If you want to get in touch with me more directly, or are looking for a proper place to learn more details about modding, check out this server. You can find me in the "[FO4] Mod Author Hub", under the Channel "Nuclear Wonderland".
FREQUENTLY ASKED QUESTIONS The "Unofficial Fallout 4 Patch" seems to have updated, and doesn't show older archives; what do I do?
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Unfortunately, Arthmoor doesn't allow for older versions of their work to be publicly listed, due to a number of reason, most of which are smart. I also don't show older archives of YAE for the same reason, although in this case, the NextGen update kind of came out of nowhere and basically rendered thousands of mods useless, under the pretenses of fixing a few things that modders had long since addressed.
I don' have a problem with Bethesda doing an update, but it's caused the community to split into groups over it, and I'm clearly sitting in the older version camp. A lot of people have strong opinions of Arthmoor's work too, and I despite all that, I respect their work and am a fan myself, but I wish they would have just left the last update version of UF4P open to the public, explaining that they don't have intentions of working on older versions.
One of my peers was kind enough to give me a link to the version of the UF4P that YAE is reliant upon, and I've included it's link in the Requirements section, but if you've somehow missed that, I'll include it here, as well. The Unofficial Fallout 4 Patch v1.10.163
Is it safe for me to update into a newer version of You Are Exceptional, without having to start a brand new save?
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Yes! I've taken precautions to make sure that YAE checks for your current version, then applies a series of changes to older saves. Although so far, there's only two times this would ever happen, and it only applies to very minor things, like the possibility of a Player having a specific Perk that I've altered recently Quite a few changes are made with the more recent builds of YAE, which repairs some oversights on my part, and may even alter the state of some abilities.
I've been asked before why I don't make older builds public, and the aforementioned reason is why. While I understand that it's possible that certain revisions might have removed something that some people may prefer, it's very likely that whatever I altered or removed was causing a major issue, and I struggle to make each version of YAE better than the last. Also, I generally openly discuss any major changes like that both here, and in the BiRaitBec modding Discord. So, there's plenty of notice ahead of time.
Saves that existed before YAE was installed should be fine as well, as per described in YAE v1.00s below. When in doubt though, you should always make a backup of your saves. Especially ones that you've spent a lot of time on, as once you've saved with YAE (or any mod installed), then the changes made are basically permanent, even if not immediately noticed.
What does this specific Perk do? Does it have any hidden mechanics?
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Before asking me directly, please take a look at the Perkatory Compenidum. It's a massive guide that covers every Perk in YAE, along with any secrets it holds, plus my personal suggestion on what other Perks would play nicely with them. It also contains the FormID's for every Perks, incase you didn't like a particular selection or just wanted to mess around with what's available.
Previously, this post was dedicated to housing all of the past major update that YAE has had, which could not simply fit into a single changelog. However, with changes made to the Nexus in 2025, Posts now have a limit of 5,000 character, which severely limits what I can say about these updates, as individually, sometimes those Posts easily exceed that amount. As you can imagine, with the sheer amount of passion, blood and sweat I put into this updates, there are a lot I want to say about them, so editing them down to a mere few sentences is pretty soul crushing.
However, I had been planning on moving the older posts to their own Previous Updates Article for some time now, as editing a Post that massive was quite thepain in the butt. Anyway, I may as well do that from now on, and also have it include current major updates, as attempting to trim them down to that text characters limit is quite annoying. If you're curious about the nitty gritty of what is locked inside each of these massive updates, feel free to click the Article link above and check them out!
There are various times where someone will tell me about a bug or glitch, but not use the Report system. This is fine, but sometimes people will continue to tell me about these issues, even after they've been properly reported. Then there's the Discord channel where I take live feedback and release somewhat daily patches, where I am also told about problems with YAE, which people on this thread wouldn't probably know about.
Known Issues
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Confirmed Problems
The Salvage Skill doesn't appear to have any effect on breaking down junk items while in a workshop. Addressing this is a bit complicated, assuming that it can be resolved at all. It would probably require me cataloging all of the Junk in the game... which won't be very fun to deal with. In general, the Salvage Skill was designed for tearing apart stuff in Settlement mode. I'd like it to do more than this, but the tools Bethesda gave us to handle this is a bit limited, so I'd probably have to go nuclear to make it's full potential a reality.
Various minor things that don't affect gameplay in any noteworthy manner. I have a massive checklist of tiny features I want and problems I'm aware of, that I've been chiseling at since release. As always though, making the mod stable comes first, and sometimes I get distracted by a side project or real life. The short story, is that as long as my personal life doesn't get too messy, I've got ideas to expand upon YAE for the unforeseeable future.
