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[RELz] Skill Cap based on SPECIALs


Harmy52

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Skill Cap Based On SPECIALs

 

Download here.

 

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.

 

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. :P

 

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 sucks 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.

 

In the newest update tagged skills are now ignored by the script. So tagged skills are automatically able to reach 100.

 

My mod in a nutshell.

 

UPDATE!!! I made a teeny tiny mistake 746 times. I replaced all 746 faulty records and it's fixed. My mistake was that when something increased your SPECIALs your Cap increased with you. While that aint such a problem, the same happened when deceasin. Oops.. Heh heh.. But, like I said, it's been fixed.

 

Update no. 2: My mod now tracks tagged skills.

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