[REL] Librarian Of The Wastes

Post » Tue Feb 01, 2011 1:26 pm

Librarian Of The Wastes

Download: http://www.newvegasnexus.com/downloads/file.php?id=39927


Summary:

Librarian Of The Wastes (LOTW) is a mod of several parts united by a central theme: the use of recorded knowledge to grant permanent stat increases to a character.

In the 'Mojave Book Exchange' part of the mod, unwanted 'skill books' (the books that give permanent skill point increases when read) can be exchanged at Mojave Express drop-boxes for other skill books of the player's choice.

The 'Librarian Of The Wastes' perk (or trait) itself gives the player character the ability to craft their own (less effective) versions of skill books.

Finally, the 'Well-Read' perk lets the player character craft chems that provide (up to a point) permanent stat bonuses of various kinds.


Readme:

Fallout New Vegas:

==================
Librarian Of The Wastes

Version: 1.0
Date: 28-01-2011
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Librarian Of The Wastes (LOTW) is a mod of several parts united by a central theme: the use of recorded knowledge to grant permanent stat increases to a character.

In the 'Mojave Book Exchange' part of the mod, unwanted 'skill books' (the books that give permanent skill point increases when read) can be exchanged at Mojave Express drop-boxes for other skill books of the player's choice.

The 'Librarian Of The Wastes' perk (or trait) itself gives the player character the ability to craft their own (less effective) versions of skill books.

Finally, the 'Well-Read' perk lets the player character craft chems that provide (up to a point) permanent stat bonuses of various kinds.



***Mojave Book Exchange***

This one's pretty simple. Upon taking a skill book to a Mojave Express drop-box, you will be given the option to exchange it for a skill book of a different type. This is useful if you find a skill book for a skill you have already increased to its maximum - or for a skill you're not interested in.


***Librarian Of The Wastes***
(Perk/Trait)

"You are considered well-organised when it comes to handling recorded information, and can craft 'Annuals' from 12 matching magazines at a workbench. When consumed, each Annual grants a permanent +1 to the appropriate skill."

Gaining this perk is somewhat flexible. It can be taken at level-up as usual - or at the start of the game, as a trait (requires a minimum Intelligence of 5 in both cases). It will also be granted automatically once you have read at least five skill books.


***Well-Read***
(Perk)

"Through your extensive reading, you have discovered how to craft the following rare and valuable chems at workbenches: Antivenom Plus, Asbesto!, Augmentor Stimpaks, Impervium, Insu-Derm, Mercuron, Ox-Innate and Rad-Vac. All of these chems grant permanent stat bonuses, but your Endurance determines how many doses your body can sustain."

Each of these chems grant bonuses similar in nature and potency to the perks that can be chosen at level-up, or gained through completing 'challenges' and quests. However, multiple doses need to be taken to reach around the same level of effect as a similar perk, and there is a maximum number of doses of each chem that can be taken. Any more will have no effect.

The total number of doses (of any combination of LOTW chems) that can be taken is also limited by your Endurance. For each Endurance point, four chem doses can be sustained by your body.

Gaining this perk is also somewhat flexible; it can be taken at level-up (requires the Librarian Of The Wastes perk, and at least level 6), or granted automatically once you have read at least ten skill books.

Here are the recipes for the chems, and what their exact effects are:


Antivenom Plus

- Effect: Permanent +4 Poison Resistance
- Max Doses: 5

- Requires: 65 Science
- Ingredients:
---- Antivenom (4)
---- Bark Scorpion Poison Gland (2)
---- Fixer (2)


Asbesto!

