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Senterpat
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Perk Mods

Here's a couple of mods I've been working on.

Merged More Perks - Merges all available FO3 and FNV More Perks Plugins. Redundant perks have all (hopefully) been removed. Let me know if you find any more that appear twice, as well as any other that need to have their effects updated from FO3.

TTW Perk Overhaul - Makes perks that gave skill boosts before give something a bit more useful.

Next up will be FO3 More Perks and it's various files merged in.

I'd also like to hear any other ideas on Vanilla perks that should be switched up. I want to replace the Karma changing ones, but am not quite sure what I'd do for them. Karmic Rebalance could reset your reputation with all the factions, but the other two, making you idolized(Over powered) or hated by all(who would pick that) seems pointless. Would a third rank of animal friend allowing you to command an animal to be your follower make it worth getting the first 2 ranks. Or maybe a seperate perk allowing you to be neutral with some of the wastelands stronger critters?

Also I think the Lawbringer and Contract Killer would be great as traits. What do you think? 

File Attachments: 

Rating: 

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Average: 5 (11 votes)
Edited by: Senterpat on 03/10/2014 - 02:45
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yay :D

yay :D

Downloading right away.

I think that lawbringer and contract killer are better as traits since the original level to get them was like lvl 25? By then you've probably killed half of the targets anyways. It's better to get it right away.

 

Edit

I think you should leave wild wasteland by itself. Since there are some that probably don't want it.

Senterpat
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The only issue with adding

The only issue with adding the Lawbringer and Contract Killer as Traits is that with traits you can select 2 at a time, so there'd be nothing to keep you from getting both. So maybe a menu pops up if you take both telling you to rechoose your traits. Do you think that they should affect karma as well? Since your supposed to be good or bad to get them.

 

I honestly can't think of any reason people wouldn't want WW, it just make NV more like FO3, adding in some culture references and wacky bits. The only reason I can think of is that it wastes a trait.

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Its for people who dont like

Its for people who dont like that wackiness in their post apocalyptic settings.

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Fair point.. I'll add a

Fair point.. I'll add a option menu to enable/disable it. I still don't think it should cost a trait. I didn't modify any of the triggers or anything, so removing the perk from the player is all that needs to be done.

 

Edit: First post updated with new More Perks file that merges the 16 plugins from FO3 and FNV into one, removing any duplicate perks and changing some effects and requirements where necessary. (mostly stuff dealing with big guns, has been switched to 2 hand handle weapons)

I'll be going through it later and updating the descriptions a bit, as the syntax is odd in some entries and not really clear what the perk does.

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Nice plugin dude  

Nice plugin dude

 

"Who are you, who do not know your history?"

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quick question, which of the

quick question, which of the files do I install? they're both labeled pretty similarly and I cant tell which is newer

presumably I just install the larger 16mb file? Or is the smaller one an update to the larger one and I combine them?

thanks

Senterpat
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They are two seperate files,

They are two seperate files, the larger is the More Perks Merged, the smaller is the changes to vanilla perks contained in the spoiler tag in the OP

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I'm trying to get the Perk

I'm trying to get the Perk Overhaul pack (the smaller file) installed, but the perks dont seem to change, they are still giving skill increases.

I have tried both with a initial savegame from Vault 101, and even an entirely new game, but it's the same in both cases.

Does this mod need to be placed in a specific place in my load order? At the moment I have set it to load after the main TTW mod.

Hope someone can help.

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Unless senterpat has done

Unless senterpat has done something tragically wromg (<.< not likely tho) you have another mod overwriting the changes.

Load order please.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Here is my current load order

Here is my current load order. I havent tried changing it too much yet - got to admit I'm somewhat rusty in this area. :)

Just to make sure I had the latest version, I tried redownloading the file this morning, but the problem persists.

