Here is my List for TTW
-
Friend of the Night -
Tag -
Here and now -
Retention -
Night person -
In Shining Armor[sup]1[/sup] -
Lesson Learned -
Fortune Finder -
The FO3 perks that add skill points.
[1] The perk is bugged and does not work.
Here is my List for TTW
[1] The perk is bugged and does not work.
I'm actually working on a mod right now to balance the perks for TTW to my liking. The changes so far include:
daddy's boy/daddys girl - Change to +10% healing items.
Gun nut - Guns degrade 5% slower, and 5% more dmg
little leaguer- melee weapons attack 5% fire, explosives have a 5% larger radius
thief - increases speed while sneaking
scoundrel - 5% better prices
Impartial meditation- +15% price reduce when karma is neutral
cyborg- remove +10 energy weapons, added 5% energy weapon damage.
comprehension - remove skill book increase
Removed intense training, replacing it with 7 perks at level 10 that raise a special each. (I don't like how intense training lets you max all your specials.)
hoarder- change hoarder from 160 to 80
wild wasteland - is given automatically
implant grx - add hotkey (may not be able to without nvse)
life giver - additional 2 ranks restored
any ideas for changes, improvements, or other perks are welcome.
[quote=TrickyVein]
I guess you're not a survivalist :)
You should try it out some time. It's very fun and forces you to reassess the wasteland's resources. I have taken the following perks from your list:
I have found them all to be useful. Terrifying Presence especially opens up new dialogue options for certain encounters which can completely avoid conflict or change the outcome of a situation.
[/quote]
Agreed, I use several of those on the regular... of course it's hard not to RP that you're fighting for survival when you're playing an RPG about fighting for survival... Damn when you put Fallout in that light they did a horrible job on the survival aspect of the game.
My project Dash is on Kickstarter!
[quote=TrickyVein]
I guess you're not a survivalist :)
You should try it out some time. It's very fun and forces you to reassess the wasteland's resources. I have taken the following perks from your list:
I have found them all to be useful. Terrifying Presence especially opens up new dialogue options for certain encounters which can completely avoid conflict or change the outcome of a situation.
[/quote]
Define survivalist please
I don't understand what you mean in this context but I am curious
.
"One who places many points into the survival skill." :D
Relying on cooking food rather than scavenging or purchasing it and creating deadly poisons at campfires to take down even the toughest of foes, traveling light and generally living off of the land.
I find that most perks that only increase skills are just kind of useless. I still use them from time to time, but what's the point of having the perk that increases science and medicine by 5. By the end of the game, you can easily max out all skills, so you have a perk that doesn't offer much benefit.
I'd like to see perks like this offer something at least at second rank.
Wild Wasteland should be toggleable like Hardcore Mode instead of being a trait.
I agree with TrickyVein on Terrifying Prescence. Thats obviously a good roleplay one. Did not notice it in the list otherwise I would've mentioned it as well.
Senterpat, the mod you're making sounds very good. Except I'm confused about the Comprehension one you mentioned. "Remove skill book increase" ?? I would waste a perk choice on that? Unless I'm misread something. Or do you mean remove perk entirely?
I might also have to try that approach, TrickyVein. Never actually considered it. Mainly because I'm an OCD looter. Gotta check dem boxes XD. And also because I can't see a survivalist wielding energy weapons. Though that would be an interesting combination...
I see, well I always have plenty of food and water and I never buy it, I use unarmed weapons and don't usually use the campfires in the beginning of the game, I do use food to heal even though as you said I don't put much into the survival skill also in the beginning, I do up it a bit after I am around level 10. I still don't understand why picking some of those perks would be useful, for example the Hunter perk only gives damage bonus on critical hits and only on some critters:
and it doesn't include Fire Geckos or Nightstalkers because they are not animals but, abominations. So to get the bonus damage you first have to score a critical and unless you make a critical hit oriented character usually the enemy is already defeated by then (exception Yao guai maybe), I would think that the Hunter perk could give that bonus and also increase the number of meat and skin/hide we get from the animals, it would make more sense to me since you're a hunter you kill for food and materials, so you're an expert at doing it
. Also the light step... I mean the traps are not that hard to spot are they? and usually if you have a companions with you they end up triggering the traps too, I would like that perk to also give that bonus to our companions, then I would pick it for sure
.
On a side note, I forgot that the Entomologist give the bonus to more than just ants, roaches and scorpions in NV, it also affects bloatflies, mantis and more important cazadores so I do agree in removing that one from my list
because having a perk only give bonus damage to ants, roaches and scorpions wouldn't be that much useful because they are not very hard to deal with in the first place (exception are the albino scorpion).
Sorry, that text is my planning, I guess I need to clear it up a bit. For comprehension it would still give you twice as many points for magazines, but I'm removing the +1 skill from books it gives. I think double magazine points is good enough.
Risewild, do you use imps more complex needs? I never bought food until I had that.
Do you think that an additional rank to entomologist and animal friend allowing you to "tame" an animal companion would makhem worth getting.