So weird. It doesn't touch

So weird. It doesn't touch any of the records in those mods, obviously. Why having them as masters or not should matter I don't have ANY real idea.  I can confirm that adding them to your load order does hang the menu for some reason. I guess I'll upload a version that has them preset as masters for folks that aren't comfy in Edit.

 

So fucking weird...

 

EDIT:  OK. I found a work around.  If you load the POP RIGHT before TTW, after all FO3 and all it's DLC, it will work.  Again, this makes no sense, but it seems to work.  I'll continue to look at this but... *grumble grumble*

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Thanks for the update on your

Thanks for the update on your findings deadboy. This is really strange indeed, at least it loads now :)

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Doesn't make any sense since

Doesn't make any sense since POP packs injects records into FNV... they have 0 records of their own.

Maybe it didn't come up for me because I have merged the POP packs together to save on load order. However I still have them loading before FO3 esms.

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While digging in FNVEdit and

While digging in FNVEdit and finding out how things work, I encountered an issue in embedded script in quest xx001CDA (the second block incorrectly references DreePerkEndorphinBoost again) :

 

if Player.HasPerk DreePerkEndorphinBoost ; ***** Endorphin Boost

Set DreePerkVariableQuest.EndorphinBoost to 1

Player.RemovePerk DreePerkEndorphinBoostPERK 1

Player.AddPerk DreePerkEndorphinBoostPERK 1 endif

 

if Player.HasPerk DreePerkEndorphinBoost ; *****Sci-Fi Horror

Set DreePerkVariableQuest.SciFiHorror to 1

Player.RemovePerk DreePerkSciFiHorrorPERK 1

Player.AddPerk DreePerkSciFiHorrorPERK 1 endif

 

And I also noticed that the if-block for Fists of Steel perk is duplicated - the second one is in the end of script.

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Ahhh, crap.  Well. That

Ahhh, crap.  Well. That shouldn't hurt anything.  That whole script is only there to remove the companion side of those perks if you use the console or some other means to drop the perk after you take it.

Still, I'll whip up a patch later today or tomorrow to fix the error.

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Will there be an actual patch

Will there be an actual patch or is the load order thing all that's going to be said on the matter? Not sure if it's just me, but Paradox Broadcaster doesn't seem to work. I've made a clean save. I'm not getting the radio station.

 

EDIT: Perhaps Paradox Broadcaster is working, but no longer has the option to turn it off? It's not documented, if so.

EDIT2: Yeah Paradox Broadcaster is not working. Infinite Loop doesn't appear in the Radio menu and it isn't always active. I tried toying with the script to get it working but I'm not very experienced with this.

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OK. Paradox Broadcaster is

OK. Paradox Broadcaster is fixed and so is the quest stage script listed above.  If you have 1.0 then you can save the bandwidth and just download the ESM archive.  It's the only thing different. 

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Paradox Broadcaster still isn

Paradox Broadcaster still isn't working for me. Is this just me missing something, or is it actually still not working? I made a clean save then gave myself the perk via console and the radio station still didn't show up.

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so, I loaded the mod, but for

so, I loaded the mod, but for some reason it is trying to look for a perk in broken steel that isn't there, causing the game to CTD in the main menu

this is what was inside the debug:

MASTERFILE: Unable to find form (0D0082B5) on list form  (26D3353D)

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Pavel: change it to

Pavel: change it to WeapShovel "Shovel" [WEAP:0011E46F]

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Yeah, I'll release a new

Yeah, I'll release a new version with it corrected. It's meant to be pointing at http://fallout.wikia.com/wiki/Shovel_(Fallout_3) which is xx0082b5.  Why it would have gotten repointed to a box of cereal I have no idea.

 

As for Paradox broadcaster I'm not having any problem with it now.  I'll test it again though.  You mentioned a clean save and trying it.  Try it again with just TTW and More Perks loaded, no other mods, and see if it behaves any differently.  That will let us know if it's another mod interfering

EDIT: Yep, went in with a NOT clean save (in that it had been created with the very first attempt at the current version of this mod) and was able to add that Paradox Broadcaster perk and instantly got the new radio station discovered message.  Definitely working as intended.

