Issue Data
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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 |
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.
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.
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.
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