Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, or Starfield. Doing so will help everyone on all platforms.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Perks & Stats
Assigned To: Nobody
Platform: All
Severity: Low
Votes: 1
Watching: N/A
Opened By EyeDeck on Jun 19, 2017 4:40 pm
Closed By Arthmoor on Feb 9, 2020 2:33 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.1.

Issue #22528: Nuclear Physicist perk description regarding Fusion Core drain is incorrect, and some other quirks

 
The descriptions for ranks 1-3 of this perk are as follows:
- You've learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.
- Radiation weapons now do double damage and Fusion Cores last an extra 50% longer.
- Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.

This is not representative of the perk's actual effects on fusion core drain rate with regards to power armor.

Rank 1 of this perk does the following:
* adds two perk entry points via "Mod Spell Magnitude" and "Mod Typed Weapon Attack Damage" to increase radiation damage (not relevant here)
* adds an ability to the player, AbPerkNuclearPhysicist
* adds a perk entry point via "Mod Ammo Health Mult"

The "Mod Ammo Health Mult" entry point sets Mod Ammo Health Mult to 1.25 on the condition that the player doesn't have NuclearPhysicist02, and WornHasKeyword ArmorTypePower, or WornHasKeyword ma_GatlingLaser. The first interesting thing here is that the "Mod Ammo Health Mult" entry point has no effect on power armor core drain rate (which I tested), so its inclusion in the conditions list serves no purpose other than to be confusing, and potentially cause bugs with mods that add new "healthed" ammo types that work similar to Fusion Cores (e.g. a new weapon using a new ammo type with the same health mechanic would be able to fire more shots per unit of ammunition while the player is wearing power armor than outside of it with this perk active).

The second thing to look at is the ability AbPerkNuclearPhysicist. This adds a spell effect "ReducePABatteryDamageRateEffect", that reduces drain by 33% if the player does not have perk NuclearPhysicist02, and by 50% if the player does.

Rank 2 again does the radiation damage thing, and again adds "Mod Ammo Health Mult" with the unnecessary check for WornHasKeyword ArmorTypePower. The Mod Ammo Health Mult entry point also does not check whether the player has NuclearPhysicist03 (as 01 does for 02), which means that at rank 3, the effect for both rank 2 and 3 are active (both using "set" functions), though this isn't usually a problem since the rank 3 perk is added later, so its effect overrides the earlier one.

Rank 3 also adds "Mod Ammo Health Mult" with the same unnecessary WornHasKeyword ArmorTypePower check, and as mentioned before technically conflicts with rank 2's effects because of rank 2's missing check for rank 3.

So, to summarize:
* Rank 1 increases Power Armor fusion core lifespan to a total of 149% (not the listed 125%)
* Rank 2 increases PA fusion core lifespan to 200% (not the listed 150%)
* Rank 3 does not actually affect PA fusion core lifespan
* All ranks erroneously apply their "Mod Ammo Health Mult" entry point when the player is in Power Armor, which serves no purpose
* The "Mod Ammo Health Mult" entry point for rank 2 applies simultaneously with the same entry point for rank 3 because of a missing check, which has the potential to cause a difficult-to-diagnose bug based on perk order

Related Issues: 23439  29027  

Comments

4 comment(s) [Closed]
EyeDeck said:
 
Nobody's gotten around to looking at this issue report for a while, anyway I happened on someone experiencing one of the bugs I reported here (though they weren't aware of the cause), which reminded me of this issue report.

Attached is my proposed fix, which should address everything I mentioned in the initial bug report. This adjusts all of the perk's effects to be consistent with the perk description, fixes the "Mod Ammo Health Mult" effect being active while in power armor (which I have personally seen break one mod, and would do any others that use Fusion Core-style ammo), and fixes the perk-ordering thing that can potentially break rank 3 of the perk.



Attached Files:

NuclearPhysicistFix.esp

Comment #1 Nov 19, 2017 10:24 pm  Edited by EyeDeck on Nov 19, 2017 10:25 pm
Stuchinoko said:
 
Just tested your fix, EyeDeck, and I can happily confirm that patch has solved the issue!

EyeDeck said:
 
Excellent. Hopefully these changes will make it into UFO4P sooner or later, then.

Arthmoor said:
 
Sorry we didn't get to this sooner but I guess nobody noticed you had attached a fix for all of this. Thank you for that. It'll be available when 2.1.1 hits.

Showing Comments 1 - 4 of 4