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The Last rank of all weapons perk grants Mastery. Subsequent ranks of the perk grant you special bonuses with that class of weapons. Yes, a single perk now grants you base scaling with the weapon class, allowing you to expand your choice of weapons with a single perk, removing the annoyance of being forced to use a single class of weapons at higher level because of how expensive it is to invest in multiple weapon perks. This roughly correlates to taking every damage perk right before the next one becomes available (based on level). In the vanilla balance version, Proficiency is 10 + 2 * player level % increased damage. The first rank of all weapon damage perks now grants you Proficiency with that class of weapons. Special training now maxes out at starting stat + 9. Perks now require increasing specials for each rank (e.g., gunslinger 1 requires agility 1, gunslinger 2 requires agility 2, etc). Crafting Perks are generally in the middle of the tree, you won't be crafting off a dump stat ![]() Rank 10 perks are generally now niche perks for specific playstyles that utilize having that special maxed out, rather than just good perks that everyone will want (e.g., Mano a Mano, Sniper). Perks that are universally useful, but not really required for a build, cap collecter, scrapper, fortune finder, scrounger, have generally have higher requirements. Almost every perk has been touched, tweaked or moved. melee based perks are now all high strength, but things like Local Leader, Lone Wanderer, and ranged weapon perks have low requirements. Generally, perks that are for specialized builds now have higher special requirements and have been consolidated into the same stat, e.g. This isn't a requirement, but a lot of the perk changes are meant to complement a lower loot game. I recommend you at least run a mod that restricts loot, my personal recommendation (that I made a patch for) is Lunar Fallout Overhaul, but it should work alongside any mod that reduces loot, and increases difficulty slightly. This overhaul is specifically balanced for more difficult playthroughs. True Perks takes a slightly different approach- what if all the perks were actually worthy of being called "Perks"? A lot of mods out there try to fix this by adding back the skill system. The core problem with the Vanilla Perks in FO4, is that Bethesda decided to drop the skill system, which means that most of the perks end up just doing the job of skills, which makes them boring. ![]() See the modlist in the Wabbajack Gallery for more information ![]() Console modding permission This mod will not be available on for console users.Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets.Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms.Asset use permission You must get permission from me before you are allowed to use any of the assets in this file.Conversion permission You are not allowed to convert this file to work on other games under any circumstances.Modification permission You must get permission from me before you are allowed to modify my files to improve it.Upload permission You are not allowed to upload this file to other sites under any circumstances.Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources.
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