[Relz] Level Up!

Post » Fri Dec 24, 2010 5:17 pm

Name: Level Up!
Author: EliteKill
Version: 0.3
Date: 7/26/2010
Cateogry: Gameplay Effects and Changes
Link: http://fallout3nexus.com/downloads/file.php?id=13760

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Description:
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Do you think it's absurd that a man, who just got out of a vault, spoiled to the brim, experienced only with small firearms, can use an extremely advanced weapon from the Commonwealth as a backup if things get dirty? Many powerful weapons in the game can be easily found early on, and new players can use them almost perfectly. The aim of this mod is not to add realism, but challenge and RPG aspects.

This mod adds skill requirements to weapons. The formula is simple: (WeaponDamage * NumberOProjectiles) + WeaponAPCost
The is determined by the type of weapon (Small Guns, Big Guns, Energy Weapons, Melee Weapon and Unarmed). If the base requirements aren't met, the qeapon will be unequiped.

In addition, the player might be able to use the weapon, but if he/she doesn't have 10 points over the base requirement, the player will suffer penalties:

+50% AP Cost
-30% Chance to hit in VATS
-30% Damage
-30% Accuracy

There are also a number of "basic weapons", that don't need any skill requirements to be used. Those are:

Repellent Stick
Frag Grenade
Mesmerton
Laser Pistol
Fatman
BB Gun
Chinese Pistol
10mm Pistol
.32 Pistol
Switchblade
Rolling Pin
Pool Cue
Police Baton
Nail Board
Knife
Baseball Bat
Brass Knuckles
Fists

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Details:
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None

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Requirements:
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Fallout 3 Patch 1.7
FOSE version 1.2 or above

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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Activate esp using Fallout Mod Manager

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Un-Install:
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1. Deactivate esp using Fallout Mod Manager
2. Delete LevelUp.esp from (install folder)\Fallout 3\Data\

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Compatibility:
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No compatiblity issues so far.

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Bugs/Issues:
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No known issues so far, please let me know if you find any.

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History:
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0.3 7/26/2010 - Initial Release

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Contact:
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None

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Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to RickerHK for helping me with the script.

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Tools Used:
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GECK
Fallout 3 ReadMe Generator

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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Fri Dec 24, 2010 11:33 pm

No replies? Personally, I think it's a great idea and I'm also very glad that you haven't just made it a binary thing where you can either equip it or you cannot. Being able to equip it but being less proficient is a great tradeoff. Also I see what you did with the Fatman, it wouldn't be fair to players wanting to play through the main quest if they weren't able to equip it straight off the bat what with it being somewhat necessary at a certain point.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Sat Dec 25, 2010 3:18 am

I think it's a good idea at its core, but an energy pistol is still just a pistol. You aim and pull the trigger. Now when it comes time to reload... that would definitely be really slow if you didn't know what you were doing. And repairing it should be out of the question. But I don't see how pulling a trigger would differ from one pistol to the next. It's probably not possible but I'd rather see reload time and repair be the things hurt by lack of skill more than anything.
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Fri Dec 24, 2010 1:27 pm

I think it's a good idea at its core, but an energy pistol is still just a pistol. You aim and pull the trigger. Now when it comes time to reload... that would definitely be really slow if you didn't know what you were doing. And repairing it should be out of the question. But I don't see how pulling a trigger would differ from one pistol to the next. It's probably not possible but I'd rather see reload time and repair be the things hurt by lack of skill more than anything.


Eh? It says in the description that Laser pistols are exempt. I can see the balancing reason for Plasma pistols having a skill requirement.

Only issue with this mod, is that OP's hard work is undone if you use a weapon rebalancing mod as it would screw with his formulas, I imagine. :(

At least, I think so, unless OP accounted for this when generating his formulas.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Sat Dec 25, 2010 1:13 am

Sorry, I guess I was thinking too broadly... I use FWE so there's a rather large pool of weapons and I didn't really think about it :P

I think a lot of weapons it does make sense... any big gun really. Some rifles.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Fri Dec 24, 2010 2:10 pm

Action points as in the entire pool available?

Guess what is currently available wouldn't make sense.

But why action points? Why not stat requirements per weapon type?
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Fri Dec 24, 2010 11:31 pm

I think this sounds pretty cool. Personally I've never used a Fatman at any point in any of my play-throughs, so don't see that as a detriment or a de-railer of any kind. (Of course I did fool around with one to see what it did! Just never used for anything significant or storyline driven!)
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Fri Dec 24, 2010 9:36 pm

I like this idea a lot. It would be nice if the penalties for using a weapon with sub-optimal skill were dynamic, so that if you're only just over the line you get the 50/30/30/30 penalties, but at threshold + 9 you get say, 10/5/5/5 or something.

@Frosty: I'm with the mountain - I've never used the Fatman. I can't think of a point in the main quest where I would need one. I would remove it from the easy-to-use list. It's a nuclear rocket launcher!
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Fri Dec 24, 2010 6:07 pm

Woops, wrong thread.
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quinnnn
 
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Joined: Sat Mar 03, 2007 1:11 pm


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