When does the OWB implant appear? I have finished it but nothing showed up in the auto doc. Edit: I think my game is busted. I might have fucked up while installing a mod.
I do like the idea behind this since Lessons Learnt was one of the two most useless perks in the game (along with Swift Learner) but I really wish it would add its benefits as you completed the DLCs, instead of only working with previously completed ones. As someone who always leaves the DLCs for last (for the enemy level scaling), this means I barely get any use out of the perk overall.
It's actually not supposed to have YUP as a master. No part of it technically requires YUP. If you're familiar with the GECK, you can remove that master yourself. I'll put out an update with it fixed.
Normally I'd agree, but TTW3 has it's own version of YUP integrated which doesn't get recognised, so TTW users have to use non-YUP versions of things instead. This might be the reason OP (and others) would be asking.
I love it, makes the DLCs have a longer lasting statistic influence. Though I find it a bit odd that Dead Money's bonus is "Greed is Good". The theme of the DLC wasn't really about greed, more about rebirth, separation from materialism and of course "letting go". The opposite of greed really, lol. But nice mod reguardless of that choice.
Frankly, unlike the previous fellow folks, I like the last perk, even it's pretty specific - it's original in terms, and even if you won't benefit from it regularly, it's still x10 better than vanilla bonus. But I'm hungry to see how (if) you'll change it and OWB one :) The only thing I wan to suggest is to keep current version as optional download as well.
Can you change the Lonseome Road one? Its a bit too specific to me, the only one with a requirement to wear something for the ability. Maybe make it +20 AP when beating LR? Or a 20% or so resistance to fire?
I'm working on an update right now, and tentatively I've added Ulysses' Duster as an alternative for getting the +50 AP. I might open it up a bit, but I wanted the bonuses to be somewhat specific (e.g. Dead Money doesn't give you +carry weight all the time, only when your health is low).
Agreed - I like the idea, especially as a TTW player where XP is already too easy to come by, and that's without having a bunch that increase how fast you get it. But the Old World Blues one seems pretty out-of-place, like it should be after Nuka World in Fallout 4 or something. I suppose it's a little difficult because Old World Blues definitely throws perks and buffs at you left and right. I also think it may be wise to steer clear of intelligence or science buffs, because those are especially heavy from the gear you get. Maybe it would be fun to be able to call for help from the likes of cyberdogs or roboscorpions, with something similar to the NCR radio.
Thanks for the feedback. I'm not married to these bonuses, and I might change them. I liked the idea of turning Nuka-Cola into a powerful steroid, but I get that it's not very OWB-themed.
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Edit: I think my game is busted. I might have fucked up while installing a mod.
As someone who always leaves the DLCs for last (for the enemy level scaling), this means I barely get any use out of the perk overall.
Do you plan on doing a FO3 / TTW version as well ? That'd be interesting to see what you'd come up with
Frankly, unlike the previous fellow folks, I like the last perk, even it's pretty specific - it's original in terms, and even if you won't benefit from it regularly, it's still x10 better than vanilla bonus. But I'm hungry to see how (if) you'll change it and OWB one :) The only thing I wan to suggest is to keep current version as optional download as well.
Cheers!