are all 3+1 perks available to select then? or are 3 perks lost?
Yes, they are available as lo as you don't choose them. You just won't get any visible "counter" of remaining "perk points", so just don't forget it)And yes, they weren't stored in original Fallout games, though someone stated something else.Remaining skill points aren't "cut" in FoT either, so you can store them as much as you want (again, you won't see all points until you spend them). Though i don't know why you would like to do that...
The point is: can my char take perk after, if before (on "perk-lvl") he didn't meet perk-prerequisites?
I believe i did some drug experiments in FoT some time ago. But i can't be sure about this trick being available in 1.27 version. Your best choise is to save, take drug and see if you can take perk that wasn't available without drug bonus.(GRRR text formatting isn't working for me)
I.
thanks. i guess raising the skills by using drugs should not be possible. because either:
a. the game would be too easy for using such trick (if it was not intended to be available)
b. the game would be too hard (if someone wouldn't know the trick is intended to be available)
II
the thing with being able to store unlimited skill points is very much useful. this is why (two scenarios):
Scenario 1:
- get a recruit to take experience (example: Jax) but do not use it heavily (skills over 100) in battles until midgame;
- get the recruit the mutate tag:gifted at level 12-18 (replacing kamikaze);
- jax gets to keep the bonus +5 skp until he gets handicapped by gifted at a HIGH level;
- the skills are lowered (-10) by gifted, therefore it takes less skill points to raise them to 100. if you had spent skill points to get skills over 100 then gifted takes skills back by -10 after that.
(after taking the tags Mutate:Gifted and Gain Perception at level ~12-15 jax is able to get the Better Criticals and Sniper perks at level 21 and 24)
Scenario 2:
- get stitch just for doctor and first aid skills and level him up to level 11 in the first few missions (do not spend skill points);
- at level 11 take here and now
- next tag: TAG!: barter (he just got level 11+1=12)
- spend ALL skill points on
tagged barter: 258 skill points;
- next, take the other two tags: negotiator and salesmen. this boosts barter by +20+20;
now you have stitch to stay home and be a barterer. power armors should be now affordable as you sell all the previously collected stuff only after this point.
i just hate to be unable to get the future needed items (power armors etc. for each member) for reasons of not taking EVERY item from the corpses to store them and sell them for future needed items.
the game just sucks because you don't have a mechanism to make it so that you automatically loot every body on the field at the end of the mission and store those items in a BIG container in that location at least. it gets very boring because of that, don't you think?
so... getting stitch to be a hell of a barterer would be a creative solution to that frustration of over-repeating a boring routine.