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(wip) Improved Adamantium Perk


steph87

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That was my point ... the rib cage provides serious protection and if you want to add a 3rd level of Ad to the game could have it produce cartilage filaments that start to pervade the body and act like normal armor in effect, thus I could wear some stylish suits instead of that clunky PA and kill in style. Now that I'd like to see ... yes could have more levels adding to the armoring as it spreads more and more ... of course have to have a down side, say as it takes over (note use of takes over) it gets harder and harder to move so agility impact maybe. Your call is your mod, but think u need to put the 1st in also, folks don't have to take it. In my game I took the perk as soon as available, but thought didn't go far enuf.

 

Interesting... But looks like I can't increase armour rating trough perks only DR% ... I'm going to look into it more. I'll try to find a way around this.

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ok I've found it, let's see

 

Improved Adamantium

level 1:

 

* Limb Damage -15%

* Carry Weight +50

* Str +1 (more strength to support the new skeleton)

* End +1 (you are TOUGHER now)

* DR + 5

 

level 2, adds:

* DR +10 (total 15)

* AGI -1

* CRW + 10 (total 60)

 

level3:

* DR +10 (total 25)

* AGI -1 (total -2)

* CRW + 10 (total 70)

* unarmed damage +10 (metal punch?)

 

Level 15 and 5 endurance as requirements.

Please tell me what ya think.

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I think that would work pretty well it doesn't overpower the adamantium skeleton yet still makes it usefull and at higher levels of the perk it retains balance by adding negative affects. I like it :biggrin: although i still think it should be noted in the description that it's for use with mod's that make the game harder. The increase in unarmed damage makes sense to me , like you said- a metal punch.

IMO Nice mod :thumbsup:

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it should see the changes and update the perk effects, at least it did when switching from adamantium-x to improved , i haven't tested from vanilla to the alternatives... (I never took adamantium perk before :P)

best thing anyway to be safe is a quick remove/add with console commands.

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You know, these seem more like cyborg upgrades than a simple reinforced skeleton, perhaps it should be renamed to something more fitting?

 

Other than that, great mod, makes those treks through the wastes a bit safer in light armor. :thumbsup:

 

Oh, and a side note: Would it be possible to give the player power fist sound effects when attacking unarmed, after you gain the boost to unarmed damage?

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Getting back to you about the sound.

I can't do it (right now).

I can't edit the fist sound from a script/perk and i can't find a way to replace the original fists after activating the perk. :confused:

 

I'm saying right now because the guys developing FOSE have managed to add scripting functions which can modify almost all weapon's attribute on the fly, maybe later they'll add sound functions.

 

Maybe now I can make it so that you receive a new weapon "Adamantium fist" or something like that on the third perk level.

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