Perks, traits, chems, and equipment that push a Primary Attribute score above 10 will now provide bonuses up to a score of 15.
This will allow you to make the character you want right at the beginning without adjusting your scores down to plan for things like power armor and implants.
Bonuses from scores above 10 will show up on the Effects screen of the Pip-Boy. Adjustments to bonuses aren't always instantaneous. If you don't see the bonus on the Effects screen right away, close the Pip-Boy and then check again.
This mod cannot account for changes other mods make to Derived Attributes (fewer Hit Points per Endurance point and such).
This will allow you to make the character you want right at the beginning without adjusting your scores down to plan for things like power armor and implants.
Bonuses from scores above 10 will show up on the Effects screen of the Pip-Boy. Adjustments to bonuses aren't always instantaneous. If you don't see the bonus on the Effects screen right away, close the Pip-Boy and then check again.
This mod cannot account for changes other mods make to Derived Attributes (fewer Hit Points per Endurance point and such).
Well, that didn't take as long as I expected. Guess I've had enough practice at it.
Oh, there is the matter of perception range which I'm pretty sure was a player attribute in FO3 but I can't find it here. If anyone knows about that or other bonuses that aren't apparent, please let me know and I'll add them in.