Unconfirmed Problems
Nothing, at the moment.
Crossed out issues above indicate that I have debunked the issue, or that it has been fixed and will be addressed in the next available update, which would probably on a Friday morning.
Content That I'm Currently Working On
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Constantly looking for feedback on the newly added MCM, and other features in YAE.
Armor Mastery System: armor in general will penalize the Player slightly, with Perks available to remove these penalties, but also "Armor Grade" appropriate buffs. Some examples might includes "Light Armor" providing a buff to Critical Chance and Sprint Cost, but also slightly lowering AP Regeneration. Stuff like this is done to force the Player to think more about their setup, rather than just "equipping the biggest numbers", but balancing this is harder than you think. (On hold, for now.)
I need to go back and make the Turret system via the Engineering Skill a bit more fleshed out. There will eventually also be a complimentary Perk(s) for main ones, doing stuff like increases the number that may be deployed at once, their health/damage/etc. I had planned to do this on release, but kept putting it off (there's a ton of research and mod reverse engineering involved), on top of various bugfixes and more important features, which have kept me pretty busy.
Reworking older Perks. When I started out, I basically had no idea what I was doing, and it shows in the earlier Perks. However, the more I think about the Armor System mentioned above, the more I think that it would be better suited as Skill people can take to become "Proficient" with armors via Passive Perks. I suppose I'd have to move some Perks from the Tinkering Skill to it though... and then redefine what Perks I think would fall under Tinkering. There's a lot to think about.
Possibly new Skills. It's not something I'm really considering at the moment, but I originally wanted YAE to have some kind of Mining Skill, but I eventually settled on the Salvage Skill being basically the same thing. It's hard coming up with new Skill designs that can't be easily covered by a single Perk, much less having the Skill worth investing points into, and finally, what Perks would fall under under it.
I originally wrote a comment asking if you ever had plans to implement an optional level cap system, them on further research I found out that the game breaks really really bad if you try to cap your level and it would be not possible to implement that, so I deleted the comment.
If I'm writing this comment though I might as well, there shouldn't be any problems with using survival mods right? I'm thinking of using https://www.nexusmods.com/fallout4/mods/37599 Survival Configuration Menu and I'm not sure if it would be compatible
Checking this for errors, I've found a few. :O It appears that the bulk is happening in Far Harbor. I've cleaned all the base game DLC to test if that batch cleaner is worth it, but might that be the cause of this? It conflicts with nothing until it hits PRP, then suddnly errors at the XPRI. Granted, none of the Previs errors win since PRP overwrites them, but if I've done something wrong I'm eager to pinpoint it! (:
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KitteredgePassExt [CELL:03000BA7] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,2) CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL CELL \ XPRI - PreVis Reference Index \ Reference -> [01027EA8] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104234D] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [01042353] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104236C] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [01042B3B] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F4] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F5] <Error: Could not be resolved> NationalParkVisitorsCenterExt [CELL:03000C43] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 6,11) CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL CELL \ XPRI - PreVis Reference Index \ Reference -> [010363F4] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F26E] <Error: Could not be resolved> NationalParkVisitorsCenterExt02 [CELL:03000C59] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,11) CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL CELL \ XPRI - PreVis Reference Index \ Reference -> [010364E1] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E413] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E414] <Error: Could not be resolved> NationalParkVisitorsCenterExt03 [CELL:03000C5A] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,10) CELL \ RVIS - In PreVis File Of -> Found a INFO reference, expected: CELL CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635B] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635C] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635D] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635E] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635F] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E425] <Error: Could not be resolved> PineCrestCavernExt02 [CELL:03000C72] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 4,-2) CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL CELL \ XPRI - PreVis Reference Index \ Reference -> [0102DE99] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F057] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F058] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F059] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104340A] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [01043422] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [01044AC2] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20E] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20F] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E210] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E216] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E310] <Error: Could not be resolved> CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E314] <Error: Could not be resolved> [CELL:0300395F] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 9,-16) CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
If it's happening in Far Harbor, it's most likely the bear traps. In the last major update, I had to alter their data so that Skills and Perks could affect, but I had to do this directly to the bear traps themselves. For some reason, altering the bear traps seemed to also affect their Cell placement, although since I didn't touch the Cell placements, I figured it would be okay. I haven't actually started the Far Harbor DLC yet, so I've been trying to avoid content and spoilers from there, so I haven't done any playtesting there.
