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TheFakeEmpire
Posted on: May 10 2009, 09:23 AM


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Haha I know, it's been a long time. I'm just really really busy at the moment, I promise you guys I'm going to start modding again as soon as I have the time smile.gif Hopefully within the next few weeks.
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TheFakeEmpire
Posted on: May 6 2009, 11:10 PM


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sorry everyone i've been busier than i expected later. my plans for when i get the time are to release a list of the perk codes, release new versions of a few of the components, and then to make Broken Steel versions of every component basically that takes into account the new level cap. don't worry i'll keep the original level 20 ones up smile.gif

lmlmike - sorry i've had no luck reproducing this crash yet. i'll keep trying

evanbgood - yeah once you start using a perk mod with a savegame its best not to try to uninstall it when you want to play that character

alividlife - i should be able to do that when i get some more spare time.
  Forum: Uploaded Files · Post Preview: #1016046 · Replies: 672 · Views: 3860

TheFakeEmpire
Posted on: Apr 26 2009, 09:34 AM


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@Grifman - basically the level requirement is meaningless, like you identified. the perk is meant to be obtainable when you have 100 small guns and 10 agility. consider the level requirement as 0.

@LuciusPelucius - due to high demand i'm going to get a list of all perk IDs together very soon, but it's a fair bit of tedious work, and they are different for every person. so maybe just sit tight for a week or so until i can get the list together.
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TheFakeEmpire
Posted on: Apr 25 2009, 03:29 AM


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Hi everyone, thanks for the continuing feedback. I'm looking to get back into modding in the coming weeks, so perhaps expect a few long awaited updates smile.gif I'll look into your problem, lmlmike, although it's strange because I've used these two perks in combination with one another with no problems.
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TheFakeEmpire
Posted on: Mar 31 2009, 09:18 AM


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@peterwilliam - thanks, i will release a quick new version soon to fix this, who knew robots counted as creatures? tongue.gif

@kasugurami - i'm looking at the possibility of using the weapon.hasscope command (or something similar) in FOSE to increase the compatibility of natural born sniper, but if i end up implementing it it will be as a new file as it would be dependent on FOSE.
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TheFakeEmpire
Posted on: Mar 27 2009, 02:42 PM


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Just an update, thanks for the continuing feedback- rest assured I read every comment. Work on this will continue, but I am very swamped at the moment, consider this a short break from modding. I'll get back to work on this very soon.
And quickly, blackrat47, that's exactly why I provide a plain english description of what every single perk does in the readme, in case you are unsure of what the in-game description means.
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TheFakeEmpire
Posted on: Feb 24 2009, 06:24 AM


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I believe a few mods have been renamed so that punctuation is not the first character, in order to stop people deliberately manipulating the "alphabetical sort" option.
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TheFakeEmpire
Posted on: Feb 20 2009, 12:12 PM


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FINAL Version of Pack 2 uploaded.

From the Readme:
+"Pistola" added
+"Robin Hood" added
+"No Hero" added
-"Zidane" effect changed
-"Zidane" icon changed
-"Mr./Mrs. Apocalypse" effect changed
-"Mr./Mrs. Apocalypse" icon changed
-"Renaissance Man/Woman effect changed
-"Sunglasses At Night" effect changed
-"Coward" effect changed
-"Gladiator" icon changed
-"Higher Ground" icon changed
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TheFakeEmpire
Posted on: Feb 17 2009, 01:40 AM


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@TheQwertiest - Yes Gladiator affects the Shishkebab.

@DanDectis - Never encountered this before. are you using the latest patch? try sending me your load order.

@chris20855 - Only the Original Perks component changes any original perks.

@ok93 - Yep you're right, good catch. I will change this is the next release of Experience Perks.
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TheFakeEmpire
Posted on: Feb 14 2009, 09:40 AM


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Taken from just before the discussion of quest perks: "WARNING: Spoilers of Quests follow".