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] CaravanPack.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] TaleOfTwoWastelands.esm
[X] More Perks.esm
[X] TTW_XPReduction.esp
[X] TTW_SuperMutantRebalance.esp
[X] TTW_Bobbleheads.esp
[X] TTW_AnchorageCustomization.esp
[X] The Mod Configuration Menu.esp
[X] citadel_fix-for_v2-4a.esp
[X] ttw24afollowerfirehirefix.esp
[X] ttw24_plbulbmiscitemofffixed.esp
[X] TTW_CompanionWheelFixesForReal.esp
[X] ttw_introvideofix.esp
[X] TTW_StashPackOptions.esp
 

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Nothing tragically wrong :P,

Nothing tragically wrong :P, I accidentally hid the wrong file when I updated More Perks, one was just the older version. The OP has been updated, download the TTW Perk Overhaul.esp.

Call me Pat. Senterpat is too much to type.

The Unspeakable...
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With Wild Wasteland a

With Wild Wasteland a permanent feature, has the merc camp with the YCS/186 Gauss rifle been relocated, or is it still replaced by the alien encounter?

Bellum... bellum nunquam mutatur...

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Senterpat wrote:

Senterpat wrote:

 

Nothing tragically wrong :P, I accidentally hid the wrong file when I updated More Perks, one was just the older version. The OP has been updated, download the TTW Perk Overhaul.esp.

 

Thanks for the quick reply, the perks are overhauled and working now. :-)

Senterpat
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I didn't modify anything

I didn't modify anything other than what's stated, the player is given the trait, and everything else is the same.

I just looked it up, I'll be adding the rifle to the camp, I'll also make the perk optional in the update, just as soon as I get around to it :p

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chasing
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Limiting the Intense Training

Limiting the Intense Training perk to only one level per S.P.E.C.I.A.L. seems a bit drastic to me.  Would it be possible to give those 7 new perks a second rank to allow for 2 levels each?

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

Senterpat
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That would increase the total

That would increase the total to 14, allowing for the opposite of what I was going for.

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Senterpat
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That would increase the total

That would increase the total to 14, allowing for the opposite of what I was going for.

Call me Pat. Senterpat is too much to type.

The Unspeakable...
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Senterpat wrote:

Senterpat wrote:

 

I didn't modify anything other than what's stated, the player is given the trait, and everything else is the same.

I just looked it up, I'll be adding the rifle to the camp, I'll also make the perk optional in the update, just as soon as I get around to it :p

 

As someone who always feels compelled to hunt down and collect every unique weapon, I thank you. I used to hate that I could one get the rifle or the alien blaster, but thanks to TTW and Mothership Zeta, that blaster's not exactly unique anymore.

Bellum... bellum nunquam mutatur...

chasing
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Senterpat wrote:

Senterpat wrote:

That would increase the total to 14, allowing for the opposite of what I was going for.

Lol I don't know why I didn't do the math and realize that before making a dumb post.  So I guess I'll double down and make another one.  What if you changed the required level to 10 like you said (or even higher), but instead of creating the seven separate perks, just lower the rank to 7.  That would allow the player the option to focus the perk on two or three of the attributes instead of being forced to distribute it evenly.

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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Is this the same one

Is this the same one suggested by NVEC?

 

PS - Don't forget the RobCo Fission Battery in the beginning chest in Springvale gas station.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

chasing
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KeltecRFB wrote:

KeltecRFB wrote:

Is this the same one suggested by NVEC?

This one seems to be based off the same one that NVEC incorporated but then changes some of them to work better with the increased levels that the player is bound to get since the game's content has essentially doubled.

Edit: I was mixed up and thought for some reason that TTW increased the level cap.

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

Senterpat
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Wow I didn't realize that

Wow I didn't realize that NVAC already had merged them, what a waste of a day :/
But no, it's not the same, the NVAC merged version has only the FNV More Perks files merged, the one here has FNV and FO3 More Perks merged.

 

@chasing - Seems to me the player has enough control over the specials in character generation to set them up however they want to make the current set up work in their favor as much as your suggested set up.

Call me Pat. Senterpat is too much to type.

chasing
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Oh ok, maybe it's just me

Oh ok, maybe it's just me then.  I usually deliberately keep one or two attributes low, knowing that I can increase them 2 or 3 points later.

I like the changes to all the other perks though.

