[RELz] PRFEW - Perception Requirement for Energy Weapons

Post » Sat May 28, 2011 9:06 pm

Name: Perception Requirement for Energy Weapons
Author: Harmy52
Version: 1.0
Date: 11-5-2010
Cateogry: Gameplay Tweaks
Link: Little Hylian with a green hat.
Homepage: None


===============
Description:
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This adds a perception requirement to Energy Weapons.

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Details:
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SPECIALs. They were so important in FO1/2 yet near useless in FO3. I hope that my Skill Cap based on SPECIALs mod helped in that regard.

So, what does this mod do? This mod adds a Perception requirement to using Energy Weapons.

That means that to use Energy Weapons pefectly, you need to have 7 perception. If you have lower then 7 perception you have a random chance of hurting yourself when firing.

The lower your perception the more chance of hurting yourself, and the more damage. So I advice you not to fire Energy Weapons when you have 1 perception ;)

I also advice you not to use automatic Energy Weapons when you have less then 7 perception. (Been there, done that, and have a tombstone to prove it :P)

This mod is also completely compatible with any mod that adds Energy Weapons. No patches needed. This mod is also compatible with popular mods like FWE, FOOK, and Phalanx.

This mod requires FOSE to work.

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Requirements:
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Fallout 3 Patch 1.7
FOSE v1 (fose.silverlock.org)

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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. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

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Un-Install:
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

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Compatibility:
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This should be completely compatible with any mod.

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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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1.0 11-5-2010 - Initial Release

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Contact:
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Harmy52 at gamesas Forums.
Harmy52 at Nexus Forums.

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Recommended Mods:
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Ammo Limit: http://www.fallout3nexus.com/downloads/file.php?id=10921

Skill Cap based on SPECIALs: http://www.fallout3nexus.com/downloads/file.php?id=11195

===============
Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to a load of people I know for helping me out.
Thanks to Chipfork for making this sound:

http://www.freesound.org/samplesViewSingle.php?id=72647
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to God for making us all.

===============
Tools Used:
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GECK
Audacity
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.

You do not use parts of this in your mods without asking me and getting my permission. If I do not respond then the answer is an immediate no.

http://www.fallout3nexus.com/downloads/file.php?id=12576
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Sat May 28, 2011 5:47 pm

OOOH! I like where this is going, I'll grab this and try it out.

Thanks for making this!
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sat May 28, 2011 10:37 am

OOOH! I like where this is going, I'll grab this and try it out.

Thanks for making this!


Thank you for replying :) You might be interested to know that the small guns version is coming soon.

Enjoy your mod!
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Sat May 28, 2011 9:55 am

Will this affect NPCs as well as the PC?

Mike T
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sat May 28, 2011 6:57 am

Nice idea, love these little tweaks that add a bit to the realism, downloaded and installed. Not sure I'd agree with a small guns version though, a pistol isn't exactly the most complicated thing in the world to handle and maintain. Now a big guns version would be a different story.

One suggestion though, if possible perhaps have the energy weapon skill play a bit of a role in the chance of an accident occurring. Maybe have a skill of 50 represent a neutral influence, any lower value increases the chance of it happening and higher values decreases the chance. So take whatever the chance you have based on whatever your perception is and with say a EW skill of 30, tack on an added 10%-20% or something like that of having an accident occur. That way your knowledge and skill (or lack there of) with energy weapons can have a minor influence as well.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Sat May 28, 2011 12:53 pm

Will this affect NPCs as well as the PC?

Mike T


No. All of the mods linked to on this page, look at the recommended mods, sadly only affect the PC.
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Sat May 28, 2011 5:30 am

:) Guess it was just wishful thinking on my part. Thought it would be fun to see a weapon possibly blow up in an enemy NPC's face. LOL As an aside, at least it won't affect any energy toting companions. Btw, still like the idea of this mod, glad I put points in perception. Thanks for releasing this mod, as well as your reply.

Mike T
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Sat May 28, 2011 6:42 am

:) Guess it was just wishful thinking on my part. Thought it would be fun to see a weapon possibly blow up in an enemy NPC's face. LOL As an aside, at least it won't affect any energy toting companions. Btw, still like the idea of this mod, glad I put points in perception. Thanks for releasing this mod, as well as your reply.

Mike T


Your welcome :)

I updated the description on the download page to point to this thread and the nexus forums thread.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am


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