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Can I Have Feedback On My New Perks


darkfox85

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Okay. For my mod I’ve added 30 to 40 new perks and counting. If I can get some feedback on them, be they suspected OP or useless, that would be fantastic.

 

 

AFFLUENT BOAST

With this perk you can compensate lack of speech skills with wealth. You receive a bonus to your Speech and Charisma in direct proportion to how many caps you're carrying. Be careful not to get over encumbered; 25 caps equals 1 lb.

 

[NOTE: In my mod bottle caps have weight]

 

BACKUP MEDIC

With this perk, healing items give additional benefits dependent on your current medicine skill and other factors

 

BLESSED PRESCRIPTION

You found some senior doctors volumes and learnt to prepare three unique meds on the spot if you have the Doctor's Volumes on you. The meds need ingredients but all are potent. Full details disclosed when you take perk.

 

BLUNT TRAUMA

With this perk, blunt melee weapons (the Baseball Bat, Lead Pipe, Police Baton, Pool Cue, Rolling Pin, The Break, and the Tire Iron) will knock down an opponent if you land a critical hit.

 

BOLD SNIPER

With this perk, all scoped weapons deal an extra 20% damage and give a 20% damage resistance bonus if equipped when sneaking

 

BOXERS RESOLVE

In the event of suffering from over 175 rads, you gain +2 Endurance, +50% Poison Resistance, and +10 Unarmed Skill points so long as that level of radiation is maintained

 

CALM WATCH MAKER

With this perk, you have learnt how to make stealth boys last 150% longer (up to 5 minuets)

 

CLOAK & DAGGER

You've found a special stealth boy. When sneaking in a walking stance with your weapon put away, you generate a perfect and permanent stealth field. Instructions will be provided when you take the perk.

 

COMPACT MEDICINE

With this perk, all collected Stimpaks will be 50% lighter than they usually are allowing you to carry more. Cluster will also be quickly built for even more efficient carry space

 

[NOTE: In my mod stimpaks have a weight]

 

COOL RECOVER

With this perk, if your health drops to less than 30%, going into sneaking mode and holding still will sharply boost the sneak skill and rapidly recover lost health back up to 30%

 

COSTUMED ARTISTE

With each rank of this perk you'll learn "items sets" where equipping certain apparel and using certain rare weapons grants bonus effects. A list of three will be revealed with each rank.

 

DENSE ORDINANCE

With this perk, the user can craft easy-access belted frag grenades. The belted grenades take up less space and weight than normal grenades and are quicker to use requiring less AP

 

DETECTIVE’S LUNCH

With this perk, Scotch will not reduce intelligence and will give a +10% damage and damage resistance for 8 minuets alongside its normal effects, and Noodles will heal a very large amount of health.

 

DOCTORS RESPECT

With this perk you're recognised as the child of James. All purified water gives 400% more health, and wearing any lab coat, Vault 101, or Dr's apparel, boosts charisma and intelligence + 2. But you must maintain very good karma.

 

FLEXIBLE GARB

With this perk, you'll be given six adjustment books that alter the weapon stats of many different clothes. These books can be stashed to your specifications to make sure you get the most out of all clothes relative to your build.

 

KARMA DISGUISE

With this perk, when wearing a Regulator Duster, Talon Company armour, or a few others, you'll be on friendly terms with the relative faction and they won't attack you unless provoked.

 

MAGICIANS GAMBIT

With this perk you gain 14 mysterious cards that let you customize your S.P.E.C.I.A.L. stats.

 

NARCOTICS EXPLOIT

With this perk, all chems will have their effects boosted by 20%.

 

PAUPERS ANXIETY

With this perk, the damage dealt with the Hunting, Lever-action and Railway Rifles is increased depending on how few caps you have on your person. Fewer caps, equals more damage with those weapons. Also applies to unique variants.

 

[NOTE: In my mod bottle caps have weight]

 

PERFORMANCE OPTIMISE

With this perk, the lower your ammo for any "Big Gun" weapon, the more damage it will do.

 

PRECIOUS LOOT

With this perk, any human you kill might be holding a very rare item for you to salvage (if you're lucky.)

 

QUARTZ POLISHER

With each rank of this perk, the user can prepare 1, 2, or 3 Cartons of Quartz Coolant from a workbench using certain ingredients. The Coolant repairs any energy weapon to a degree determined by the users repair skill.

 

RAIDER MASQUERADE

With this perk, wasteland raiders won't be hostile towards you so long as you're wearing one of their common "Raider" apparel and don't give them reason to attack.

 

RAIN SHIELD

With this perk, you gain 75% damage resistance whilst firing a minigun, gattling laser, or unique variant of these weapons.

