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Revise Useless Perks


Park77

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Upgrade and revise useless perks in NV.

examples

 

Computer Whiz - Why get this when you can just turn-off and turn-on the terminal before you get locked out?

How about having computer whiz lets means 100% success for terminals within your Science level, and as an added bonus the Whiz always receives an option to reprogram all turrets and/or robots to attack enemies using terminals.

 

Infiltrator - Once again, exiting the lock-pick screen before you break your pin makes this perk useless.

Like Whiz, make locks picked within Lockpick level automatic. Since people who are good at infiltrating are usually good at getting away, maybe make it so that an infiltrator inside a building can fast travel to the entrance of that building UNLESS in combat.

 

Rad Absorption - Kind of useless by the time you can take it. By level 28 you will likely be rolling in caps and RadAway that radiation won't pose a threat. How about making it more semi-ghoul like, where you heal at the rate you are irradiated, then slowly lose the rads at -1/20s

 

Retention - I have a feeling that most people use magazines to meet hacking, picking, speech, and barter tests, and that lengthening the time period isn't too useful. How about in addition to the longer duration, skills are permanently raised by 1 for every 4 to 5 magazines read.

 

The first 2 are universally useless, meaning there is no argument that would make them look useful. The latter 2 are more of a personal judgement call...

 

Feel free to add to the list...

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I agree that a perk overhaul would be welcome...

 

I really liked a project from Fallout 3 which wanted to add classes to the game to get more specialized and engaging perks over all - the Mercenary, with a focus on combat (which had perks that made it very versatile with weapons and items, and could have an okay level in two secondary abilities) - you could basically make it a soldier, a BFG-wielding maniac, a brawler, etc.; the Lurker, with a focus on stealth and subtlety in general, you could shape it to be a ninja with quick attacks and assassination expertise, learn how to brew poisons and etc., or you could move it into a more sniperish direction with more survival abilities; and lastly the Scavenger, focusing on non-combat skills, and you could make it into more of a scientist character and get perks that taught you blueprints for cool gizmos, or also make it more into an Indiana Jones kind of scrapper.

 

I don't know, any kind of overhaul would be okay, the perks as they are are pretty meh.

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This is very easy to do for yourself, just open the geck and find Perks under "Actor data" I think, and edit away. The only problem is it takes time and you may not be able to get the exact effect you want from the resources the geck has available.

 

I suggest you look at a geck tutorial, making your own mod is very rewarding and the mod will be a lot closer to what you want than what another modder might think you want.

 

Modding is a lot easier than you might think once you get the hang of navigating the geck.

Edited by Savage117
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This is very easy to do for yourself, just open the geck and find Perks under "Actor data" I think, and edit away. The only problem is it takes time and you may not be able to get the exact effect you want from the resources the geck has available.

 

I suggest you look at a geck tutorial, making your own mod is very rewarding and the mod will be a lot closer to what you want than what another modder might think you want.

 

I couldn't agree with you more. Here, read this, it'll get you started.

 

 

http://www.newvegasnexus.com/articles/article.php?id=24

 

^^^^^^Shameless Self-Promotion^^^^^^^^ 8)

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I know I should learn how to use the GECK. Thanks for the link

 

I just know I will get too caught up making perks, items, gameplay changes and such that my girlfriend will leave me and Ill lose my job.

 

BUT, at least those pesky perks will be fixed!

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