Skill and S.P.E.C.I.A.L. maximum

Ergonpandilus

First time out of the vault
Hi, I'm new here, but I ain't new to Fallout franchise... Here's my few question/ideas about future mods.

Skills and S.P.E.C.I.A.L.:

Is it possible to add a mod, that allows bonuses (ex. from equipment) go over the maximum of skills (100%) and attributes (10).

For skills 120% and for attributes 12.

In Fallout 1&2 this wasn't necessary, because there aren't that many equipment that gave bonuses unlike in Fallout 3. And in Fallout 3, you gain a lot more skill points from attributes!


S.P.E.C.I.A.L. bonuses:

And another question, is it possible to change what bonuses attributes give? I'd like attributes to be more like in Fallout 1&2 and give other bonuses than +XX to YY skill. I was really dissapointed with perception, because I thought it would increase chance to hit and make a critical hit. :(


V.A.T.S. in melee:
How about melee VATS. Any chance to make it work like ranged VATS with more targets? And would it be possible to add groin and eyes back? Love the idea to hit a bad guy with a rusty dagger to his groin. :twisted:
 
As far as I have been able to tell from all my digging, both of those maximums are hardcoded in the executable - likely as constants in the sourcecode.

So... no, unfortunately.
 
Yeah, I've been searching for them using FOMM(Trying to make a mod that makes S.P.E.C.I.A.L. and skills more like FO2) - if I find anything, I'll post it.
 
@Makagulfazel

What are the changes you are planning on? I may have done some of the work for you already.
 
I basically robbed a few ideas from other peoples' .esps while modifying them slightly or changing them completely:
Done:
-Increase level cap to 40. (I owe credit)
-Increase the amount of xp needed to level drastically(You should never reach lvl 40, or even 30 unless you explore forever) (I owe credit)
-Tweak a lot of miscellaneous global settings to make the game more challenging(VATS player damage, radiation multiplier, slightly increase movement run speeds, etc.) (Idea from Sarge's mod, but almost all the values he chose I have changed to my liking or stayed with the vanilla version)

Need:
-Remove bobblehead effects retroactively(Fuck those things - I wish I never picked them up)
-Increase Stat max to 300 - add scaling like FO2.
-Change hacking/locks to reflect the change in stats.
-Remove clothes/armor bonuses that don't make sense(Almost all of them besides power armor)

There's more, but right now I'm focused on the bobbleheads and stats. I also would like to reduce the number of intense training ranks you can get(keep a couple to reflect Gifted trait) and change the amount of perks from 1 every level to 1 every 3 levels. Damn, I keep thinking of more, but I'll go one step at a time.

EDIT:
Basically - I want FO2/1's leveling scheme - none of this jack-of-all-trades bullshit.
 
Well, he did list "add scaling like FO2" in the same item as "Increase state max to 300." I would assume that would take care of it.
 
I'm a slow worker when it comes to recreational stuff, but I'll post as I come across ways to alter the stats. I've already started work on the bobbleheads, but couldn't find a way to remove their effects yet. I figured you'd be able to edit the hex numbers in the SPEL bobblehead variables to change the effect they give, but so far my edits have been fruitless.
 
Leon said:
Well, he did list "add scaling like FO2" in the same item as "Increase state max to 300." I would assume that would take care of it.

Was in response to dubby, who claimed that the maximum values were impossible to remove.
 
Phil the Nuka-Cola Dude said:
You can indeed remove the 100 cap on skills, but I don't know if they have any further effect when raised above it.

would you care to elaborate how?
 
Actually we don't have the full list of Game Settings coded in the exe that can be changed by a esm/esp file. We only have the list of those present in fallout3.esm.

One example of setting that is not in the esm but can be changed by an esp is the one that contains the time to respawn a cell : iHoursToRespawnCell ( it's the same that was used in Oblivion ) with a default value of 72 for 3 days. I have made an esp to change the value to 168 for 7 days and verified the result with getGS in the console. It works.

BTW the skill cap was hardcoded in Oblivion... probably the same for Fallout.
 
lMakagulfazelIm so with you on the bubbleshitheads - what a ridiculous anti-rpg idea! They should`v made stats upgrades via labs maybe, after completing some quests for them
 
Erny said:
lMakagulfazelIm so with you on the bubbleshitheads - what a ridiculous anti-rpg idea! They should`v made stats upgrades via labs maybe, after completing some quests for them

You mean like how in Fallout 2 you could embark on a longass quest to get an implant via brain surgery?

Tell you what else would be nice, albeit a lot more difficult.. visual aspects. Like if you get cyborg implants, they actually show somehow.
 
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