If you go into xEdit, you should be able to see the Cells that were altered. Deleting them will most likely fix the problem, although I'm unsure how that will affect the bear trap changes I've made. Those Cells shouldn't have been altered in the first place. The only thing I can think of, is that maybe I accidentally opened their locations in the Creation Kit, and then clicked "OK" to close them, which in the CK is the equivalent of saying "save this" for any windows that pop up, although doing that wouldn't have altered the Cells in any way. The way bear traps are handled in general is weird.
If I get time this week, I'll boot up my old save and finally start Far Harbor, then see if I can figure out what's going wrong here.
Finally got around to starting Far Harbor last night, despite the usual Fallout 4 distractions. So far, I've yet to crash, but I haven't stumbled onto any area with bear traps, which is where I speculate this is happening, if at all. Are there any areas in particular I should be looking out for? I'm about ready to do another public release, but I want to get this resolved first.
Well, I don't think the cell overwrites will be a big deal then. I'll try various tests, with and without them, and see if everything still works. I don't have any other reports about Far Harbor running poorly, but I may as well be thorough with this.
Does health recovery from the ghoulish perk mean health regen? Cuz it doesn't always seem to work, currently I'm sitting at about 50% rads at rank 3 ghoulish and I'm getting no health regen at all, but I know that other times I would get it a little
Also I saw the other comment talking about non vats crits. I am currently trying to focus on non vats crits and it's a fun playstyles, I only have about 30 in opportunity and I already seem to crit pretty reliably so I feel like it needs to be nerfed a little, but maybe you could also add some opportunity perks that increase crit chance or something so there is more investment to dealing big crits
Does health recovery from the ghoulish perk mean health regen? Cuz it doesn't always seem to work, currently I'm sitting at about 50% rads at rank 3 ghoulish and I'm getting no health regen at all, but I know that other times I would get it a little
If I remember correctly, it was something weird like "you regenerate health whenever suffering from Rads", as in, whenever you take incoming Rads damage you're healed. I think that's what the default Ghoulish did; I was going to make it normal health regen, but was worried about that being too overpowered when stacked with the other methods of health regen.
I may change this in the future; I have plans to do a complete redesign of the "supernatural templates", with Ghouls being more like their recent release in Fallout 76 (with downside being suffering extra limb damage and the like), but that's probably a long ways off, if even this year. 2025 hasn't been great to me and my time, unfortunately.
I am currently trying to focus on non vats crits and it's a fun playstyles, I only have about 30 in opportunity and I already seem to crit pretty reliably so I feel like it needs to be nerfed a little, but maybe you could also add some opportunity perks that increase crit chance or something so there is more investment to dealing big crits
Yeah, I don't have the current numbers in front of me for max Opportunity, but my notes say I was going to lower the crit rates down to ~20% (non-automatic) and ~10% (automatic), but I never really got proper feedback on it and some people seemed to like the current rates, so at the last second I just left it alone; keeping balance is a great thing and all, but sometimes you just have let things be strong so they're worth the investment.
However, I'm thinking my initial assessment was right though, and I may lower those rates. I've started playing Fallout 4 normally again recently, and I have noticed that with only like Opportunity 60 I am criticaling quite often. When I originally designed the Skill, I was mostly just running around in Sanctuary putting dents in Codsworth and the Concord raiders, which felt fine, but more actual gameplay is saying otherwise. I may lower the passive rates drastically, then make a new Perk that increase those rates again with hip-fire attacks or even maybe specifically ironsight attacks.
I've learned quite a bit over the past year, so there's a bit I can do. As stated with the supernatural templates, I want to do a complete redesign of YAE, as my original stuff was based on extremely limited knowledge, but this year has been meh. That said, I'm currently trying to slap together a patch for maybe this month, to fix a number of things people have mentioned, so maybe I'll do the critical rate nerf alongside that release.
So ghoulish here and in vanilla isn't the same, you added an extra thing to it. It says
You have +0.5 health recovery per 10% Rads, and 100% of incoming radiation damage heals you. However, you suffer +30% more damage when currently without Rads.
It's the +0.5 health recovery that I'm wondering about. To me it reads like you would get 0.5 health regen every second per 10% rads, but it doesn't seem to work like that so I'm not actually sure what it does. I don't think it would be super overpowered if it was constant health regen because there is already not a lot of ways to increase max health in this mod, and you are losing even more health to radiation to then make it synergize with things that need you to be on low health. So it could be a nice little survivability bonus as your health decreases, the protect you from the occasional hits but not be able to tank a lot of frequent hits.
