The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Mod request: Changing some FO3 skill perks

General mod discussion and requests.
Post Reply
User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Mod request: Changing some FO3 skill perks

Post by Risewild » Sun Mar 10, 2013 8:12 am

I have no idea what to name this request well my idea is that it seems such a shame to have some perks that pretty much no one will even consider getting while playing TTW (the skill increase perks, even FNV got rid of them) that I would like that someone would in the future make a mod that change them, here are my suggestions for changing them:


Daddy’s Boy/Daddy’s Girl   


+2% less likely to become addicted with the first rank and +1.5% for each other one after the first (total +5% with three ranks) and +2% damage done to robots, turrets and power armor users with the first rank and +1.5% for each other one after the first (total +5% with three ranks)


Gun Nut                                   


+2% more damage and less degradation of guns weapons with the first rank and +1.5% for each other after the first (total +5% with three ranks)


Little Leaguer                         


+2% more damage and with melee and explosive weapons with the first rank and +1.5% for each other after the first (total +5% with three ranks)


Thief                                        


+2% better chance of a successful pickpocket and of a failed lockpick attempt not breaking the bobby pin with the first rank and a +1.5% for each other after the first (total +5% with three ranks)


Scoundrel                               


+2% better selling and buying prices and +2% for your companions attack speed with the first rank and 1.5% for each other after the first one (total of +5% with three ranks)


Covert Ops (Operation Anchorage special perk)                    


+2% more damage against robots, turrets and power armor users, +2% more damage using guns and +5% of a failed lockpick attempt not breaking the bobby pin.


I don't know if it's possible to make the not losing the bobby pin in a failed lockpick attempt, but I couldn't think of a good replacement for the lockpick skill bonus, same with the speech .


Signature:

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

I made a mod for FO3 once

Post by JaxFirehart » Sun Mar 10, 2013 1:22 pm

I made a mod for FO3 once that boosted those skills by one point each level. It made them almost as useful as Educated. I've looked into both easier lockipicking via perk and bobby pin breakage. Both are basically impossible, or at least extremely hard. I couldn't find a way.



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

I thought that the

Post by Risewild » Sun Mar 10, 2013 11:26 pm

I thought that the lockpicking wouldn't be possible, in my mind it seems like it's a different thing altogether from the actual game but I decided to ask you guys that actually know about this stuff anyway. Your mod seems way much better than the ones in the game cheeky, but I don't know if it would work with TTW since with 50 levels and skill books I think it will be possible to max every skill if you have a high enough INT from early on in the game and also not counting the educated perk you mentioned.


Thanks for the reply wink


Signature:

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

Yeah it was a bit overpowered

Post by JaxFirehart » Sun Mar 10, 2013 11:48 pm

Yeah it was a bit overpowered, but really, no more than educated. I actually had it set up where you could pick only one: Educated got you 3 extra points per level for you to do with as you please, the others got you 4 extra points per level, but they were automatically put into the appropriate skills. They would actually make good traits: You gain 3 less skill points per level, but your Speech and Barter skills improve by 2 each level.



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

I don't know if this would

Post by alegendv1 » Mon Mar 11, 2013 12:41 am

I don't know if this would help, but in FO3 there was a mod overhaul for lockpicking. You can find it here: http://fallout3.nexusmods.com/mods/9801


It basically eliminates the minigames for lockpicking and computer hacking and replaces them with bashable or explodable and/or pryable (adds crowbar to game) containers. You also get a lockpick in your weapon section of your pipboy and can equip it. You swing it at a locked object and I guess it runs a check or probability check with your current lockpick skill to see if you can open it or if you break a bobby pin. You hack a computer by just pressing "h". It uses animations if you're in third person for both lockpicking and hacking. In first person, it happens much quicker, in third person it takes longer because of the animation. 


Just something to think about, I suppose.



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

The lockpick change in that

Post by Risewild » Mon Mar 11, 2013 5:23 am

The lockpick change in that mod reminded me of lockpicking in TES: Morrowind game laugh.


Signature:

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

I'm not a huge fan of the

Post by JaxFirehart » Mon Mar 11, 2013 5:34 am

I'm not a huge fan of the mini-game, personally I always thought the Oblivion minigame was nearly perfect, the actual process of picking a lock is a combination of the two, you have to apply torque to the lock and bump the tumblers up into place, and then gently apply more torque and see if it turns. If not, one of your tumblers isn't quite in place, so you try again. I just found Oblivion's system more believable and more challenging (at first).



Post Reply