[Release] LAICEPS

Post » Sat Feb 19, 2011 5:28 am

Version 1.2.1 now available.

Get it here: http://www.fallout3nexus.com/downloads/file.php?id=14826

Note: Please see the RTF version of the readme included in the download for a prettier layout and all the gory details of what this mod does. This is just the overview truncated for readability. :)

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Executive Summary
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L.A.I.C.E.P.S. changes a lot of the basic rules of the S.P.E.C.I.A.L. system. Primary statistics, derived statistics, and perks have been altered. Changes were made based on the 30 level game, so Broken Steel is required. The intent of this mod is to:

1) Encourage specialization and unique character building experiences

2) Make choices in primary statistics more important (similar to Fallout 1 & 2)

3) Make your character less front-loaded and all-around good to start out

4) Make all perks at least moderately desirable, and more fun to use

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Description
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In LAICEPS, primary statistics have more weight, and the underutilized ones (Intelligence, Perception, Charisma) do more in the game. Base scores for derived statistics like Carry Weight and Action Points are lower, making your character less front-loaded, and hopefully making your character building decisions a bit more difficult.

Weak and seldom used perks have been improved or completely reworked. You may be able to spot how some perks have gained some synergy and combine together better now to create more specialization paths. Now too with "Almost Perfect" and "Comprehension" in particular altered, there should be no fear in choosing lower level perks that become useless in the long run.

Trader prices are raised across the board and tied more directly to Charisma. At best, base prices in caps are doubled, making it more difficult to become filthy rich in early levels.

I make no claims as to LAICPES being perfectly balanced or suitable to everyone's preferences. You may find difficulty increased depending on how you build your character. You may even find it frustrating if you do not plan for your caps being worth less and want everything to be a cakewalk from the get-go. Others may find things easier by heavily specializing using the improved perks.

I do guarantee though that leveling up your character will be a very different experience with LAICEPS. If you want to be challenged by new character mechanics, definitely give this mod a shot.

Note that LAICEPS is not meant by itself to make narrow specializations all you are at level 30. There are still plenty of ways to reach max skills and primary statistics for someone dedicated to building towards that end, but the tradeoff in other useful perks may not be worth it. Plan well and have fun!

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Version and Change Log
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Version 1.2.1

*Fixed the exit statements on the initialization script that would (caused bad lag). Thanks kerrybeagle!

*Also note that Bobblehead and Primary Attributes bonuses given by perks now show up in the Pip-Boy effects screen. This is a byproduct of changing these to bonuses that stack on top of scores of 10. :)

Version 1.2

*Initialization/update scripts added for the main LAICEPS file and LAICEPS - Point Lookout. Watch for the quest completion messages after loading your save game. You can miss them if you open a menu while it is still loading.

*Primary Stats unlocked up to scores of 15. Bobbleheads and perks no longer increase your permanent scores.

*Perk Pack One included.

*Charisma bonuses to buy prices are now less forgiving on the high end.

*Nerd Rage!, Quantum Chemist, Silent Running, Fortune Finder, Scrounger, Master Trader, Night Person, and Solar Powered perks altered.

*The Comprehension note for tracking books read is now available to everyone as soon as any skill book is read.

Version 1.1 Released 10/09/2010

*Re-added the removed perk "Swing for the Fences" to LAICEPS - Point Lookout

*Fixed a bad typo in the Skills section of the readme.

* Finally got around to fixing the Primary stats blurbs along with the loading screen text. They now indicate what Charisma, Intelligence, and Perception do in LAICEPS.

Version 1.0.1 Released 10/09/2010

*Small fix to make sure the initial loading script exits properly.

*Removed some of the scary language from the Usage section and added some console commands for mod removal.

Version 1 Released 10/01/2010

Initial public release version.
User avatar
Laura-Jayne Lee
 
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Post » Fri Feb 18, 2011 11:32 pm

I've made several changes since the preview. The biggest is probably to Nuclear Anomaly. Mostly I'm happy that I figured out how to fix it so it didn't just blow you to smithereens. It now also does more damage with higher radiation levels as many people intuitively thought it did! With the related rad perks to pump it up, it's really fun to take.

I believe everything is working as intended. You can give this a try with an existing game, but the results could be really messy. I do suggest a brand new game if you want to take the mod's true measure.