And for the critical thing, I would even be fine if dealing non vats crits came at the tradeoff of disabling vats crits entirely, if that is even possible
When in doubt, read the Perkatorium Compedium; that advise goes to me as well. I was about to say "I don't have the data open to me atm", but then I remember I have all the details about everything written down there. Apparently, the percentages at the beginning are supposed to be health regen that stacks with the other regen Perks/abilities.
If they are not working as intended, it may be a default engine error: Just last week, it has come to my attention that apparently various constant buffs and abilities are shutting off for no reason. This is pretty noticeable when it comes to the health buffing stuff (like the Fitness Skill and Life Giver Perkline), as you can easily see that your maximum HP isn't being calculated right at some times. I was told recently that this was because "Spells" (the data entries that handle all buffs, attack triggers and consumables) have a weird cut-off timer that renders them useless. This isn't something caused by YAE, but the Creation Engine in general.
I was told by its creator that downloading the Mentats mod would fix this specific issue, but I haven't had the time to see if this is true and they were unsure if it worked on pre-existing saves. If you're not getting health regen as intended, then it's either something I did wrong or it's that hard-coded engine failure. I was planning on addressing this by adding a debugging command to the MCM that would automatically remove then re-add all abilities you're supposed to have access too, as doing this seems to reset them properly... but this is a temporary fix at best, as I noticed that some time later in my playthrough I would drop max HP again. Hopefully, doing this in combination with the previously named mod will cause a permanent effect, but again, I haven't tested this yet.
The easiest way to see if this is the case for you, is to remove and re-add the Ghoulish Spell to your character with console commands. You should see the results immediately, as having any Rads should immediately proc that health regen: player.removespell xx43DF0E Leave the console screen for a few seconds, then go back and input: player.addspell xx43DF0E
You can copy/paste it from here, just be sure to replace the xx with your Mod Index order for YAE.
And for the critical thing, I would even be fine if dealing non vats crits came at the tradeoff of disabling vats crits entirely, if that is even possible
I don't know if I can disable the concept of "stocking" crits in VATS, as that may be hard-coded, but I could probably set the max stocks to zero or something. Overall, that would be really clunky though, and I'd have to tag a ton of Perk, since I can't just remove them from the listing like I want, due to a hard-coded thing with LevelUpMenuEx (which I'm hoping to address in the far future).
I do already have the mentats mod and it doesn't seem to be fixing it, I did install it mid save though so that might be it. Right now as of writing this comment I tested it after booting up the game, and it seems to work without having to remove it, but I'm also 100% certain that it does just turn off and doesn't work kind of frequently.
I will be looking forward to what you do with criticals, this mod is already amazing as is and I'm surprised you still have ideas left in you.
It could be an issue with game launch; perhaps initially running Fallout 4 starts the engine, possibly "resetting" all abilities as they are being applied for the first time, then they slowly pander out as the game sessions run, even through saving/loading? Not sure, new to all of that.
I will be doing tests with Mentats, to notice whether or not the Magic Effects continue to fail, and if it is working, I may just start having Mentats be a requirement for YAE. Either way, I'll be including that reset command; a simple fix would be to run it on exiting the LevelUpMenu, but that's potentially quite a lot of abilities to reset, which could cause slowdown and may not always be needed, etc.
I was thinking about lowering the crit rate for the Opportunity Skill with that last big update, but kind of forgot about it. There really hasn't been much feedback about it, and it seems alright in my save, but it could probably use some tweaking, especially for automatic weapons.
Currently there's no way to shut off hip-fire criticals, but I may consider putting a toggle for this in the MCM. If you want to lower the crit rate or remove it entirely, go into xEdit and look for a Perk called "PlayerSkillsPerk"; it should be the first "custom" Perk. There should be 2 entries on it that are affected by the Opportunity Skill (one for single-fire and the other for automatic weapons); just alter/delete those entries. Keep in mind that deleting these entries will make the Opportunity Skill worthless for anything other than as requirements for unlocking it's Perks.
I enjoy the hip-fire crits, it just seems like it happens way too much atm. It seems like i was critting faster than i could build them normally, but this could all just be relative. I think i will lower the rate it happens so that you must still rely on the vats crits mainly. Otherwise awesome mod!
