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Skill checks


Anvillior

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Sorry for the wait but I had some hard times thinking of where new skillchecks could fit in. Since dialogue isn't built for it and there aren't really more than four option at any given time or choices that require certain skills to make them it was a little difficult. The first thing I might add to the list is the requirement of differing degrees of agility or luck to disarm trap triggers.

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  • 8 months later...

Resurrecting this dead thread to hopefully re-vitalize this idea. If anyone is still interested in this I'd be happy to list potential places for skill checks. The first that comes to mind are the ones surrounding the repair liberty prime. I'd love to have more dialogue that makes it seem like my character knows what the heck is going on. With enough intelligence and the robotics expert perk, you should be able to bypass a lot of the fetch quests by coming up with alternate solutions.

 

I remember in New Vegas, for example, how you can fix the Boomer's rebreather without gathering materials. All you have to do is pass a skill check, and your player comes up with a creative solution to fix it that doesn't require any complex materials.

 

There are countless examples in Fallout 4 where similar skill checks would be welcome, and I'm willing to compile a list if anyone is willing to build a mod around it.

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I missed this felling of entering a lazaret and healing all injuries because I'm good at it, or repairing a nuclear reactor with some ducttape.

I came up with the idea to make such a mod myself, making a skillcheck is not hard, but it's hard to find fitting places if someone provides a explicit detailed list, where these checks would fit, I will make them, if I have the time.

btw I found this thread while think about making one about this topic.

what generally help finding objects in ck: world position cheat: getpos x,y,z, formids kicking things in console and writing down the hexnumber, questnames and stages.

Edited by ubuntufreakdragon
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  • 3 months later...

Reviving old thread again, I found another quest that could have a skill/perk check: During the quest call to arms, you have to redirect the power using an advanced-locked terminal which controls a fuse box on the wall. I've seen Tales of the Commonwealth use a fusebox as a skill check of the refractor perk. Someone could use this fusebox as a skill check for inteligence, refractor, endurance, and/or luck to bypass the terminal. I know its a vanilla quest but maybe it could work. I'm gonna hunt down for possible skill checks if I can.

 

Edit: We could also do something with the Yangtze. If you had a high enough rank in nuclear physicist, you could repair the coil instead of replace it. And if inventory checks are possible, have both nuclear physicist and a lot of nuclear material to serve as the fuel.

Its just a couple more, but seeing as Fallout 4 wasn't built to acomodate such skill checks (accomodating many more charisma checks instead) its more than I thought we could do.

You could also have a check to see if the player is wearing power armor, perhaps. If you're on a BoS ending, wearing power armour could be used to allow you to force the doors to advanced systems open.

Edited by Timeward
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  • 2 weeks later...

Can't quite remember the quest name, but in Diamond City Abbot wants you to get green paint for him from Hardware Town. I feel like Chemist could get the job done, instead of doing the fetch quest.

 

Also (again can never remember quest names) when you help out Danse at the Cambridge Police Station, Scribe Haylen has you run all over the commonwealth for radio tower parts. I think progressively high ranks of Science could negate the need to go walking all over, especially for survival.

 

 

Very cool idea. Always thought it was cool how you could repair that radio in Goodsprings back in FNV

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