- Effect: Permanent +4 Fire Resistance
- Max Doses: 5

- Requires: 65 Science
- Ingredients:
---- Fire Gecko Egg (3)
---- Med-X (2)
---- Stimpak (3)


Augmentor Stimpak

- Effect: Permanent +10 Max Hit Points
- Max Doses: 5

- Requires: 70 Science
- Ingredients:
---- Buffout (1)
---- Hydra (1)
---- Super Stimpak (3)


Impervium

- Effect: Permanent +1 Damage Threshold
- Max Doses: 5

- Requires: 90 Science
- Ingredients:
---- Hydra (2)
---- Med-X (2)
---- Slasher (2)


Insu-Derm

- Effect: Permanent +4 Energy Resistance
- Max Doses: 5

- Requires: 80 Science
- Ingredients:
---- Atomic Cocktail (3)
---- Cateye (2)
---- Rebound (2)


Mercuron

- Effect: Permanent +5 Action Points
- Max Doses: 5

- Requires: 75 Science
- Ingredients:
---- Rebound (1)
---- Rocket (1)
---- Turbo (3)


Ox-Innate

- Effect: Permanent +10 Max Carry Weight
- Max Doses: 5

- Requires: 55 Science
- Ingredients:
---- Buffout (4)
---- Slasher (1)
---- Steady (1)


Rad-Vac

- Effect: Permanent +4 Rad Resistance
- Max Doses: 5

- Requires: 80 Science
- Ingredients:
---- Antivenom (1)
---- Rad-X (4)
---- RadAway (2)

===============
2. Requirements
===============

- Fallout New Vegas

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- Using 7-Zip (http://www.7-zip.org), extract the contents of the LibrarianOfTheWastes.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory.

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - place a tick in the box next to LibrarianOfTheWastes.esp.



Uninstallation:

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to LibrarianOfTheWastes.esp.

- If desired, delete all files copied to your Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the LibrarianOfTheWastes.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

No special knowledge is really needed to play the game with LOTW installed; the new content is integrated seamlessly into the game. In case it's helpful though, here's a list of points of information regarding the mod:


- The option to access the menu used to swap skill books at Mojave Express drop-boxes will not appear unless you are carrying at least one skill book when you activate the drop-box.

- Similarly, the new workbench recipes added by LOTW will not be visible in the workbench crafting menu until you have the relevant perk/s.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) Don't you think [this thing] is unbalanced [in this way]?
A) At the time of writing; no, I don't. I may change my mind after I get more time to play the game normally with LOTW running, however...

Q) Why don't you make it so that when swapping skill books at a drop-box, you need to wait for it to be delivered?
A) Doing this - while ostensibly more 'realistic/immersive' - seems to me like it would just add inconvenience, rather than anything much gameplay-wise. I'm (potentially) open to persuasion though, should you have a *good* argument for it.

Q) Is LOTW compatible with [insert name of mod here]?
A) LOTW should be compatible with almost all other mods (see the Conflicts/Known Issues section below for more information). Beyond saying that, it's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between LOTW and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees.

Q) Will you make LOTW compatible with [insert name of mod here]?
A) I am unlikely to make compatibility patches for LOTW and other mods unless the other mod in question is one I want to use myself. It's probably not worth asking, in other words.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Will you tell me how to cheat to get items from this mod?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- LOTW does not directly edit any existing records, so it should be compatible with virtually all other mods.

- LOTW is balanced with the vanilla game in mind, but other mods that rebalance the game generally would have to do so fairly dramatically to 'clash' with LOTW.

================================
8. CREDITS
================================

- Design and scripting by Antistar (Joseph Lollback - that would be me).

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter - or are based on - LOTW.

- Please do not re-upload LOTW anywhere without first asking my permission.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0 (28-01-11)
- Initial public release.