This might be a dumb question but how are you supposed to use the tools on dead robots? I have them in my inventory but can't equip them because they are misc items and when I crouch near robots nothing happens
You just need to have the tools in your inventory. When you look at the robot, there should be a new interaction option (it will be listed with your loot options) that will allow you to withdraw oil or disassemble them (whichever Perk you choose). Keep in mind the corpse you're interacting with; the oil Perkline doesn't care which robot corpse you interact with, but the disassembly Perkline effects different robot types with each Rank, so if you don't have a Rank for the robot you want to interact with you may not have that option.
If you have all the correct stuff above and you still don't see the interaction option, then you're either on an older version of YAE that fixed whatever problem you're having or you may have a modlist conflict that preventing them from working. If you're still having trouble, feel free to poke me on Discord and I'll try to solve your issue live.
Well, I'm not 100% sure it's a mod conflict, but it's a possibility. There's a longer explanation, but basically there are a few things that can obstruct how the corpse salvaging Perks work... However, those problems don't apply to robot corpses, since you can't cannibalize them and there are no vanilla quests associated with them (the SIlver Shroud questline can actually interfere with "living" corpse interaction, which required me to jump through some hoops).
It's possible another mod might be vying for robot interaction, which would cause the option to not show up for you, but generally shouldn't, as I can't think of any mods that do something similar. Either way, I'm interested in knowing what's going on here. These Perks are uniquely designed by me with hundreds of hours invested, so I definitely want to know if there's something I can do to improve their design.
Which perk lets you craft higher tier attachments on your weapons? Because the requirement says Gunsmithery but putting points into gunsmithery doesn't seem to be it
All of the attachments require a passive Perk, which is granted by their associated Skill. So, for Gunsmithery, you just need to raise the Gunsmithery Skill enough that you passively unlock that crafting Perk. I'll tell you right now that "Gunsmith Rank 1" requires Gunsmithery Skill of 25, and I'll leave you to figure it out from there.
If you want the mystery completely removed, check out this Article for a full spoiler on how Skills work and what they secretly grant you. Maybe in the future, I'll simply rename the passive Perks to being the Skill name and the rank you need them at to unlock them, so it's a bit less confusing, although that spoils the mystery of it all.
tbh I don't know how to use it either, lol. It's supposed to be really easy though. Chances are that someone has already made a patch for you're weapons, but if you need help, your best bet would be the Discord listed in the sticky post here, as it deals with all kinds of modding, although mainly Bethesda's games.
Go for it. There's a ton of them though, which is why I don't really have the interest in making dozens of tiny patchs for all of the Companions out there. I wrote that guide to help people out, but you'd probably be helping a lot people who aren't tech savvy enough to understand how to use xEdit.
As I recall, one called something like "Ivy" was extremely popular; you might want to start with her.
Oh, way ahead of you~ lmao I had a lot of fun making this and combing through my mods for companions I didn't even realize I had. (Like...Stubby from Secrets of the Enclave?!? Excuse me?!?! That's a Beast companion, for sure~ lmao) Thank you for the permission! :D
You want also want to include a short note on your mod page, stating that if people want to change what a Companion is listed as, that they just have to change a couple things in xEdit. I'm sure there are some people who might want a human Companion listed as a Synth, or vice versa.
As I recall, since you're going to hunt down the Ref's for them, it should be as simple as swapping those and the Perk over to another list; I'm too lazy to read my own guide atm, lol.
I'll definitely include links to your guide for those that want to change things! :D I've already got like, 20 companions from various mods included in my patch. It's just a matter of chunking individual patches off of that. lol
I (probably) fixed this like last week, but the archive for it is up for testing on Discord. Turns out, the detection for the SPECIALmenu just needed a single variable attached to it. I should probably update the archive here, but I really wanted to fix at least 2 other things before doing that. Unfortunately, I'm lacking the strength and motivation to work on anything too complicated. I'll try to address everything when I can, but as said, the most updated archive is available to the public on Discord.
Well, I generally make the assumption that when people are asking questions here it's for personal use, but anyway I'll try to make time this week, if not today, to handle all of this stuff, especially if YAE is causing crashes in Far Harbor.
Yep! It's explained fully in the Sticky FAQ here, but YAE accounts for whatever version you're on, then takes you through all updates that have happened since. In theory, you could be running the original release version (v1.00) and update to the current version without any issues. As with any major changes to your save though, I highly recommend making a backup save, just incase I missed something or you're not happy with the changes.
Let me know what you think of the changes since v1.12j, as I've altered quite a few things since then.
