Jump to content

Learning Overhaul (book/magazine/perk changes)


H1ms3lf

Recommended Posts

Heya peeps!

Came back to play FO3/FNV in TTW, but there are aspects about books/magazines that still bother me (would wager many others as well), mainly because the comprehension perk gives a load of skill points (moreso in TTW), and magazines/retention perk are rather dull.

No mod yet to tweak this area and it would be nice to have one that allow player input using ini or a menu.
Some suggestions and I've no idea if these are feasible and can impact game performance (wich is not advisable?)

Skill book change - Lets the player select amount of skill points gained per book (default 1 point but let people choose more or even less)

Comprehension perk remake - books grant +0.5 to that skill value (but stacks retroactively, so no more stash/carry books around!)

Magazine change - becomes a +X skill effect (configurable, default to 5?), and each 1 extra skill point is lost after X minutes (configurable, default to 6? Gameworld time instead of real time)
Example, +5 to skill value and 1 point reduced each 10 minutes until skill value is back to normal

 

 

Retention perk remake - Magazines for the same skill may now stack (and may also make bonus skill points last longer or until the player sleeps, but if player stacks magazines of a skill type, suffer from "Retention Hangover" in the next day -> value of that skill is reduced by X% for 24 hours, X being a set value and/or influenced by the extra amount of skill poins gained via stacking mags the day before)

Skill book/magazine change - Whenever the player uses a skill book or mag, the item is replaced by its "readed version", a misc item with no purpose other than sell (no need to be skill specific, just a misc for "Readed Book" and another for "Readed Magazine", makes no sense books/magazines disappear after use - also the prices coud be changed to account)

Skill book and magazine loot/acquisition change - Whenever the player is set to find a book/magazine (each skill type separately), that item has a chance of being replaced by its "readed" misc variant instead (chance starts at 0% and raises -configurable, default 1% for books and 2% mags- according to player usage of book/magazine of that skill type, so usable ones grow scarce based on player use).

Alternative change - Reading a book/mag can't be done done in dangerous areas or enemies nearby
Alternative change - Reading a skill book takes 6 hours (-20 mins for Intelligenece point) and requires player be in a chair or next to a bed (shows in the sleep menu as an extra option instead of sleep)
Alternative change - Misc options or changes based or inspired by other mods in this area such as:
https://www.nexusmods.com/fallout3/mods/19394
https://www.nexusmods.com/fallout3/mods/23792
etc

If you have different suggestions/ideas regarding this area of the game, do post!

Also much obligued if somebody with modding skills can implement one or more of these, specially the one to check and replace for the readed versions, that is surely to be tricky (kinda like the unfound loot mod but also affecting shops?)

Thanks for reading!
Edited by H1ms3lf
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...