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Changing FO3 perks

General mod discussion and requests.
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CNC
Posts: 2
Joined: Wed Aug 07, 2013 8:19 pm

Changing FO3 perks

Post by CNC » Wed Aug 07, 2013 9:17 pm

Hi all


After being wowed by Tales of Two Wastelands I looked around abit and noticed some of the old FO3 perks like Gun Nut and Dadys Boy/Girl since they dont really add anything special to the player or the game and I want to change them to better reflect the New Vegas perk system . I already started on a couple like for example:


I Revamped Cyborg to generally half the dehydration, starvation and sleep metres per day so instead of 100 food rise per day you would get 50 etc...It seemed like a good trade off for rise in energy weapon skill and damage resistance (which Bethesda was far to giving in perks and Armour I think in Fo3)


I changed gun nut to have 3 ranks on making weapons degrade 5%, 10% and 15% less but I was thinking of making it possible to craft normal ammo but I fear that would be to OP early on and to late later on with perks like hand Loader at level 6


I changed Little Leaguer to give additional damage to bats and nailboards by 10% each rank  and 20% damage for anyone holding grenades in there hands each rank.


Covert ops has been changed to give 10mm Pistol, Infiltrator and Combat Knife ignore 2DT effect, I want to add it to more assault rifles but I fear it might make them a tad to powerful especially with ones with 5mm ammo


I want to try change Daddies Boy/Girl to heal companions more when you use stimpacks on them


But I am unsure what to do about


Thief what adds +5 Sneak and lockpick skill per rank, I was thinking better sneak skill and movement speed when detected at night but I want to avoid making skill increases and just faster movement doesn't fit the perk name to well.


Scoundrel  what adds +5 speech and barter I have no idea what to change with this since Barter and Speech are limited outside of conversations and the perk master trade and barter skill in general covers merchant discounts.


So was just wondering if anyone has any ideas for Thief and Scoundrel also what there thoughts are on the perks I have changed if to OP what to adjust or change completely.


 



ibanix
Posts: 25
Joined: Mon Aug 05, 2013 9:04 pm

CNC wrote:

Post by ibanix » Thu Aug 08, 2013 2:45 am

[quote=CNC]


After being wowed by Tales of Two Wastelands I looked around abit and noticed some of the old FO3 perks like Gun Nut and Dadys Boy/Girl since they dont really add anything special to the player or the game and I want to change them to better reflect the New Vegas perk system .


[/quote]


Me too! I've been thinking about doing this for both TTW and Vanilla FO3, as both of them are abundant in skill points, making the skill point granting ones a little too boring.


[quote=CNC]


I already started on a couple like for example:


I Revamped Cyborg to generally half the dehydration, starvation and sleep metres per day so instead of 100 food rise per day you would get 50 etc...It seemed like a good trade off for rise in energy weapon skill and damage resistance (which Bethesda was far to giving in perks and Armour I think in Fo3)


[/quote]


Hm, I'm not sure Cyborg is bad as it is, but I never used it much. Since TTW will use DT as the main damage reducer, having DR granting perks may actually be a *good* thing.


[quote=CNC]


I changed gun nut to have 3 ranks on making weapons degrade 5%, 10% and 15% less


[/quote]


This is *exactly* what I was thinking, even to the percentage numbers. Stop readin' my mind, man.


[quote=CNC]


but I was thinking of making it possible to craft normal ammo but I fear that would be to OP early on and to late later on with perks like hand Loader at level 6


[/quote]


Yeah I think Handloader covers that pretty well. Another possibilty for Gun Nut is to allow the player to repair any weapon with another weapon using the same caliber ammo; 9mm hand guns to repair 9mm submachine guns, Varmit Rifles to repair Assault Rifles, and so on. 


[quote=CNC]


I changed Little Leaguer to give additional damage to bats and nailboards by 10% each rank  and 20% damage for anyone holding grenades in there hands each rank.


[/quote]


Nice idea on the change, but 10% seems low for just two weapons. Make it 50% and a +15% critical change. I'm not sure what you mean by '20% damage for anyone holding grenades in there hands' - the Player can't hold a weapon and a grenade at the same time, so do you mean increased damage on grenades? A longer throw or increases VATS accuracy for grenades might be a possibility.


[/quote]


[quote=CNC]


Covert ops has been changed to give 10mm Pistol, Infiltrator and Combat Knife ignore 2DT effect, I want to add it to more assault rifles but I fear it might make them a tad to powerful especially with ones with 5mm ammo


[/quote]


I never played Anchorage enough to really use the perk, but it sounds like a reasonable change.


[quote=CNC]


I want to try change Daddies Boy/Girl to heal companions more when you use stimpacks on them


[/quote]


That's an idea; I wanted to make it give +15 to Speech checks for any Scientist or Doctor. However it does not seem easy to implement this. I tried to make a perk doing this and got no where, as the condition using GetIsClass doesn't seem to work :( My next idea is to get a discount on doctor services, but I think implementing that may be just as much trouble.


[quote=CNC]


But I am unsure what to do about Thief what adds +5 Sneak and lockpick skill per rank, I was thinking better sneak skill and movement speed when detected at night but I want to avoid making skill increases and just faster movement doesn't fit the perk name to well.


Scoundrel  what adds +5 speech and barter I have no idea what to change with this since Barter and Speech are limited outside of conversations and the perk master trade and barter skill in general covers merchant discounts.


So was just wondering if anyone has any ideas for Thief and Scoundrel also what there thoughts are on the perks I have changed if to OP what to adjust or change completely.


[/quote]


I also had similar issues with these. Here are a few ideas. For 'Thief' - thieves have light feet. The 'Light Step' perk isn't available until Level 14, so perhaps make it grant a reduced version of the ability. Chance of mines/traps being set off = 75 - (PerkLevel*5) - (Luck). So with 2nd rank and Luck 6, 59% (41% chance to avoid setting off).


Another option for 'Thief' is to say that you've learned how to craft skeleton keys to open many locks. Each rank will automatically open another rank of safe without a lockpicking needed (Rank 1 = Very Easy, Rank 2 = Easy, Rank 3 = Average).


I'm not sure what to do with Scoundrel. It already opens some dialogue options. Perhaps it can unlock better items from vendors - by letting you bribe them for access to their 'secret' wares?


 



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

I made a mod request quite a

Post by Risewild » Fri Aug 09, 2013 2:56 am

I made a mod request quite a while ago to change the FO3 skill perks into something actually useful, here is the link for that post:


Link!


Also another thread about changing FO3 skill perks can be found Here!


There was not many replies on each thread but there was some ideas in both first posts that you might be interested in.


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