I've got more changes on the horizon, with a total rework planned, but that might not happen until late this year, if at all; depends on how well things go this year. Also, make sure to give the MCM a quick glance over, specifically the Perk options section, as it gives a lot of interesting stuff. For example, I made it so that the grenade trajectory line is a standard option toggle, instead of being tied to a Perk that did nothing else.
Hi, I love the mod so far and it has become an essential mod for my playthrough. Only issue I have is "transfer all junk" to workshop removes all my "wrench", "blood pack", "lab bottle", "bone saw" and other items i use to extract resources from corpses. is there any way to create a patch that renames those items to misc items instead. I would need to overwrite Valdacils Item Sorting mod with the patch. Thanks
I'm a step ahead of you, as those items are already considered MISC items and should be labeled as such in your inventory, in order to prevent them from being accidentally dismantled. I'll look into seeing if they transfer with other junk items, but I don't think they are supposed to be.
The most likely issue here, is that you're hitting the "Transfer All Junk" button, then noticing that you can't find those items under the Junk tab, when they were never there in the first place :)
If that isn't what's happening here, then it's likely another mod (possibly that sorting mod) that's labeling those items as being Junk items again. Either that, or you're 100% correct and the items are getting transferred irregardless, in which case it might be a hardcoded thing that I can't change. I'll try to do some testing today, but I'm pretty sure this is a case of you just not knowing they're still in your inventory.
Edit: Booted up my current save and attempted to dump all of my junk into the workshop, but my Wrenches, etc. stayed within my inventory. It's likely you just haven't noticed that they were already MISC items :)
1174 comments
FREQUENTLY ASKED QUESTIONS
The "Unofficial Fallout 4 Patch" seems to have updated, and doesn't show older archives; what do I do?
I don' have a problem with Bethesda doing an update, but it's caused the community to split into groups over it, and I'm clearly sitting in the older version camp. A lot of people have strong opinions of Arthmoor's work too, and I despite all that, I respect their work and am a fan myself, but I wish they would have just left the last update version of UF4P open to the public, explaining that they don't have intentions of working on older versions.
One of my peers was kind enough to give me a link to the version of the UF4P that YAE is reliant upon, and I've included it's link in the Requirements section, but if you've somehow missed that, I'll include it here, as well.
The Unofficial Fallout 4 Patch v1.10.163
Is it safe for me to update into a newer version of You Are Exceptional, without having to start a brand new save?
Although so far, there's only two times this would ever happen, and it only applies to very minor things, like the possibility of a Player having a specific Perk that I've altered recentlyQuite a few changes are made with the more recent builds of YAE, which repairs some oversights on my part, and may even alter the state of some abilities.I've been asked before why I don't make older builds public, and the aforementioned reason is why. While I understand that it's possible that certain revisions might have removed something that some people may prefer, it's very likely that whatever I altered or removed was causing a major issue, and I struggle to make each version of YAE better than the last. Also, I generally openly discuss any major changes like that both here, and in the BiRaitBec modding Discord. So, there's plenty of notice ahead of time.
Saves that existed before YAE was installed should be fine as well, as per described in YAE v1.00s below. When in doubt though, you should always make a backup of your saves. Especially ones that you've spent a lot of time on, as once you've saved with YAE (or any mod installed), then the changes made are basically permanent, even if not immediately noticed.
What does this specific Perk do? Does it have any hidden mechanics?
However, I had been planning on moving the older posts to their own Previous Updates Article for some time now, as editing a Post that massive was quite thepain in the butt. Anyway, I may as well do that from now on, and also have it include current major updates, as attempting to trim them down to that text characters limit is quite annoying. If you're curious about the nitty gritty of what is locked inside each of these massive updates, feel free to click the Article link above and check them out!
Unconfirmed Problems
Crossed out issues above indicate that I have debunked the issue, or that it has been fixed and will be addressed in the next available update, which would probably on a Friday morning.
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If I'm writing this comment though I might as well, there shouldn't be any problems with using survival mods right? I'm thinking of using https://www.nexusmods.com/fallout4/mods/37599 Survival Configuration Menu and I'm not sure if it would be compatible
It appears that the bulk is happening in Far Harbor.