User avatar
Carlos Rojas
 
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Post » Tue Feb 01, 2011 3:20 pm

Downloaded this morning. Will try it after I get back from vacation next week. ^_^
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Flesh Tunnel
 
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Post » Tue Feb 01, 2011 12:38 pm

When I saw the idea earlier in the month, I wasn't to keen on the idea, but after reading the description I decided to try it. However I'm not getting any menu at the drop-boxes (the Mojave Express ones, not the regular mail ones). Any suggestions? I've looked in FNVEdit and I've no mods touching the drop-boxes as far as I could see, or the scripts attached to them.
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Jordan Moreno
 
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Post » Tue Feb 01, 2011 11:35 pm

When I saw the idea earlier in the month, I wasn't to keen on the idea, but after reading the description I decided to try it. However I'm not getting any menu at the drop-boxes (the Mojave Express ones, not the regular mail ones). Any suggestions? I've looked in FNVEdit and I've no mods touching the drop-boxes as far as I could see, or the scripts attached to them.


Is your character currently carrying a skill book? As mentioned in the readme, that menu won't appear if he/she isn't.
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Pants
 
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Post » Wed Feb 02, 2011 12:43 am

Is your character currently carrying a skill book? As mentioned in the readme, that menu won't appear if he/she isn't.

Yes, carrying a skill-book and I checked the perk had been properly added.
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Angelina Mayo
 
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Post » Tue Feb 01, 2011 5:38 pm

Yes, carrying a skill-book and I checked the perk had been properly added.


Hmm... well that's (obviously) not an issue I'm getting on my end. I'm off to bed right now, but if you could post your load order exported from FOMM, I'll have a look tomorrow and see if anything jumps out at me.
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Ellie English
 
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Post » Tue Feb 01, 2011 12:12 pm

Damn, I thought I'd posted a reply already. I discovered that VMods is the culprit - at least deactivating the .esp and the .esm fixed the problem for me. That any use to you?
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jeremey wisor
 
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Post » Tue Feb 01, 2011 10:00 am

Damn, I thought I'd posted a reply already. I discovered that VMods is the culprit - at least deactivating the .esp and the .esm fixed the problem for me. That any use to you?


It's good to know it wasn't LOTW just mysteriously not working on its own... though I don't know why VMods would disagree with it. I suppose VMods does change a lot of things (by the look of it; I don't use it myself), being a compilation of a fair number of mods.
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Carolyne Bolt
 
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Post » Tue Feb 01, 2011 8:54 pm

Should I ask the VMods guy(s) about it, or will you be making a compatibility patch?
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Arrogant SId
 
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Post » Tue Feb 01, 2011 1:10 pm

You can ask him about it (if you want). I'm flat out on several other projects at the moment, so making a compatibility patch for a mod I don't use myself - particularly when I'd had to have a dig through that other mod to try to work out why it's apparently conflicting - is a low priority. Sorry.
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Dewayne Quattlebaum
 
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Post » Tue Feb 01, 2011 1:20 pm

I should have thought of this earlier, but it's the Container Sorter feature of VMods that clashes. Turning that off via the in-game menu fixes the problem.
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Hannah Barnard
 
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Post » Tue Feb 01, 2011 10:59 pm

I should have thought of this earlier, but it's the Container Sorter feature of VMods that clashes. Turning that off via the in-game menu fixes the problem.


Ah - thanks for letting me know. That's a shame, too; it means that part of that mod may interfere with aspects of other mods as well, by the sound of it.
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Kayla Bee
 
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Post » Tue Feb 01, 2011 6:39 pm

Ah - thanks for letting me know. That's a shame, too; it means that part of that mod may interfere with aspects of other mods as well, by the sound of it.


Yes any mod that alters the properties of the skill books/mags will have conflicts with the many sorter mods out there. It's easy to fix, just pick you preferred skill book/mag altering mod such as this one and edit the esp to include the sorter name alterations of your favorite sorter mod. Takes a few minutes in the GECK and lets you use any 2 such mods together.