Edit to illustrate with an example:

When I start, I like to put most of the points into Intelligence to maximize the skill points per level up.  I will also lower Perception or Charisma, then add 2 or 3 points to them later to bring them back up to 6 or 7.  I think it would give the player more room to adjust for play-style.  Plus, it might make it less complicated to lower the rank of the existing perk rather than replace it with 7 new ones.  It's just a suggestion though.  I appreciate the effort you're putting in to merge the FNV and FO3 mods and tweaking them to fit TTW.

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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Well, if it's really

Well, if it's really important to you, you could always just open my mod in FNVedit and delete the entries regarding intense training and the seven new ones, resetting it to vanilla.

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I was wondering, is there a

I was wondering, is there a way I could remove one of the perks from this mod? I got double slash that works only with Chinese officers swords and I find it to be rather game breaking and unpleasant. I had originally thought it was going to be a Chinese version of Mysterious Stranger, coming out of the blue mid vats to give a wacky samurai thrust stab which then explodes my target bloody mess style, or at least renders them stunned somehow Kenshin Himura style but sadly it just summons an insane posse of sword wielding she bitches that viscously hunt down every enemy and sudo enemy around me robbing my exp and causing my screen to be filled with tits and gore. Of which I only really like one. So being able to remove the perk via console or some such would be nice. If it tuns out there was an easier way of doing this then sorry for the misunderstanding.

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ofc you can.

ofc you can.

Step 1 Open load order in FNVEdit

Step 2 Find perk ID

Step 3 player.removeperk XXXXXXXX

Step 4 ???

Step 5 Profit

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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I have some questions:

I have some questions:

If I'm already using NVEC's More Perks.esm, can I use your "More Perks Merged" mod together or do I have to uninstall NVEC's then install yours?

If I have to do this, do I need a new save or can I keep playing o my current character? I'm not sure if I have taken some of the perks from "More Perks.esm"...

 

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Honestly I'm pretty sure you

Honestly I'm pretty sure you'd have to uninstall NVECs and add mine, though it couldn't hurt to see what happens if you swap them out, just make a backup save first.

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I'll give it a try later on

I'll give it a try later on and post here if it works or not.

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im trying out gluttony and im

im trying out gluttony and im a bit confused... it seems to only activate for like 15 seconds right after i eat something, other than that it has no effect. and the effect gives 10 percent damage and i take 10 percent damage from everything all at the same time, instead of it being split up. overall it doesn't seem to be doing what is supposed to be doing at all. any thoughts?

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Ok. The problem seems to be

Ok. The problem seems to be use of Equal To/Or instead of Not Equal To/Or.

I think that'd work. Restore backup if not.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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yeah i actually figured it

yup thats how its done! i eventually got it figured out earlier so i was coming back to update. i learned a lot about nvedit today XD i changed all them to 0 just like u said but the 10 percent and it works perfect. however, i liked the idea so much that i went thru every single ingestible (food) and made it so rather than feeding say 30 at once, its 1 point for 30 seconds for a total of 30. that way i can snack on something right before a fight and then i have the buff for 30 seconds of so. its awesome i love the idea. once the food is done "digesting" i have the negative effect. so it took a lot of work outside the mod to get it how i want. idk how to make the good part of glutton to stay longer than like 10 seconds if you dont adjust food. but yeah, great mod!
btw thanks for the swift reply plumjuice, great advice. :)

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chasing wrote:

chasing wrote:

 

Limiting the Intense Training perk to only one level per S.P.E.C.I.A.L. seems a bit drastic to me.  Would it be possible to give those 7 new perks a second rank to allow for 2 levels each?

I agree that Intensive training can be abused and I like your solution of only being allowed to increase a stat once. That said, I do think that one level of Intensive training should be kept. Let the player add two to one stat. We have all seen the 90 pound weakling working out and getting a decent body. Great Mod. Really like your changes. Especially the Hunter. Fear me Deathclaws! Thanks!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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As far as I'm aware, there is

As far as I'm aware, there is nothing stopping you from taking both Lawbringer and Contract Killer in the base FO3, so I wouldn't see any real problem with making them traits other than the fact that you're limited to two traits. If that could be changed, I'd love to see the four sexuality perks made into traits as you probably should have figured out that bit by the time you left the vault. Downside to that tho is that there really isn't anything by way of negative effects for them. As for LB and CK you almost need both because no matter how evil you are the evil people (talons, raiders, etc.) still attack you so you're going to have to kill them anyhow.

