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Old-style critical signals (autocrit)
About This Mod
It automatically endows you and all the followers you travel with with the "Critical Mess" pen. This perk gives you a constant chance of Crete equal to your luck rating. (And for followers - depending on their luck rating). And yes, it gives random crets in both VATS and non-VATS. Items that enhance your luck, such as a beaten felt hat, are also counted.
You know, like in previous Fallout games. Generally, I don't care too much about story matching, but for those who care, I would say that there can be no greater story matching than being exactly the same as all previous Fallout games.
I limited Crete's chance to +25% with luck 25 or higher, so you'll still have any reason to wear more luck items or drink vodka, even if you have 10 luck. This should almost cover the 24 luck you can have with 10 luck, bobble luck, bottom shirt and jeans, as well as 6 armor items with +2 luck each. I wouldn't advise you to throw everything on luck, besides, to get it without mods, you will have an incredible lot of farthing, but just in case the mod covers it.
When you receive Crete, whether in VATS or outside VATS, you will receive a message on the left side of the screen, next to the top. Same as the message you receive in a stealth attack. You can also see if fashion does anything, and when it does.
Please note that it does not disable the banking of Crets in VATS, so this may make the game easier unless you refrain from using Bank Crets in VATS. But in the end, it's your choice. You have power; how you use it is up to you. As one wise man said, with great power comes great responsibility... for its abuse ;)
Also note that companions do NOT lose their perk after you have fired them, so you should think twice about using companions that you plan to kill later. For example, if you travel with Deacon and then go over to the BOS and try to kill him, he can still inflict a Crete or two on you.
Made initially in FO4Edit and then in Creation Kit if anyone is really interested.
HOW TO GET IT
Just go around a little bit. Every time you move to another cell (piece of card), the script will check whether you and your current companion have that perk, and if not, give it to you, them or both. This ensures that even if you are using new companions from some fashion, the script will recognize them and give them a perk. And if you can't even work with a companion about 100 feet away, well, you probably didn't care about his combat skills.
Please note that your companions do NOT lose their pepper after you remove them, so you should think twice about using the companions you plan on
kill later. For example, if you travel with Deacon, and then stand with the BOS and try to kill him, he can still inflict a Crete or two on you.
Or, if you want to give this pen to NPCs other than followers (e.g. peacekeepers, guards, etc.), type
help critical 0 perk
in the console and find the one called "Critical Mess". Its identifier must be '2f000800'. The first two digits depend on the order in which you load, so they'll be different for each of you, but they should end at 000800.
Then just click on them without closing the console and use addperk to give them this.
Like any other perk, it is saved in a saved game, so you only need to do this once for the character. If you do this more than once, the Crete will not increase.
HOW TO SET
It is best to simply use an NMM. Alternatively, you can edit the plugins.ini file manually. It also works, but is less convenient.
HOW TO DELETE
Using NMM or simply delete the .esp plugin file from the DATA directory.
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