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Lucky 8 Ball as perk requirement?

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lucky8ball
Posts: 2
Joined: Sun Feb 08, 2015 12:55 am

Lucky 8 Ball as perk requirement?

Post by lucky8ball » Sun Feb 08, 2015 1:16 am

I'm testing out TTW with only ttw installed, I have never played the original fallout 3 so I'm not sure if the Lucky 8 Ball can be used as perk requirement or not.


I use console to add lucky 8 ball and lvl myself to lvl12. My STATS page is showing Luck 6(+), but I can't select perks like mysterious stranger. My question is: is this work as intended? or can Lucky 8 Ball be used as perk requirement?



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leafonthewind
Posts: 63
Joined: Mon Jan 12, 2015 6:32 am
Location: United States

Item boosts to SPECIAL points

Post by leafonthewind » Sun Feb 08, 2015 2:14 am

Item boosts to SPECIAL points don't count towards perk requirements in either game, so I assume the same is true in TTW.



farmerboy464
Posts: 76
Joined: Tue Feb 11, 2014 4:21 am

In Fo3, it did work towards

Post by farmerboy464 » Sun Feb 08, 2015 3:15 am

In Fo3, it did work towards SPECIAL requirements for perks.  I have no clue if it is supposed to work that way in TTW though.


The effect counts for perk requirements, such as Better Criticals, which requires 6 Luck.


^courtesy the Fallout wiki (http://fallout.wikia.com/wiki/Lucky_8-ball)



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leafonthewind
Posts: 63
Joined: Mon Jan 12, 2015 6:32 am
Location: United States

Alright, so I did some

Post by leafonthewind » Sun Feb 08, 2015 10:28 pm

Alright, so I did some digging:


It seems that the lucky 8 ball did count towards perk requirements (this I did not know), though no other items do (save one or two that use the same type of script). This is because they wouldn't add a modifier like other items (armors, hats, ect) because it was not something that needed to be equipped for its bonus to apply, instead it permanently raised the player's luck value when the item was placed in the player's inventory (the skill would change from 6 -> 7 instead of 6 -> 7(+)). Another script would run to permanently remove a point of luck when the ball was removed from the player's inventory. This however seems to have led to a bug involving how the effect behaved in containers. Looking in FNVedit, it seems the unofficial fallout 3 patch (its changes are included in the TTWfixes patch) seems to have altered the script in a way that makes it a modifier in an effort to fix this bug.


 


TLDR;


It will no longer count towards skill points, that function was patched out.


 



lucky8ball
Posts: 2
Joined: Sun Feb 08, 2015 12:55 am

I tested it without the

Post by lucky8ball » Mon Feb 09, 2015 4:43 am

I tested it without the ttwfixes and it works, so you are right. Thank you leafonthewind.



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