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July 3rd, 2022, 08:22 #1
"Iron Fist" perk implementation advice
Player is building super mutant that will be all about unarmed and melee attacks. Barbarian perk was easily implemented via the Editor in Combat tab, but we have issues to figure out easy way to make Iron First working permanently without modifying equipment every time. Adding +1 to the Editor also adjusts the Melee damage, which is against the rules of the perk.
For now, we increase the Damage Rating of the weapon. Don't see effect or other way to achieve the goal. Ideas?The past is a rudder to guide us, not an anchor to hold us back.
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October 8th, 2022, 06:43 #2
- Join Date
- Oct 2018
- Location
- Melbourne, Australia, UTC+10/11
- Posts
- 20
Better late than never - for the damage side I would make an effect with a duration set to zero. Type in the following
Iron Fist; MELEEDMG: 1
That should solve the first part. The other part is more difficult as I do not know how to add effect like Vicious as a custom effect.
On a side note I noticed an error in the text of perk Iron fist where it talks about adding +1d6 instead of +1dC6.
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October 8th, 2022, 06:51 #3
You can add a mod to the weapon that will add Vicious to the weapon and it can be toggled when it needs to be used and not used by removing the mod.
Dominic Morta
Ruleset Developer
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