I know there haven't been many updates lately, but there will be soon. I'm also looking at a FOSE Perk Pack, as it really would add a lot of new options.
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TheFakeEmpire
Posted on: Feb 13 2009, 03:26 AM


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I love how no matter how many ratings of ten I get I'm always going to get some guy that rates 7 and kills my overall rating just because he wants more modularity, even though I've done absolutely everything I can in this department. Sigh. Anyway thanks to everyone else for the kind words.

@mario_ds99 - Unfortunately due to the way that particular condition works in the geck, you have to be standing on a table or chair. Not ideal I know, but it is pretty dam fun to park yourself on a table in Rivet City and just let loose with a minigun on the unsuspecting civilians tongue.gif
  Forum: Uploaded Files · Post Preview: #832831 · Replies: 672 · Views: 3860

TheFakeEmpire
Posted on: Feb 10 2009, 04:43 AM


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@KLB - The 25% invisibility is an effect similar to that of the Stealthboy, however not quite as effective.
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TheFakeEmpire
Posted on: Feb 9 2009, 05:55 AM


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Opening this in the geck, it looks like it has a dependency on a master called "COMM.esm", which would explain why it crashes Fallout 3 when I try to load it. If this is intentional, then probably best to note this in the description.
-TheFakeEmpire
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TheFakeEmpire
Posted on: Feb 8 2009, 04:38 AM


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@Cahir Mawr Dyffryn - I'm sorry I'm a bit unclear on this, you actually can't download the Original Perks file from Nexus? Well anyway, there will be a mirror up in the next few days.

@UncleMynx - Unfortunately it seems the newest path has broken VATS accuracy perks. If you check you'll see that none of the original VATS accuracy perks work, and neither do any ones added by mods. This is a known issue with the newest patch, and there's nothing I can do about it. We just have to hope Bethesda fix this issue in a new patch.

@Cattpride - a list of all the IDs is coming soon.
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TheFakeEmpire
Posted on: Feb 7 2009, 01:44 PM


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I haven't tried this mod but I like the idea.

If the description is accurate however, there are a few typos, which kind of ruins the point of the mod- in a few instances "to" should be "too".
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TheFakeEmpire
Posted on: Feb 4 2009, 03:24 PM


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sigh, the comment wasn't directed at you specifically, just generally. you have to understand what it's like to spend literally hours and hours trying to make this mod balanced, only to have people complain about it rather than simply opting not to chose the perks they consider unbalanced, or, better yet, to not use the mod in the first place. i hope you enjoy my mod.
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TheFakeEmpire
Posted on: Feb 4 2009, 12:51 PM


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Start rant.

Okay this is going to be the last time I defend this mod against people who claim it is imbalanced. It seems that no matter what I do, no matter how much community response I take on board, no matter how balanced I make this mod, people will still say it is imbalanced. This is easily the most balanced perk mod out there.

Firstly, if you think perks are imbalanced, just adjust a few numbers around yourself in the GECK. It literally couldn't be easier, anyone can do it. I have played through the game several times with my mod and find it to be extremely balanced.

With that in mind, darrmadan, thank you for the constructive feedback, I do appreciate it, but I am just a bit sick of stuff like this by this point. I fail to see how you can claim to like the reference to Bear Grylls but dislike other references such as I Don't Like Mondays. I mean come on, it's a bit of dark humour, just like the Fallout world needs. Just like Powered By Money is meant for gameplay reasons, not to be realistic. You have also clearly never played with Mr. Apocalypse, because it's about as far from god mode as possible. No critical hits and no limb damage is very nice, as a level 20 perk should be, but it's much less powerful than Grim Reaper's Sprint, upon which level 20 perks must be scaled.

Anyway I truly am getting sick of these defending posts, from now on I am going to mostly ignore claims of imbalance against a mod whose chief aim is to be balanced, and has been proven as such by thousands of people. If people can't bother to play through the game with these perks to test their balance then I can't be bothered responding.

It is now clear that I cannot please everyone as far as balance is concerned. I have some people telling me a perk is underpowered, while others say it is overpowered. So i give up on trying to please everyone.

