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Practice Makes Perfect Mod Settings

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Don Quixote
Posts: 5
Joined: Wed Oct 01, 2014 3:30 am

Practice Makes Perfect Mod Settings

Post by Don Quixote » Sun Oct 12, 2014 7:03 am

      So after testing a few different things out to make the advancement through TTW I have landed on using Practice Makes Perfect.  I think that it is a great way to slow your characters growth and the fact that skill levels advance based on use makes your character more personal as their skills reflect the choices you have made (i.e. your play style).


On to the real point of this thread.  For those of you out there using Practice Makes Perfect, what settings/combination of settings are you using and why?  I think it would be interesting to see how the TTW community feels PMP is best used.


Right now I have level advancement tied to experience gains, (with one perk per level) which I have halved in an attempt to slow down level growth.   I chose to use experience gains and not skill point gains to make doing quest a little more worth while as a lot of the reward for a quest is the experience gain upon completion.  So basically experience drives level growth with is your method of getting perks.  


I am not currently using the expanded skills, simply due to the fact that I'm not entirely sure how I feel about them.  They do add a lot more depth to the mod and allow for some interesting cross over from energy weapons into guns.


I also have skill advancement tied to skill level not player level and skill advancement tied to the SPECIAL retaliated to the skill.  I think this might nerf the Intelligence stat so I might try switching it up and do some testing with 1, 5 and 10 Intelligence to get a better idea of weather or not this is a big concer.


I currently have throttling off.  I don't really like the idea that just because I do something a lot it slows me down and if I do something rarely it levels faster.


Because I have turned throttling off I have to set my own skill advancement rates.  I have set ones like weapons and other oft used skills to 5, less used skills to 15 and rarely used skills to 25


[collapsed title=Detailed skill advancement rates] Barter = 5



Energy Weapons = 5


Explosives = 10 (I don't plan on using then as a main weapon or they would be 5)


Guns = 5


Lock Pick = 10


Medicine = 15


Melee Weapons = 5


Repair = 5


Science = 25


Sneak = 25 (Right now it feels like sneak still doesnt level at a reasonable rate)


Speech = 25


Survival = 15


Unarmed = 5

[/collapsed] 


I plan on tweaking this to hopefully find an optimum setting.


If you have other inputs and or ideas I would love to hear them.


 


P.S. if there is already a thread about this that I missed feel free to direct me to it so I can remove this one and prevent clutter.



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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

I forgot about this mod. Tah

Post by FiftyTifty » Mon Oct 13, 2014 12:35 am

I forgot about this mod. Tah fo' reminding me of it. Love me some natural progression.


 


Lil' question tho'. I remember it being damn near impossible to level up lockpick and science; due to the relatively low number of locks and terminals, with most of them being at the average level (or summat). Is that still an issue with these settings?



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

I have to tweak the settings

Post by thermador » Mon Oct 13, 2014 10:38 pm

I have to tweak the settings a bit in PMP each time I use it, depending on the character and how I'm playing.


But in general, slower (lower) for weapons, higher levels for the rest - especially Science.



User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Time to install this baby.

Post by FiftyTifty » Mon Oct 13, 2014 11:09 pm

Time to install this baby.



Don Quixote
Posts: 5
Joined: Wed Oct 01, 2014 3:30 am

    The mod right now allows

Post by Don Quixote » Thu Oct 16, 2014 4:45 pm

[quote=MajinCry]


 


I forgot about this mod. Tah fo' reminding me of it. Love me some natural progression.


 


Lil' question tho'. I remember it being damn near impossible to level up lockpick and science; due to the relatively low number of locks and terminals, with most of them being at the average level (or summat). Is that still an issue with these settings?


[/quote] 


 


  The mod right now allows lock picking to level up by practicing repair, but science only levels from reading terminals and attempting to hack terminals.  Long story short, lock picking almost levels too fast and sciences is still a little slow.  That is why I am working on finding the right values to set for PMP so that you level at an acceptable and enjoyable rate for TTW.  Let me know if you find a setting you think works.



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