I've cleaned all the base game DLC to test if that batch cleaner is worth it, but might that be the cause of this? It conflicts with nothing until it hits PRP, then suddnly errors at the XPRI. Granted, none of the Previs errors win since PRP overwrites them, but if I've done something wrong I'm eager to pinpoint it! (:
KitteredgePassExt [CELL:03000BA7] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,2)
CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
CELL \ XPRI - PreVis Reference Index \ Reference -> [01027EA8] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104234D] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [01042353] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104236C] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [01042B3B] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F4] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E2F5] <Error: Could not be resolved>
NationalParkVisitorsCenterExt [CELL:03000C43] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 6,11)
CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
CELL \ XPRI - PreVis Reference Index \ Reference -> [010363F4] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F26E] <Error: Could not be resolved>
NationalParkVisitorsCenterExt02 [CELL:03000C59] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,11)
CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
CELL \ XPRI - PreVis Reference Index \ Reference -> [010364E1] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E413] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E414] <Error: Could not be resolved>
NationalParkVisitorsCenterExt03 [CELL:03000C5A] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 5,10)
CELL \ RVIS - In PreVis File Of -> Found a INFO reference, expected: CELL
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635B] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635C] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635D] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635E] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103635F] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E425] <Error: Could not be resolved>
PineCrestCavernExt02 [CELL:03000C72] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 4,-2)
CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
CELL \ XPRI - PreVis Reference Index \ Reference -> [0102DE99] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F057] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F058] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0103F059] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104340A] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [01043422] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [01044AC2] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20E] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E20F] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E210] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E216] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E310] <Error: Could not be resolved>
CELL \ XPRI - PreVis Reference Index \ Reference -> [0104E314] <Error: Could not be resolved>
[CELL:0300395F] (in DLC03FarHarbor "The Island" [WRLD:03000B0F] at 9,-16)
CELL \ RVIS - In PreVis File Of -> Found a REFR reference, expected: CELL
If you go into xEdit, you should be able to see the Cells that were altered. Deleting them will most likely fix the problem, although I'm unsure how that will affect the bear trap changes I've made. Those Cells shouldn't have been altered in the first place. The only thing I can think of, is that maybe I accidentally opened their locations in the Creation Kit, and then clicked "OK" to close them, which in the CK is the equivalent of saying "save this" for any windows that pop up, although doing that wouldn't have altered the Cells in any way. The way bear traps are handled in general is weird.
If I get time this week, I'll boot up my old save and finally start Far Harbor, then see if I can figure out what's going wrong here.
worst case scenario, free "Remove Bear Trap" mod included. xD
Also I saw the other comment talking about non vats crits. I am currently trying to focus on non vats crits and it's a fun playstyles, I only have about 30 in opportunity and I already seem to crit pretty reliably so I feel like it needs to be nerfed a little, but maybe you could also add some opportunity perks that increase crit chance or something so there is more investment to dealing big crits
I may change this in the future; I have plans to do a complete redesign of the "supernatural templates", with Ghouls being more like their recent release in Fallout 76 (with downside being suffering extra limb damage and the like), but that's probably a long ways off, if even this year. 2025 hasn't been great to me and my time, unfortunately.
However, I'm thinking my initial assessment was right though, and I may lower those rates. I've started playing Fallout 4 normally again recently, and I have noticed that with only like Opportunity 60 I am criticaling quite often. When I originally designed the Skill, I was mostly just running around in Sanctuary putting dents in Codsworth and the Concord raiders, which felt fine, but more actual gameplay is saying otherwise. I may lower the passive rates drastically, then make a new Perk that increase those rates again with hip-fire attacks or even maybe specifically ironsight attacks.
I've learned quite a bit over the past year, so there's a bit I can do. As stated with the supernatural templates, I want to do a complete redesign of YAE, as my original stuff was based on extremely limited knowledge, but this year has been meh. That said, I'm currently trying to slap together a patch for maybe this month, to fix a number of things people have mentioned, so maybe I'll do the critical rate nerf alongside that release.
It's the +0.5 health recovery that I'm wondering about. To me it reads like you would get 0.5 health regen every second per 10% rads, but it doesn't seem to work like that so I'm not actually sure what it does. I don't think it would be super overpowered if it was constant health regen because there is already not a lot of ways to increase max health in this mod, and you are losing even more health to radiation to then make it synergize with things that need you to be on low health. So it could be a nice little survivability bonus as your health decreases, the protect you from the occasional hits but not be able to tank a lot of frequent hits.
And for the critical thing, I would even be fine if dealing non vats crits came at the tradeoff of disabling vats crits entirely, if that is even possible
If they are not working as intended, it may be a default engine error:
Just last week, it has come to my attention that apparently various constant buffs and abilities are shutting off for no reason. This is pretty noticeable when it comes to the health buffing stuff (like the Fitness Skill and Life Giver Perkline), as you can easily see that your maximum HP isn't being calculated right at some times. I was told recently that this was because "Spells" (the data entries that handle all buffs, attack triggers and consumables) have a weird cut-off timer that renders them useless. This isn't something caused by YAE, but the Creation Engine in general.
