(RELz) SCBOP

Post » Sat May 14, 2011 12:44 am

Okay. Once BS was released you could make the perfect character. All character building ended in the same way. Every skill at level 100. And i've you planned a little, every special at 10.

While my next mod won't fix the SPECIAL part, it will attempt to fix the skill part. Not by limiting the amount of skill points you get.

By lowering the skill cap based on how low your SPECIALs are.

For Example: You have a Perception of 8. This would mean that your Explosions, Energy Weapons, and Lockpick are capped at 80. However, If you have above 6 and below 9 luck your cap is at 85. If it's above 8 then it gets capped at 90.

Here are the numbers.

Special 1: Cap 20
Special 2: Cap 50
Special 3: Cap 50
Special 4: Cap 50
Special 5: Cap 50
Special 6: Cap 60
Special 7: Cap 70
Special 8: Cap 80
Special 9: Cap 90
Special 10: Cap 100

I have set this so that there are some real penalties to setting a SPECIAL at 1. I might do the same for 2. Considering the SPECIAL Bobble heads.

Then Luck. Since luck governs no skill, I wanted to do something special with it.

Luck 1: Nothing
Luck 2: Nothing
Luck 3: Nothing
Luck 4: Nothing
Luck 5: Nothing
Luck 6: Nothing
Luck 7: Cap +5
Luck 8: Cap +5
Luck 9: Cap +10
Luck 10: Cap +10

For Example. Intelligence 1 and luck 7. That would cap my Science, Repair, and Medicine at 25. Why? Because my character is seriously stupid. This would just allow my character to hack the most basic of terminals.

But, the points he didn't put in Intelligence he could have put them in Perception. That would give him the potential to become one of the best thieves in the wastes. He is still dumb however

So, this would bring in some roleplay elements too. My high endurance character should not even think about using energy weapons if his perception is very low.

If my character has is a rude pig, then he shouldn't be able to sweet talk his way out of things.

Any suggestions?

Harmy52

Here's the download people: http://www.fallout3nexus.com/downloads/file.php?id=11195
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JUan Martinez
 
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Post » Fri May 13, 2011 8:45 pm

Let's take a look at a character build I recently made.

S: 7
P: 5
E: 9
C: 3
I: 5
A: 1
L: 9

Then my total potential would be:

Small Guns: 30
Big Guns: 100
Energy Weapons: 60
Unarmed: 100
Melee Weapons: 80
Explosions: 60
Medicine: 60
Sneak: 30
Lockpick: 60
Science: 60
Repair: 60
Speech: 40
Barter: 40

Considering my high points, Big Guns Melee and Unarmed, I could roleplay a BOS palpadin! Or a super mutant...

Considering my maximum speech however, I think the latter :D

Keep in mind people, this would be a maxed out character. Your SPECIALs now actually matter. I never use Small Guns with this character just becuase I know my character svcks at it.

Even if you don't feel like roleplaying, this will stop you from becoming the god of the wastes at level 30. Even skill books won't get you past your cap.

I'm still not sure if I should do things with your tagged skills though.
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Emily Jones
 
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Post » Fri May 13, 2011 10:20 pm

I like this idea, since Daggerfall I've never liked that every character ends up with the same build. The luck bonus being used to get to 100 would be a problem for me though, I never put any points into luck because I don't like how it affects the game in general. My present characters only special at 10 is intelligence, with the next being agility 8. The next character however would turn out completely different which is great, being limited by your natural attributes is quite realistic I think. So skill books and bobbleheads would not be effective in raising the skill past the limit imposed?
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Zualett
 
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Post » Sat May 14, 2011 2:53 am

Skillbooks and Bobbleheads will only get you to the cap faster. I could edit the Bobbleheads, but that would break compatiblity with other mods such as Arwens. This mod is compatible with skill reducing mods.

Besides the Luck bonus the only way to get your skills to 100 is by having your corresponding SPECIAL at 10. Having a stat at 100 means you're the best in the wastes. So I think that should require some sacrifices :)

Anyways, suggestions are always welcome.

Harmy52
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Quick draw II
 
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Post » Fri May 13, 2011 11:27 pm

what about items that increase/decrease your special? Would the skills cap be dependant on that? Nice idea BTW, this could finally be a nice way to increase the importance of SPECIAL just like in fallout 1 and 2
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gemma king
 
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Post » Sat May 14, 2011 2:07 am

Frankly, I was surprised no one ever did something like this.

Clothing only adds reduces your temp SEPCIALs. Not your base. So clothing shouldn't have any effect on your cap. You can however, go above your cap with clothing. But it will be gone once you unequip it.
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Mike Plumley
 
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Post » Fri May 13, 2011 11:55 pm

Frankly, I was surprised no one ever did something like this.

Clothing only adds reduces your temp SEPCIALs. Not your base. So clothing shouldn't have any effect on your cap. You can however, go above your cap with clothing. But it will be gone once you unequip it.


