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

General discussion of Tale of Two Wastelands
dilbert719
Posts: 16
Joined: Thu May 28, 2015 5:20 am

I have a quick question about

Post by dilbert719 » Sun Jun 07, 2015 5:06 am

I have a quick question about the Bobblehead rebalance, and I figured I'll ask here first. Please let me know if I need to take this to the tech support forum, and if so, I'll be glad to.


Anyway, I'm a good few hours into the game, and had started with the bobblehead rebalance off. I'm thinking I'd like to start using it now, rather than the base options, but turning it on now doesn't seem to be affecting my skills or SPECIAL any. Is there any way for me to get the benefits of the rebalanced bobbleheads, instead of the base versions, at this point in my game, or is it a one and done thing where whichever option is in place when you pick up the bobblehead is what you get?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You'll have to console

Post by RoyBatty » Sun Jun 07, 2015 8:26 am

You'll have to console yourself the perks.


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Creror
Posts: 6
Joined: Tue Jun 23, 2015 5:25 pm

Just picked up the Speech

Post by Creror » Fri Jun 26, 2015 11:05 pm

Just picked up the Speech Bobblehead in Paradise Fall.


I'm positive that the Bobblehead-changes are active, as the Medicine Bobblehead gave me the addiction-chance reduction and the Strength Bobblehead the additional +25 Lbs carry weight, but the Speech Bobblehead gave me the vanilla +10 Speech instead of the stated +20% reputation bonus.


Was the Bobblehead changed again in one of the last patches or is the *.esp faulty? It was the modified ttwoptions.esp regarding the very long loading times.



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

the OP here is faulty, i'm

Post by Puppettron » Fri Jun 26, 2015 11:08 pm

the OP here is faulty, i'm pretty sure we reverted it to +10 speech for reasons.


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.

Creror
Posts: 6
Joined: Tue Jun 23, 2015 5:25 pm

Puppettron wrote:the OP here

Post by Creror » Fri Jun 26, 2015 11:13 pm

[quote=Puppettron]the OP here is faulty, i'm pretty sure we reverted it to +10 speech for reasons.[/quote]


 


Ah, okay. Alright, thanks for the quick reply.


 



Thenryb
Posts: 144
Joined: Sun Feb 15, 2015 6:47 pm

Are the bobblehead perks

Post by Thenryb » Wed Jul 01, 2015 4:08 pm

Are the bobblehead perks supposed to be displayed under the perks tab when you open the pipboy? I assume not since I cannot see them. Is there any way to test if they are working? I ask because the luck bobblehead seems to have stopped affecting my chance to crit. When I use the command "player.getav crit chance" the number displayed is the same number I would have had I not picked up the bobblehead.


My computer specs are too embarrassing to reveal, but the game still runs.

WastelandAssassin
Posts: 17
Joined: Sun Jun 15, 2014 2:51 pm

wouldn't it make more sense

Post by WastelandAssassin » Wed Jul 15, 2015 6:22 pm

wouldn't it make more sense for the lockpicking bubblehead to give you a slight increase to loot find from locked containers or something? i mean, it's not like you can't reach 100 in all skills if you play to level 50.....


also, could the medicine bubblehead perhaps grant you a bit of better effects from healing items, like 5-10%, either instead or along the addiction resist? personally i never used chems in my playthroughs, so i can't consider the effect to be of any use......


also, if there could be some patch with Project Nevada, to allow bonuses to VATS also count for bullet time, that would be quite good


all in all, some of these perks seem to be a bit underpowered, while others seem rather overpowered. i would try to keep balances a bit better, and try to think of ways to make gameplay a bit more interesting (also considering the challenge needed to acquire some of these bubbleheads)



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

http://geck.bethsoft.com

Post by RoyBatty » Wed Jul 15, 2015 11:26 pm

http://geck.bethsoft.com/index.php?title=Main_Page


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

Lockpick giving extra loot

Post by JaxFirehart » Fri Jul 17, 2015 6:20 am

Lockpick giving extra loot would require modifying every container in the game, which we don't want to do (though perhaps an NVSE refwalk could get around that). Medicine giving bonus healing would again require us to change every healing item in the game, IDK if an NVSE script could work around that. A Project Nevada patch wouldn't be hard, IDK who is maintaining PN currently.


That last paragraph is full of vague, common sense advice, some specific examples might help us come up with ideas, otherwise it just sounds like whining.


Remember that the bobbleheads are supposed to be half perks. So they SHOULD feel underpowered compared to perks.



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

just look at grib's PNxEO

Post by Puppettron » Mon Jul 20, 2015 12:42 am

just look at grib's PNxEO option for vats bonuses to bullettime stuff and do the reverse


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.

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