Balance critiques, perk suggestions, put them below. Thanks! :)
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Miguel
 
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Post » Sat Feb 19, 2011 1:15 am

Apologies, the skills section was missing from the readme. I've re-uploaded the mod with that addition.
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Rachell Katherine
 
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Post » Sat Feb 19, 2011 8:00 am

Small update that makes sure the script that loads the mod only executes once.

Next content update will likely be for uncapping Primary Stats. Natural stats will still cap at 10, but Bobbleheads and other item bonuses that push it above will function so early and heavy specializations will not go to waste or need to be planned around.
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Stace
 
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Post » Sat Feb 19, 2011 8:53 am

The things you've described sound like good things to me :)
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NeverStopThe
 
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Post » Sat Feb 19, 2011 1:15 am

So, I had more than expected time today to work on this and I've uploaded yet another new version. There was some general cleanup done along with one small but significant update--the restoration of the Point Lookout perk Swing for the Fences. I couldn't find a totally appropriate icon for it, but I'm happy with the image I converted. I should have no problem adding more professional looking perks in the future. ;)

Next up is more likely the uncapping of primary stats. That should be fun to figure out.

Don't be shy trying this out. I swear it's a fun mod. :)
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LADONA
 
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Post » Sat Feb 19, 2011 7:31 am

Kobu's Character Advancement System was always my mod of choice of this genre for Oblivion. Don't take the quietness personally, Kobu... you just posted at the tail end RIGHT before New Vegas. Everyone is waiting :celebration:
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brian adkins
 
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Post » Sat Feb 19, 2011 8:25 am

Kobu's Character Advancement System was always my mod of choice of this genre for Oblivion. Don't take the quietness personally, Kobu... you just posted at the tail end RIGHT before New Vegas. Everyone is waiting :celebration:


Thanks, I wish I had the time to go back and modernize KCAS. I'm still enamored with FO3 though and I'll keep working on it for the time being. The reaction to KCAS was a bit nuts, and here it's next to nothing, so it's a bit disheartening. I'm having a lot of fun making it though. And yeah, I am definitely late to the game. :) I actually made 90% of LAICEPS back in January but then got tied up in other stuff.

I may pick up New Vegas just to see if LAICEPS is warranted. I'm actually drooling over New Vegas but I have a lot of other games sitting unplayed. Stronger emphasis on primary stats (at least) combined with hardcoe mode would be heavenly in my estimation.
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leigh stewart
 
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Post » Sat Feb 19, 2011 9:41 am

Oh, update news for version 1.2.

Primary stat uncapping is just about done. STR, PER, etc. now go up to 15 with bonuses from perks, equipment, ingestibles, and bobbleheads. So you can start with 10 STR, get the bobblehead and power armor and have an effective score of 13. Perks like Night Person and chems will continue to be useful after hitting 10 in a stat, you don't have to plan for stat bobbleheads, etc. It's cool.

The first perk pack is also designed and ready for testing. This one is a collection of resistances which open up a sort of uberperk in exchange for taking those situational resistances.

The last thing to really work on is a revised initialization script that will automate perk refreshes and bobblehead conversions to try to make this work better with existing games. At the same time, I'm going to try a removal script. That one is trickier so it may need to wait for 1.3.

New Vegas actually stole some of my ideas for future perks, so I've scrapped my version of Purifier and a couple others. I'm sure someone will come along and reproduce those for FO3 anyway. Okay, now I see Comprehension is listed as a perk for NV. Gotta improve that. Some of those are nice, but others are a bit meh too. I think LAICEPS - New Vegas is a go.
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Josh Lozier
 
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Post » Sat Feb 19, 2011 8:42 am

The uncapper sounds nice, and would be great for NV too :D
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C.L.U.T.C.H
 
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Post » Fri Feb 18, 2011 6:32 pm

Version 1.2 is ready for download. I needed to make some major changes to implement the uncapper and the initialization scripts. Hopefully it doesn't break anything too badly.
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Undisclosed Desires
 
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Post » Fri Feb 18, 2011 9:54 pm

Oops. Uploaded the main .esp with a bad bug in it. 1.2.1 is out now.
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c.o.s.m.o
 
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