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Perks system in Oblivion


rubberrubberturkey

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hiya just wondering is it possible to make a perk system similar to fall out after you level up in Oblivion? and how would it be done? (i was thinking scripting but can't think on how to start it) :wallbash:

 

 

Could you please explain the perk system in Fallout 3 ,for those who didn't played yet ? :huh:

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Same as fallout 2 and 1. And tactics.

 

Every 3 or so levels. You get a list of special abilities you can choose from based on your skills, stats and previously taken perks. Like pack mule (increases the amount of what you can carry), Anatomy (if you've got higher than average first aid, lets you heal faster but also increases your crit chance/dmg), Silent running, Silent killing, slayer, sniper (both make your crits do max dmg one for melee the second for long range, based on others perks, have to have level 25 (which is max))etc etc.

 

So I guess that what he wants is something similar but based on the OB skills. I dunno, a few ideas as an example: Jester (Increases the disposition of persuaded people towards jokes, based on jokes told ;D), Towering Monster (Adds some str, increases size), Steadfast defender (increases the armor added by blocking).

 

Or something to that effect.

 

However seeing how riggid the scripting system is you'd be very limited in creating perks. Another problem would be compactibility with other mods.

 

You know, I always liked the perk system myself, too bad OB isn't realy suited for such a thing.

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I believe such a system was first used in D&D, 3rd edition or something like that, so giving bethsoft the credit fot the idea would be a bit incorrect, although the original fallout had something close, I believe it was only defined at character creation, and nothing further could be added later.

 

The real problem in this case is coming up with things that would work like this. Outside fortify effects there isn't much that can be done to give the player a bonus to any particular thing without giving everyone else that bonus. And most active effects (skills) would still end up being spells. To make matters worse, many of those things which can be done successfully, have already been done without such a system in mind, so coming up with new things, or adapting other people's systems to work in such a way would probably be a very difficult task. It's for this same reason that there aren't many other mods which add similar abilities without such a "earn it" system.

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i agree with vagrant... fallout 3 is definately not the first with perks per level... even anarchy online had one, or gothic and dozens of other games... well d&d was prolly first tho

heck even oblivion has one even tho kinda puny (sneak attack x3 and such things or the power attacks)

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