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Fallout 3 Speech Checks

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PhaseHand
Posts: 2
Joined: Wed May 28, 2014 2:39 am

Fallout 3 Speech Checks

Post by PhaseHand » Sun Jul 12, 2015 12:46 am

I know that in the Optional files there is a option to change the speech checks in FO3 to the FNV style and that eventually it will be an integrated part of TTW. This apparently means people like the FNV speech checks, I on the other hand hate them and was wondering if it was possible to get an option to have the FO3 version instead?



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

You do, by default. That's

Post by TrickyVein » Sun Jul 12, 2015 12:49 am

You do, by default. That's why we left it as an optional file.


TTW will not change the style of speech checks in New Vegas unless, also it is made into an optional mod. This is unlikely.



CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

Imagine, for a moment, that

Post by CDTalmas » Sun Jul 12, 2015 6:48 am

Imagine, for a moment, that you must make the following statement come out of your mouth: "I am aware of the dangers that you are currently facing but you must fight back!" Seems simple, right? Well, what if the right words don't come to mind AS it's happening?


"I know what you're up against but you're gonna win!" doesn't sound nearly as convincing, does it? Or how about "The dangers in front of you are but a farce compared to the rest of the wastes. Your victory is assured!" That's a bit over-the-top.


Having a certain amount of speech skill gets your more chances to pull the right words out of your head but you don't always know the right thing to say. It's also a measure of how convincing a person you are in general. Do you stutter when you talk? Do you faulter when thinking of the words while speaking at the same time? Are you slow or quick to respond? There are any number of factors that can make or break a conversation and just because you have a modicum of speech skill will not always determine your success value.


(And all this coming from a D&D player who rolls for Diplomacy checks pretty often!)



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darthbdaman
Gary
Posts: 272
Joined: Wed Sep 19, 2012 11:04 pm

I agree with the principle,

Post by darthbdaman » Sun Jul 12, 2015 3:13 pm

I agree with the principle, but none of the other skills in the game operate like that. Lockpick and Science both require you to meet thresholds, as do Repair, Science, and Survival for crafting. If every other skill in the game is operating on a system of thresholds, it males sense for speech to be one as well.

CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

And that I can definitely

Post by CDTalmas » Sun Jul 12, 2015 3:19 pm

And that I can definitely understand. I think that was just poor planning on their part or just poor implementation. I do use immersive minigames to help with that, but a mod shouldn't necessarily be the answer. That said, there's always the "Force Lock" option when lockpicking.


However, don't forget that weapons, though they require a certain threshold, simply reduce sway. Explosives are less effective without a general knowledge. Even then, you can still flub up a grenade toss or shoot wildly (auto aim notwithstanding).



Vindr20
Posts: 48
Joined: Sun Dec 23, 2012 6:37 pm

Actually, I think in Vanilla

Post by Vindr20 » Sun Jul 12, 2015 5:19 pm

Actually, I think in Vanilla Weapon Skills alter damage. I know they don't in PN, but I could've sworn that was something they changed.


EDIT: Yeah, checking the wiki, weapon skills scale damage in vanilla.



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RoyBatty
Gary
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Location: Vault 108

Personally, think it should

Post by RoyBatty » Sun Jul 12, 2015 8:19 pm

Personally, think it should stay skill based, but your luck should give a random fail chance just like everything else that you'd mentioned with skills. That's the SPECIAL that influences those things.


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