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Cubicar

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Everything posted by Cubicar

  1. Is it possible to add new tag that will provide additional information into pip-boy Status section? Is it possible to make that END will define benefits from food instead of Survival skill? Is it possible to change skill's associated attribute? Is it possible to change skills' initial value formulas, formulas of Unarmed Damage, Skill Rate (skill points per level), Experience Modifier? Is it possible to make that value of every attribute will restrict max value of associated with it skills (so, for example, it won't be possible to create master of sneak with AGL of 1, or dignified scientist with INT of 1; 10 in the attribute will be required to be able to achieve 100 in its skills)? Is it possible to change penalties for not meeting weapon requirements? Is it possible to implement heavy armor minimal endurance requirements (AGL become reduced by 1 for each missing END point)? Is it possible to make that LCK will have influence on some merchants' assortment? Is it possible not to lose the second sock? P.S. Perhaps it is worthy to rename this thread into something like "All questions here" and pin it up to prevent similar threads spawning.
  2. Is it possible to make that the ability of pickpocketing was not active by default, but would require special perk to be taken? What is the best way to do that (in general terms)? Would it require NVSE using? Is it possible to make that the ability to skin animals was not active by default, but would require special perk to be taken? Can it be done that a player would not be able to move the hide from the inventory of dead animals, or what is the best way to do that (in general terms)? Would it require NVSE using?
  3. Pipboy screen stretched to display's resolution. Is that possible?
  4. Is it possible to add a new skill to the game through modding, would game mechanics allow to do that? I am not talking about the implementation of skill's mechanics itself, just if menus, perk requirements etc. will be able to consider new skill.
  5. I have another more simple idea how to tie ranged combat with the PER - VATS should ignore targets that are not detected by the compass. Seems to me fair enough. But is that possible to be done through modding?
  6. I was hoping fate will save me from using it, I guess my current LCK just is not high enough, but thanks anyway. This should occur in VATS menu, or it is not considered as menu? And it would be appropriate to make detection occur once upon entering VATS. Is it possible?
  7. Also, I think that this should affect only on ranged non heavy weapons so guns like Fat Man won't be affected. I am not acquainted with game resources, but I guess the only way to set things right is pretty simple (at least it looks to be so if is possible) and is to make that each point of Perception above 5 would give +5% to max range of ranged non heavy weapons. This should automatically affect VATS hit chances due to the distance, because I think scaling is tied on max range of the weapon.
  8. Nope. Accuracy (hit chance) scales due to the distance to the target. So if the hero is near the target, chance will be 100% (but as I understand, game always reduces it to 95%), considering distance as 0 (conditionally). At some distance the hero loses ability to hit the target (0% to hit), let it be 100m (conditionally). If scaling is linear, then we will have 75% on 25m and 25% on 75m. Now the idea is to make this distance (on which the hero losses ability to hit) larger on 5% for each point of Perception above 5, increasing the range on which it is possible to hit. This won't give constant accuracy bonus, with PER 10 this will give +5% at 25m, +10% at 50m, +15% at 75m, +20% at 100m (where would be 0%). I think this should play fine with all sorts of sniper perks, making high Persuasion more valuable for ranged shooters, and just adding more sense to the concept of persuasion itself (Persuasion had influence on ranged combat distance modifiers in Fallout 1, 2, Tactics). Possible problems: how this is going to manage with weapons parameter of max range, I don't know.
  9. I have a question. Is such thing actually possible to be made through modding?
  10. So we already have refusing responses, we already have needed topics which can have an additional condition of a minimum Charisma level, then sounds like it should be pretty seamlessly to do. And it is not a big deal that companions' responses will refer to hero's fully crowded party when Charisma check is not passed, after all this is going to be just another one user mod.
  11. I want to clarify the idea. Mod should affect VATS accuracy (hit chances) scaling due to the distance to the target according to Perception value (if it is above 5).
  12. I had responded to the body of your post, but your title is smaller in scope (Companions require Charisma to join). That one, I think, would be easy to tag on to any other conditions in a single topic. Did you have a minimum number in mind? Me not understand second sentence (even enhancing my cerebral cortex with the Logic Co-Processor didn't help :smile:). If we are talking about required Charisma numbers, then I think they should be in the range of 3-6, or maybe 2-6. I don't think it is worth to make it higher than 6 because non perks require Charisma so high.
  13. I think if player is limited in number of companions that are in the party at one moment, then there should be some refusing responses. Even if there are not, I think there is a way to keep the dialog voiced because in mod Goodsprings Shack NPC received one mute response, but rest of them remained as they were.
  14. I find FNV SPECIAL system the most right and interesting among all the role playing systems I met in the games. But some things bother me. One of them (the other is here) is that Perception does not affect ranged weapon accuracy in VATS. The idea is to add VATS accuracy bonus for each point of Perception above 5. Something like this: with Perception 6/7/8/9/10 player receives same accuracy values at distance from the target that is 5/10/15/20/25% greater (5% for each point above 5). Meaning that player may receive higher accuracy values at the same distance if his Perception is raised above 5.
  15. I can understand where you coming from, but I did want to mention that charisma is related to companion nerve, and a high charisma can give significant bonuses to companions. I don't recall exactly how much at the moment, but for a high charisma character it was substantial. Nerve grants a total bonus of +50% damage and damage threshold, but AFAIK stupid AI often makes this useless as it makes useless companion itself. Anyway, seems to me minimal Charisma is far not so critical as any other attribute.
  16. I find FNV SPECIAL system the most right and interesting among all the role playing systems I met in the games. But one thing bothers me - Charisma itself is a pretty useless attribute. AFAIK many players prefer not to spend any points on it, that ruins the system's integrity. So the idea is to raise Charisma usefulness by adding Charisma checks (from 3 to 5) into the companions' dialogue lines so that this companions would refuse to join a player if Charisma check is not passed (temporary boosts should not affect). I am still new to the game, I haven't dealt with the companions yet, so I am not sure how much this idea fits to the game.
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