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Fallout 4 perk chart intimidation bugged
Fallout 4 perk chart intimidation bugged




fallout 4 perk chart intimidation bugged
  1. #Fallout 4 perk chart intimidation bugged mods
  2. #Fallout 4 perk chart intimidation bugged Pc

Traits seem to be things like having improved relationships/discounts with a faction, owning a home on another planet, bonuses when with a companion etc. I'm guessing also unique dialogue options as well. Select a background - gives you 3 starting skills and npc's react to your choice.

fallout 4 perk chart intimidation bugged

So summary of the new character build system is: The Perk screen is great for consoles indeed.

#Fallout 4 perk chart intimidation bugged Pc

The entire problem is that the PC UI is the same as the console version. Mouse and keyboard is a second class citizen compared to gamepad.

fallout 4 perk chart intimidation bugged

A screen that was completely disjoined from the standard PIP style (look and feel) interface that Fallout 1-3 used. Fallout 3 stats/perks/skills it was spread over 3 screens - for Fallout 4 it got crammed into a single screen. FallUI makes a good attempt but it just can't rectify the fundamentally flawed UX that Fallout 4 has for the PC. To exit a menu you have to use BOTH the esc and enter keys - ON DIFFERENT sides on the keyboard. The UI has horendous design for the PC (both look and usability). But it wasn't good enough to take Fallout to the next level (like what Skyrim did for ES).įallout 4 on the other hand…. It had a consistent looking PIP boy interface inline with the consistent UI in Fallout 1/2. PC gamers weren't satisfied with the UX.įallout 3 was a good inbetween design.

#Fallout 4 perk chart intimidation bugged mods

That is why the SkyUI and Darnified UI mods are so popular for the ES games. BS had higher aspirations for Oblivion and Skyrim - they need it had to be accessible for the masses (rightly so). Morrowind was usable but clunky on the xbox gamepad compared to the PC. The perk redesign went hand-in-hand with the streamlined User interface design. I'm also somewhat suprised you playing Arena and Daggerfall on a console What has that got to do with fallout? I was referring to Fallout 4 perks as related to Fallout 1/2/3. You can't do that with a Perk system.Ĭonsider the trait "Gifted" - which is probably the most popular Trait in F1/2. You also had the ability to "tag" skills to give you the ability to quickly level a small number of skills that were key to your character build. Why can't you put points into 2 skills if you want? Or 3? It also forces you to focus on a single thing every character level. Perks (in Fallout 4) were also tied to the attributes which further reduced character build options. In 4 levels you can max it out (assuming you have the charisma). Consider the persuasion perk in Fallout 4 - it has 4 levels that are directly tied to the challenge level of the skill checks. having 50 skill gives you a 50% chance of success for a basic (baseline 0) skill check. Skills determine your success rate at things you attempt i.e. Skills (1-100+) give you fine grained control over exactly how skilled you want to be and you have to plan your skills over multiple levels. You could do this with anything you would otherwise use attributes or skills for. To continue the example, if there was a situation in which it made sense to dislodge or shove something, the melee damage perk could be checked for. You can easily have the dialogues check for perks just like you can with attributes or skills. Fallout 4 completely went away from that, and that was a problem for me. Maybe you said dialogue checks? I myself like having the ability to apply attributes/skills/perks in dialogue. So let's hear it: what can attributes or skills add that perks can't? There's a lot of potential to have colorful, specific perks with obvious gameplay uses. You can have perks that allow you to persuade particular social groups (law enforcement, criminal underground, etc). For example, you can have intimidation perks, deception perks, etc. Moreover, you can have different kinds of perks for different kinds of persuasion without having to add a bunch of skills. If you have a "persuasion" skill, you can just as easily have persuasion related perks. When you take a "melee damage" perk, say, you're essentially adding strength, but you're doing so in a more direct way. With perks, you just skip straight to that. Okay, and what does that mean? How does that translate into the game? Typically, it's the amount you can carry, how hard you can hit, etc. Perks are a way of describing gameplay benefits.Īttributes don't really mean anything.






Fallout 4 perk chart intimidation bugged