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?
Fallout 3 Speech Checks
-
TrickyVein
- Posts: 982
- Joined: Fri Mar 29, 2013 3:04 pm
You do, by default. That's
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
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!)
- darthbdaman
- Gary
- Posts: 272
- Joined: Wed Sep 19, 2012 11:04 pm
I agree with the principle,
-
CDTalmas
- Posts: 138
- Joined: Thu Feb 07, 2013 3:33 am
And that I can definitely
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
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.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Personally, think it should
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.