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Thank you very much for this

Thank you very much for this mod!!

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anstand wrote:

anstand wrote:

Thank you very much for this mod!!

 

Ditto!

Just the right amount of change to make the perks meaningful but not overpowered.

 

5 Stars! Thank you!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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I hate to ask, but this seems

I hate to ask, but this seems like the best place to do so.

 

With the More Perks merged plugin, does that also merge FO3's More Perk's DLC plugins?

 

EDIT:

Sorry, apparently I forgot how to read the day I wrote this.

So, a suggestion for the changes to Intense Training, including the new perks: Why not change how many levels you can use with intense training? Maybe limit it to 4 or 5 perk levels, meaning you get to add 4 or 5 special points.

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Hello I'm trying the perk

Hello I'm trying the perk overhaul mod and finding a problem with vault dweller trait not giving me the extra life. The other perk changes and wild wasteland already being add are working fine.  The only other mod I'm running that effects the stats is project nevada but have tested with it off.  My life is the same with or without me taking the trait. Thanks for any help with this.

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Senterpat wrote:

Senterpat wrote:

Here's a couple of mods I've been working on.

Merged More Perks - Merges all available FO3 and FNV More Perks Plugins. Redundant perks have all (hopefully) been removed. Let me know if you find any more that appear twice, as well as any other that need to have their effects updated from FO3.

 

I'll just leave this here for you.

 

Also, I would recommend changing the recipie for Blank Mag->Prewar book from 1 BM to 10 or even 20 BM... because otherwise this perk can get broken pretty quickly.

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I've been playing with this

I've been playing with this merge from the start, thanks Senterpat.

Only overlap i've noticed so far is multiple runspeed perks, but im still pretty early on (and leveling slowly)

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Anyone interested in doing a

Anyone interested in doing a cleanup patch (remove duplicates, rename different perks with same name, etc)?

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So I'd like to disable the

So I'd like to disable the part of this mod that effects the fast learner/lessons learned perks. I downloaded FNVEdit but I am out of my depth. Could you identify the location of the text that I need to change? If at all possible I'd prefer to just copy and paste the vanilla perk's script into whichever perk you replaced it with, but I have no idea where to find the original, and I don't know which perk you swapped it with. 

I have ttw installed and functional, with the moreperks mod selected in the FNVEdit queue. 

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Changed "Gun Nut" perk

Changed "Gun Nut" perk synergizes Really Really Well with trigger discipline trait. Marvelous work^^

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

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Good one for prolonged

Good one for prolonged gameplay, besides the dups everything looks fine.

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Ya I really need to go back

Ya I really need to go back and redo some of this, a lot of the descriptions are extremly vague, or poorly worded as well. Just a tedious thing imma take care of on a rainy day.

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Also, when I activated both

Also, when I activated both of these ESPs..the Armor DT value in Pipboy never show up anymore.

Edit: loading earlier saves indicates that this happens after taking Toughness perk.

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Did you do anything with the

Did you do anything with the "Where's my pants?" Perk?  It's very problematic for TTW.  It just plops you to a random place in the mojave and gives you a bag of caps.  If you don't happen to have taken the train yet that can cause big issues with the starting FNV quests.

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A lot of those issues are

A lot of those issues are solved automatically now. TTW detects you are now in a NV worldspace and does some cleanup. It's not perfect and riding the train is still advocated, but it should work. Have you tried it and it didn't turn out so well?

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I don't think I've tried it

I don't think I've tried it in 2.7.3 but in 2.6 I know as soon as I saw Doc Mitchell I'd fall onto the flor and just hang there like he was about to start talking but nothing.  I'll try it as soon as I get next level in my current game.  Ideally the perk would detect which waste you're in and drop you to a map marker for that waste but  that may take me getting off my posterior and editing the script to look for the global for that and place you accordingly.

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ohhhh that's right

ohhhh that's right

what I was saying only applies AFTER the first trip... so it is a problem

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