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Optional "TTW_Bobbleheads.esp" Description of the Bobbleheads bonuses.

General discussion of Tale of Two Wastelands
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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

no, we've got a survival

Post by Puppettron » Mon Mar 02, 2015 7:10 am

no, we've got a survival bobblehead instead of big guns now.  it's pretty nifty.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

talked to roy, seems like a

Post by Puppettron » Tue May 19, 2015 8:59 am

talked to roy, seems like a good idea.


for LP:  scrounge perk for junk.  chancenone 75% - 90%.  LL filled with the purest junk around and some useful junk.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Puppettron wrote:

Post by Risewild » Tue May 19, 2015 12:45 pm

[quote=Puppettron]


 


talked to roy, seems like a good idea.


for LP:  scrounge perk for junk.  chancenone 75% - 90%.  LL filled with the purest junk around and some useful junk.


[/quote]


Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked cheeky just my opinion.


Some Ideas:




  • Increases the chance of finding more Bobby Pins in containers and dead enemies.


    • Can't remember when it was that I lost a bobby pin trying to unlock something, the mini game is so easy.




  • Increases the chance of successfully forcing any lock by 25% .


    • Never used the force lock option ever...




  • 15% of lowering the difficulty of the lock by one level the first time the player activates it.


    • Don't even know if this is possible to make.




  • Some chance of automatically open locks based on their difficulty the first time the player activates it. Example: 20% easy, 15% medium, 10% hard, 5% very hard. Also it could be linked to how much skill the player has, for example it could only work if the player has the lockpick skill necessary to unlock the lock, or increase the values by 5% if that is the case.


    • Don't even know if this is possible to make.




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User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

Quote: Just a question? What

Post by Puppettron » Tue May 19, 2015 10:52 pm

[quote] Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked  just my opinion. [/quote]


very little.  what's the science skill have to do with destroying robots?  or the survival skill with your runspeed?


lockpicking is a horribly narrow skill that is hard to work with here because so much of it is hardcoded into that stupid minigame.  the forcelock option is based on your skill and the lock's difficulty, for example, so forcelock would require changing those values, but forcelock is only available in the minigame so changing those values would change how the minigame performs -- essentially making forcelock 25% easier would require making lockpicking itself 25% easier.  bobbypins are too insignificant to be attached to a bobblehead -- they're supposed to be half-perks, not 1/8th perks :P.   the last two look so difficult to make that it's pretty much not worth it, like inventing an engine that runs bodyheat to run your kids' powerwheels


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

part of the problem with

Post by JaxFirehart » Tue May 19, 2015 11:10 pm

part of the problem with setting up a scrounger imitator is that it would require modifying leveled lists, or heavy scripting. Modifying tons of lists in both wastelands is out, so the scripting would work. As far as loot, I would be happy to see it spawn a few extra lockpicks sometimes, but I agree that's somewhat pointless. Of course, if we are going to go heavy scripting, we may as well do something interesting, like lowering lock levels or, if that's a pain, (lock level vs skill chance based)insta-unlock.


When all is said and done, I'm actually okay with the LP bobble just giving +10 LP, since they don't ALL do it anymore it makes it unique.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Sounds good to me, or maybe

Post by RoyBatty » Tue May 19, 2015 11:14 pm

Sounds good to me, or maybe reduce it to +5


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I'd be down with +5, since NV

Post by JaxFirehart » Tue May 19, 2015 11:29 pm

I'd be down with +5, since NV made skills harder to come by.


Of course, if we ever come upon a great perk for lockpick, no reason we can't use it.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Sounds like a plan for now,

Post by RoyBatty » Wed May 20, 2015 3:04 am

Sounds like a plan for now, and if some brilliant idea happens we can indeed replace it later.


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AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Could the Lockpick Bobblehead

Post by AnvilOfWar » Wed May 20, 2015 12:59 pm

Could the Lockpick Bobblehead be used in some form of pick pocket chance perk?


It fits the theme of getting things.



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

maybe, have to discuss that

Post by RoyBatty » Wed May 20, 2015 8:33 pm

maybe, have to discuss that one.


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