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Yep. When I disabled all my

Yep. When I disabled all my mods it loaded fine. Is there any way to find out which mod that is causing this without disabling all my mods and enabling them one by one? Perhaps with FNVEdit? Also, not sure if it's because of the same problem, but for some reason Field Medic is not working for me either. You craft them at a Workbench, Reloading Bench, or Campfire, right? 

EDIT: I filtered all my mods to look for conflicts, but I can't see anything in which More Perks doesn't win. There's no solution that easy, is there?

EDIT 2: WHAT? I made a save with no mods enabled, and it worked. I enabled them one by one, and with all of them worked on that save. So I went to try it on my save with my stuff on it and it didn't work! Now I'm VERY confused as to what this is.

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Sometimes a save just gets

Sometimes a save just gets gummed up.

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Well this just messed up my

Well this just messed up my game after trying to convert from the original More Perks mod. I reverted back to the original one from nexus.

1) When the first time the game asks to respec your character when leaving Vault 101 or Goodsprings. Changing your traits doesn't reset the ones you already have. Let's say you took Skilled and Ranger for your trait in the intro. If you try to change them when you get the chance to respec, they're not removed from your list of Perks and they will be gone from the Trait select on the respec menu. So pretty much you can get all traits just by going in and out of the Select Traits menu.

2) Repairing seems to get messed up. During the Vault 101 intro I'm either getting full or no repair at all when repairing an equipment. So sometimes repairing an item does not increase the condition, and sometimes it gets repaired to 100%. Really strange.

Then again, I just updated NVSE to v5.0 today. Could be that's causing it.

Lucent ENB for TTW

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You already had the original

You already had the original more perks installed, and didn't make a clean save. That's why everthing got screwed up.

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But it's a new game. Not on
But it's a new game. Not on an existing save. Edit: I just rolled back to NVSE v4.7 from the latest beta v5.0 and it seems like things are working again. Some of the MCM menu became blank like Immersive HUD before.

Lucent ENB for TTW

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Dood wrote:

Dood wrote:

Well this just messed up my game after trying to convert from the original More Perks mod. I reverted back to the original one from nexus.

1) When the first time the game asks to respec your character when leaving Vault 101 or Goodsprings. Changing your traits doesn't reset the ones you already have. Let's say you took Skilled and Ranger for your trait in the intro. If you try to change them when you get the chance to respec, they're not removed from your list of Perks and they will be gone from the Trait select on the respec menu. So pretty much you can get all traits just by going in and out of the Select Traits menu.

2) Repairing seems to get messed up. During the Vault 101 intro I'm either getting full or no repair at all when repairing an equipment. So sometimes repairing an item does not increase the condition, and sometimes it gets repaired to 100%. Really strange.

Then again, I just updated NVSE to v5.0 today. Could be that's causing it.

 

Do you have Lutana?  There's a script at the exit of 101 that builds an array of all traits from ANY game file (not just the vanilla ones or the ones that are part of this package) and removes them all.  Also, I set Ranger up to specifically remove the Big Iron from your inventory, or even hand, if you drop the perk at any point.  It does need Lutana though.

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Well this just messed up my

Well this just messed up my game after trying to convert from the original More Perks mod. I reverted back to the original one from nexus.

If you're having a problem, please be clear.

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I'm sure I have Lutana

I'm sure I have Lutana installed, but maybe I'm using an outdated one? (I think I was using v12.2 or something). I'm using Mod Organizer if it makes any difference.

Sorry I wasn't clear about the problem. The website's layout has been messed up for me for a while (everything is white and gray). So I probably missed some notes on the thread about Lutana.

Lucent ENB for TTW

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Lutana and NVSE are

Lutana and NVSE are constantly updated, so is JIP NVSE. Should check the nexus reguarly, when NVSE is updated Lutana must be updated for it.

Dood
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I never heard of JIP NVSE.

I never heard of JIP NVSE. What does it do?

Lucent ENB for TTW

RoyBatty
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It's another extender like

It's another extender like Lutana.

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One last thing? Is this

One last thing? Is this version just the same as this one or is it different?

https://taleoftwowastelands.com/content/perk-mods

I read that it's also just a merge.

Lucent ENB for TTW

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This one is drastically

This one is drastically different. Deadboy has put in a huge amount of work on it.

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Alright. Thanks for the help.

Alright. Thanks for the help.

Lucent ENB for TTW

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