I was told by its creator that downloading the Mentats mod would fix this specific issue, but I haven't had the time to see if this is true and they were unsure if it worked on pre-existing saves. If you're not getting health regen as intended, then it's either something I did wrong or it's that hard-coded engine failure. I was planning on addressing this by adding a debugging command to the MCM that would automatically remove then re-add all abilities you're supposed to have access too, as doing this seems to reset them properly... but this is a temporary fix at best, as I noticed that some time later in my playthrough I would drop max HP again. Hopefully, doing this in combination with the previously named mod will cause a permanent effect, but again, I haven't tested this yet.
The easiest way to see if this is the case for you, is to remove and re-add the Ghoulish Spell to your character with console commands. You should see the results immediately, as having any Rads should immediately proc that health regen:
player.removespell xx43DF0E
Leave the console screen for a few seconds, then go back and input:
player.addspell xx43DF0E
You can copy/paste it from here, just be sure to replace the xx with your Mod Index order for YAE.
I will be looking forward to what you do with criticals, this mod is already amazing as is and I'm surprised you still have ideas left in you.
I will be doing tests with Mentats, to notice whether or not the Magic Effects continue to fail, and if it is working, I may just start having Mentats be a requirement for YAE. Either way, I'll be including that reset command; a simple fix would be to run it on exiting the LevelUpMenu, but that's potentially quite a lot of abilities to reset, which could cause slowdown and may not always be needed, etc.
There are many things to consider.
Currently there's no way to shut off hip-fire criticals, but I may consider putting a toggle for this in the MCM. If you want to lower the crit rate or remove it entirely, go into xEdit and look for a Perk called "PlayerSkillsPerk"; it should be the first "custom" Perk. There should be 2 entries on it that are affected by the Opportunity Skill (one for single-fire and the other for automatic weapons); just alter/delete those entries. Keep in mind that deleting these entries will make the Opportunity Skill worthless for anything other than as requirements for unlocking it's Perks.
If you have all the correct stuff above and you still don't see the interaction option, then you're either on an older version of YAE that fixed whatever problem you're having or you may have a modlist conflict that preventing them from working. If you're still having trouble, feel free to poke me on Discord and I'll try to solve your issue live.
It's possible another mod might be vying for robot interaction, which would cause the option to not show up for you, but generally shouldn't, as I can't think of any mods that do something similar. Either way, I'm interested in knowing what's going on here. These Perks are uniquely designed by me with hundreds of hours invested, so I definitely want to know if there's something I can do to improve their design.
If you want the mystery completely removed, check out this Article for a full spoiler on how Skills work and what they secretly grant you. Maybe in the future, I'll simply rename the passive Perks to being the Skill name and the rank you need them at to unlock them, so it's a bit less confusing, although that spoils the mystery of it all.
As I recall, one called something like "Ivy" was extremely popular; you might want to start with her.
I had a lot of fun making this and combing through my mods for companions I didn't even realize I had. (Like...Stubby from Secrets of the Enclave?!? Excuse me?!?! That's a Beast companion, for sure~ lmao)
Thank you for the permission! :D
As I recall, since you're going to hunt down the Ref's for them, it should be as simple as swapping those and the Perk over to another list; I'm too lazy to read my own guide atm, lol.
I've already got like, 20 companions from various mods included in my patch. It's just a matter of chunking individual patches off of that. lol
Don't want to instruct my users to flood your discord. :O
But sounds good! Get well soon! :D
EDIT: I'm blind. Found it!
Let me know what you think of the changes since v1.12j, as I've altered quite a few things since then.
Also, updating went smooth, I even got the background options after exiting the perk menu and it all seems to work great
Thanks
The most likely issue here, is that you're hitting the "Transfer All Junk" button, then noticing that you can't find those items under the Junk tab, when they were never there in the first place :)
If that isn't what's happening here, then it's likely another mod (possibly that sorting mod) that's labeling those items as being Junk items again. Either that, or you're 100% correct and the items are getting transferred irregardless, in which case it might be a hardcoded thing that I can't change. I'll try to do some testing today, but I'm pretty sure this is a case of you just not knowing they're still in your inventory.
Edit: Booted up my current save and attempted to dump all of my junk into the workshop, but my Wrenches, etc. stayed within my inventory. It's likely you just haven't noticed that they were already MISC items :)