 

SLAVER RESPECT

With this perk you're an aspiring super slaver. The Mesmetron requires less AP and is more accurate and wearing any "Merc" outfit, Zoot Suit, Leather or Metal Armour, boosts perception and endurance +2. But you must maintain very evil karma.

 

STEEL MARAUDER

With this perk, sneak attack critical hits with the Kitchen, Combat, Trench Knives, or any unique variant will kill humans and ghouls instantly.

 

TEAM SPIRIT

With this perk, any companion you're with gain +10% damage resistance and can carry 15 lbs more equipment.

 

TEXTILE SOLUTION

With this perk you'll be able to repair certain armours with pre-war clothes and misc items. Full details are publicized when you take the perk.

 

TROPHY COLLECTOR

With this perk, you learn to collect trophies from slain beasts. Collect x 20 trophies and you gain new perks, but the prey is fearsome: Albino Radscorpions, Deathclaws, Ghoul Reavers, and Super Mutant Overlords.

 

UNHOLY HARVEST

With this perk, you might "harvest" some Succulent Meat from humans or ghouls you kill. It is better to strange meat in every way but costs Karma when eaten.

 

VITAL CALIBRATE

With this perk, your critical damage and VATS accuracy with energy weapons are boosted by an amount roughly 40% of your current science skill. [e.g., 10 science, 4% boost]

 

WASTELAND FILTER

With this perk, a 75% damage increase is granted to the Silenced Pistol and the .32 Revolver as well as an extra 30 AP for those weapons, all so long as good karma is maintained.

 

WASTELAND SLAYER

With this perk, the Axe, Dismemberer, Samurai Sword, Chinese Officer's Sword and Vampire's Edge deal 75% more damage and give a 20% damage resistance bonus whilst equipped all so long as evil karma is maintained.

 

WEATHERED VETERAN

With this perk, you gain +10% resistance to fire damage, poison, and radiation

 

WIRED NIKITA

Missile Launchers gain +80 AP and do extra damage to enemy legs. Furthermore you gain +15% damage resistance when wearing a Confederate Hat, Police Hat, or a Storm Chaser hat with one of these weapons equipped.

 

Thanks for taking the time to read them. Are they any good?

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It'd be 200 caps to make one pound, actually. Yes, I actually weighed them.

EDIT:

Cool Recovery

Dense Ordnance

Performance Optimization*

Vital Calibration

 

*Could also be "Optimisation" if you're British.

 

Hi!

Um. I'm not sure I understand your post. It's 25 caps for 1 lbs. I should know. I modded it that way. But then again, unmodded they're weightless so, I don't know why you'd think I'd mod it to be 200. Or are you confusing it with your own mod?

 

And I'm not sure I understand the list of names afterwards. Ordnance yeah that was a mistake, but the others? Do you prefer those new names? Are those corrections? Why bring them up?

 

I don't get it. Any of it... but thanks for the feedback.

I think.

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Spelling corrections and/or better wording. As for the weight of caps, that is how much they weigh in real life. I actually weighed them. I have a collection of one hundred caps which came out to half a pound.

 

As far as I’m concerned, lbs in Fallout 3 also represents how much space on your person the item/items take up. 200 caps will take up a lot of space regardless of how much it does or doesn’t weight.

 

Besides, the weight of almost everything in the game can be called into question for being “wrong/unrealistic” and I think noting that my weight for bottle caps isn’t equal to the real world to be a deeply bizarre thing to call out. It really doesn’t matter.

 

Also your wording wasn’t better. I’ll keep it the way it is.

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If you ask for criticism then you really ought to be more diplomatic in your rejection of suggestions...

 

Having said that, the first dozen or so of your perk ideas (all I read) seem quite interesting and reasonable. Also, you are quite right - Bethesda use the term 'encumbrance' rather than 'weight' for a reason. It is pointless to try and bring real world weight figures into the game.

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If you ask for criticism then you really ought to be more diplomatic in your rejection of suggestions...

 

Having said that, the first dozen or so of your perk ideas (all I read) seem quite interesting and reasonable. Also, you are quite right - Bethesda use the term 'encumbrance' rather than 'weight' for a reason. It is pointless to try and bring real world weight figures into the game.

 

I suppose you're right. My apologies. And thank you for saying nice things.

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Well, not all weights are unrealistic. A lot of rifles and pistols weigh around what Bethesda has it as but the big guns are too light (something I changed in my own mod). That and the food (which I changed, too). Encumbrance is used only when you go over your carry weight. I would still suggest 200 caps to a pound, but only because my own mod makes weapons and armor very expensive. Selling a fully repaired Chinese assault rifle (something like 4500 caps) would put you over the weight limit if you're carrying other stuff or selling the body portion of Hellfire armor (15000 caps). As for the names, it's your mod. I just think my wording rolls off the tongue better. Also, I overlooked the missing apostrophe in Pauper's Anxiety.
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