Ok, so what about drugs that temporarily increase your skills, like mentats, would they be caped as well?
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Reanan-Marie Olsen
 
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Post » Fri May 13, 2011 2:16 pm

I would have to test that. I think it works the same as with clothing however.
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Fam Mughal
 
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Post » Fri May 13, 2011 7:34 pm

Ok, hope to see this finished soon :thumbsup: ! Its a really gr8 idea
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Dean Brown
 
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Post » Fri May 13, 2011 8:32 pm

Ok, hope to see this finished soon :thumbsup: ! Its a really gr8 idea


Thanks :) Keep in mind however, that there are 14 different max caps for each skill. There are 13 skills, so I would need to create 182 caps. That's a lot :) So this will take a while.
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Imy Davies
 
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Post » Fri May 13, 2011 10:54 pm

I like this idea.

You're going to have to do something about the Almost Perfect perk though, under your system it will set all skill caps to 100. Maybe you could make it cap all your skills at 90?
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sally coker
 
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Post » Sat May 14, 2011 12:04 am

Only problem is, you get the almost perfect perk at level 30 :) So unless someone saves up every skillbook in the game, it won't be of much use to them.
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Timara White
 
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Post » Fri May 13, 2011 1:05 pm

Or you could wait until you hit level 30 to take the skill bobbleheads. Some people already do that with the SPECIAL bobbleheads.
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Nana Samboy
 
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Post » Fri May 13, 2011 8:41 pm

True. But I'm sure there will always be a way.

And if I would set the max cap to 90 then you couldn't pick some locks and hack some computers.

Anyways, I'll first focus on getting this thing working. Then I'll make sure that you still won't be able to get everything at 100 :)

Besides, people who would do that most likely wouldn't download my mod anyway :)
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Katharine Newton
 
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Post » Fri May 13, 2011 7:17 pm

And if I would set the max cap to 90 then you couldn't pick some locks and hack some computers.
Yeah. I think there should be some drawbacks to that perk, but it's your mod so make it how you want it :)
Anyways, I'll first focus on getting this thing working. Then I'll make sure that you still won't be able to get everything at 100 :)
I hear you.
Besides, people who would do that most likely wouldn't download my mod anyway :)
Good point, I never take Almost Perfect. It's just the first thing that came to mind when I saw your numbers.
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(G-yen)
 
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Post » Fri May 13, 2011 10:55 pm

Yeah. I think there should be some drawbacks to that perk, but it's your mod so make it how you want it :)

I hear you.

Good point, I never take Almost Perfect. It's just the first thing that came to mind when I saw your numbers.


The way I make this mod it's 100% compatible :) It also has no DLCs as requirements. If I edited the perk that would break both. Maybe in another mod :)

I'm glad you understand. It's already tedious enough to make it work :P Well, not tedious, just boring. But I would definetly want to see this in my own game :)
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Josh Lozier
 
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Post » Fri May 13, 2011 8:40 pm

Why not just a little plug-in to remove/change that perk?

I really like this idea.
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Mr. Ray
 
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Post » Sat May 14, 2011 2:35 am

Why not just a little plug-in to remove/change that perk?

I really like this idea.


Maybe after this one is done. I would need to change it though. The game chrashes if you remove perks if you already have them.

Thanks for the feedback guys :)
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Prue
 
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Post » Fri May 13, 2011 1:03 pm

The way I make this mod it's 100% compatible :) It also has no DLCs as requirements. If I edited the perk that would break both.
You could do the Broken Steel stuff in a separate esp. Of coarse, I understand if that's not your priority, but it would work.
It's already tedious enough to make it work :P Well, not tedious, just boring. But I would definetly want to see this in my own game :)
Me too. Good luck, and have fun. :)
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Roddy
 
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Post » Fri May 13, 2011 10:50 am

Thanks cordsnwires :) I wasn't expecting such an interest at first :lol: I mean, nobody made something like this, nobody requested something like this, so I wasn't expecting such feedback :)

I might do the seperate esp thing, but after a few updates to my already done mods.

I'll keep you guys posted :)
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GabiiE Liiziiouz
 
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Post » Sat May 14, 2011 1:38 am

I so hope they won't add more skills in New Vegas :D

Harmy52
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Alisia Lisha
 
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Post » Fri May 13, 2011 9:31 pm

Would something like this not be easier

set pStr to Player.GetBaseAV Strengthset pAgl etc....if Player.GetBaseAV Luck == 1		set pLck to -5else ....endifIf Player.GetBaseAV MeleeWeapons > ((pStr * 10) + pLck)	Player.ModAV MeleeWeapons -1endifIf Player.GetBaseAV SmallGuns > ((pAgl * 10) + pLck)	Player.ModAV SmallGuns -1endif

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Marion Geneste
 
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Post » Fri May 13, 2011 8:54 pm

Great! Yet another mod that makes my life harder and the game much more interesting. Looking forward to using this alongside FWE and MMM :)
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sophie
 
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Post » Fri May 13, 2011 9:09 pm

Considering Tag skills. Maybe they should get a flat +10 bonus to the cap?
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barbara belmonte
 
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Post » Fri May 13, 2011 11:20 am

I like the idea. However, I currently have no idea how to track a tag skill. And that would more then double the amount of work for me at the moment. However, I'll make sure to add that in an update :)

Forevernomad: Argh! :brokencomputer: That would indeed be faster. Thanks man. :tops:
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Maria Garcia
 
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