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: New
Issue Type: Bug Report
Project: Unofficial Starfield Patch
Component: Starfield: Vanilla
Category: Perks & Skills
Assigned To: Nobody
Platform: All
Severity: High
Votes: 0
Watching: N/A
Opened By Argonil on Oct 29, 2023 9:23 pm

Issue #33599: Skill Fixes: A collection of perk fixes.

 
I've made a mod that fixes nearly all perk issues in the game. I've attached a stripped-down version which only contains changes that are suited for inclusion in the Unofficial Patch.

Link to Nexus page: https://www.nexusmods.com/starfield/mods/5660?tab=posts&BH=0


Changelog for the attached plugin:


Armor Penetration: Now works for melee weapons (excluding unarmed attacks.)

Automated Weapon Systems: Appears to work for all weapons even though it's only supposed to work for turrets. Added the missing condition.

Concealment: No longer overrides the magazine perks from Va'ruun scriptures or interferes with Void Form. Void Form, Concealment and Chameleon will seamlessly switch between their effects, with Void Form taking priority. (Note: Chameleon is probably not supposed to stack with itself, but the players love it. I can provide a fix if you want to risk the ire of the playerbase.)

Lasers: No longer affects particle weapons. (Expect complaints.)

Leadership: Fixed a bug that caused ranks 2-4 to only provide +15% companion affinity gain instead of +25%. Companion quests will also trigger properly. (The multiplier somehow affected the binary flags in the records under Condition Forms, so instead of getting a value of 1 they'd be at 1.15, and the conditions only checked if the value was Equal To 1. The fix sets the comparisons to Greater Than or Equal To.)

Martial Arts: Now properly adds a flat +15% crit chance to unarmed attacks instead of multiplying your base 5% crit chance by 1.15. Ranks 3-4 also have a 15% chance to disarm as intended. (Was 5%)

Particle Beams: Now properly adds a flat +5% crit chance, instead of multiplying your base 5% crit chance by 1.05.

Pistol Certification: Now properly adds a flat +25% crit chance for 5 seconds after killing an enemy, instead of multiplying your base 5% crit chance by 1.25.

Rapid Reloading: Now works while throwables are equipped.

Rejuvenation: Fixed health regeneration in combat not working. Ranks 3 and 4 now allow you to regenerate health half as fast in combat, which is what the developers intended. (Both rank 3 and 4 should use a value of 0.5 for the secondary effect, seeing as it is a combat-only multiplier rather than a separate heal rate.)

Shield Systems: Can no longer increase shields beyond the intended amount. (The bug where it reduces shields is still present, see the sticky post on Skill Fixes for a comprehensive explanation!)

Targeting: Fixed a bug that made the increased weapon range not take effect at rank 3 only.

Targeting Control Systems: Now properly adds a flat +10% crit chance at rank 4. (Rank 3 already did.)

Gunslinger's Guide and Mining Monthly magazine perks no longer count toward the skill total for the Combat tree.



Attached Files:

SkillFixes - Unofficial Patch.7z

Comments

2 comment(s)
Argonil said:
 
Also this:

Cellular Regeneration: Rank 4 now lists that it further increases the recovery chance.

Decontamination: Rank 4 now lists that it further increases the recovery chance.

VoodooChild said:
 
Before I create a new issue, I figured I'd inquire here since you have some experience with the perk tree. I maxed out Astrophysics prior to even having a single point in Scanning. Apparently these step on themselves after reading a few complaints when doing it in this order. At mastered Astrophysics, we are supposed to auto discover a trait 50% chance. I maxed it that perk at about 200 planets surveyed in and now I'm sitting at 1020 fully surveyed and have never had a trait auto discover. I maxed out Scanning at about 500 planets and it still hasn't changed. From what I read players get this issue if they do Astor maxed prior to a single level of Scanning. Not sure where the issue is yet, but yeah, I manually had to find every trait for 1020 planets so far. Fun.

Showing Comments 1 - 2 of 2