If you think the perks are balanced, as the majority of people seem to, then use this mod. If you don't, then don't.

End rant.
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TheFakeEmpire
Posted on: Feb 3 2009, 01:45 PM


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Thank-you everyone for the ratings and feedback smile.gif

@Rendorax - maybe I need a FAQ section in the readme. I know that Fallout 3 doesn't have traits, which is all the more reason for a mod to add some. There is no point modding if you're just going to stick to what the game already has. I have implemented these traits through the existing perks system- these so-called traits are more powerful than the existing perks, but have some drawbacks- I see nothing wrong with the ability to truly define your character's strengths and weaknesses as you progress. And there is no point whatsoever saying some perks are overpowered when you won't even telling me which ones- without telling me which ones it's pointless criticism, if you tell me then it becomes constructive. Somehow your rating managed to drop me 15 places in the Top 50 sad.gif
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TheFakeEmpire
Posted on: Jan 31 2009, 08:09 AM


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@winiepuh - the only reason i'm refusing permission for compilations is that i wish to constantly update components of this mod until they are in the final version, and i don't want to have 10 different compilations constantly trying to keep up. if you wish to you could translate my mod and then release it as kind of an optional addon to your mod?
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TheFakeEmpire
Posted on: Jan 31 2009, 06:37 AM


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@andysu196 - yep I'm getting together a list of console IDs for everyone. However if you are just updating from a modular component to the next version of that same component then you shouldn't need to remove the perks, as no perks are deleted in updated versions.
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TheFakeEmpire
Posted on: Jan 31 2009, 05:12 AM


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@LuxDragon - sorry but I have given you all the help I possibly can on this issue. They are working for me and others- maybe it is a conflict with another mod you are using. All I can do now is suggest that you add the perks using the console, as per the instructions in the readme.
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TheFakeEmpire
Posted on: Jan 31 2009, 02:18 AM


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@TehReaper - nah that's fine don't worry about it. Once you have DarNified UI installed (make sure you have followed the instructions in the thread, including changing the lines in the .ini), then locate the file at data/menus/prefabs/DUIF3Settings.xml. Open it with a text editor like notepad. Then locate the line "<_lvl_Cont> 0 </_lvl_Cont>", and change the 0 to a 1, and save the file. That should do the trick.

@winiepuh - if you are talking about a straight translation that is fine, however if this is a compilation mod then I'm afraid I have to deny permission, as I'm waiting until my mod is in it's final version to allow it to be used in compilations. hope you understand.
  Forum: Uploaded Files · Post Preview: #803788 · Replies: 672 · Views: 3860

TheFakeEmpire
Posted on: Jan 30 2009, 12:53 PM


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@TehReaper - the mod is available here. I cannot recommend it strongly enough. Once you have it installed (follow instructions carefully), you need to change one line in the config file which allows you to always continue.

@IDidBoratsSister - indeed, I'm glad a few people are getting a laugh out of that one. Fun to play with as well smile.gif
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TheFakeEmpire
Posted on: Jan 30 2009, 10:55 AM


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@TehReaper - this is a question really better directed at the makers of the level up increaser/level up skill workaround, as it has nothing to do with this mod, but maybe try using DarN's UI mod (only available on the official forums) and changing the setting of it that allows you to allocate skill points over 100 and always press continue.
  Forum: Uploaded Files · Post Preview: #802235 · Replies: 672 · Views: 3860

TheFakeEmpire
Posted on: Jan 30 2009, 08:01 AM


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@Lukkas - if the WMK mod adds scoped weapons then the "Natural-Born Sniper" perk will have no effect on them- a FOSE version of this perk may solve this problem in the future.

@Dimethyl - it makes NPC's dispositions towards the player greater if they are already positive, or lesser if they are already negative. Sadly this disposition value isn't used much by the vanilla game, but I am hopeful of a mod that will make it have more of an impact.
  Forum: Uploaded Files · Post Preview: #802066 · Replies: 672 · Views: 3860

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