On the subject of balance, just want to point out that you need to be very careful not to make extra skill points too easy. On my last character I used a somewhat similar mod that added permanent skill points based on increasing numbers of skill mags used and it was fine at first but got overpowered in the later stages of that character, with nearly every skill at ~ 60 or better and all the important ones maxed out. Skill mags are so numerous in the base game that you can easily build up lots of free permanent skill points just by wandering around the wasteland or hitting up a few vendors known to sell and restock sets of magazines.
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Rebecca Clare Smith
 
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Post » Tue Feb 01, 2011 6:36 pm

Yes any mod that alters the properties of the skill books/mags will have conflicts with the many sorter mods out there. It's easy to fix, just pick you preferred skill book/mag altering mod such as this one and edit the esp to include the sorter name alterations of your favorite sorter mod. Takes a few minutes in the GECK and lets you use any 2 such mods together.


Fortunately LOTW doesn't directly edit any existing records (as mentioned in the readme/OP), so that's not an issue.



On the subject of balance, just want to point out that you need to be very careful not to make extra skill points too easy. On my last character I used a somewhat similar mod that added permanent skill points based on increasing numbers of skill mags used and it was fine at first but got overpowered in the later stages of that character, with nearly every skill at ~ 60 or better and all the important ones maxed out. Skill mags are so numerous in the base game that you can easily build up lots of free permanent skill points just by wandering around the wasteland or hitting up a few vendors known to sell and restock sets of magazines.


I was keeping this in mind when making the mod and I think it will be alright, but things can always be changed if necessary (once I get a chance to actually play the game normally with this mod installed). I think I saw the mod you mentioned a while back, actually, and passed on it because it sounded like it would be overpowered.
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neen
 
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Post » Tue Feb 01, 2011 4:02 pm

Fortunately LOTW doesn't directly edit any existing records (as mentioned in the readme/OP), so that's not an issue.


Ah, I see my apologies then. I haven't directly compared the esps to know one way or another, although it's curious why he had a conflict with your mod if you don't edit existing records. Ah well, the mysteries and joys of mod creating and using.

I think I saw the mod you mentioned a while back, actually, and passed on it because it sounded like it would be overpowered.


Yeah it was really bad toward the end of that game, that courier actual WAS invincible so it wasn't all that much fun to be honest as the challenge was pretty non-existent.

You may have hit on a good formula here with regards to changing how skill mags work that I might try at some point as I hate the default mechanic they use but I think I'll be holding off using yours until more feedback comes in and you perhaps tweak the numbers as I'm leery of using another such mod again given how it kinda broke the balance in my last game.
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Joey Bel
 
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Post » Tue Feb 01, 2011 12:31 pm

Ah, I see my apologies then. I haven't directly compared the esps to know one way or another, although it's curious why he had a conflict with your mod if you don't edit existing records. Ah well, the mysteries and joys of mod creating and using.


LOTW adds a hidden perk to the player that goes "oh, I see you're activating a drop-box container: do you want to activate it normally or access this skill-book swapping menu?". VMods is probably doing something similar, only it's going "oh, I see you're activating a container- STOMP".

... By which I mean whatever technique it uses to add special functionality to interactions with containers, it's stopping the hidden perk in LOTW from taking effect. ;)
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Alycia Leann grace
 
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Post » Tue Feb 01, 2011 5:58 pm

For some reason I can't get the drop box to activate with your change, not sure why. I don't have vmods installed and all the other features of the mod work. Oh and another thing, your armour repair kits is nice, but it would be even better if you incorporated the weapon repair kit multiple use effect from realistic repair, makes it so you don't have to carry ten pounds of armor repair kits around.

Edit: I fail, I thought it was for magazines, it's just skillbooks. It works.
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Sarah Knight
 
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Post » Tue Feb 01, 2011 5:15 pm

First off, awesome job again Antistar. This makes for some character development with the chems I rarely use and allows characters to still progress in skill even after reaching the level cap.

I do have a few suggestions though: *It's quite a long post, so I'll slap on the spoiler tag for people who are scrolling through this.*

Spoiler
  • For using the Mojave Book Exchange, I think that imposing a slight "penalty" of some sorts for exchanging books is needed. Let's say, for instance, you are using 2 combat skills. That leaves the remaining 3 with 4 skill books a piece, making it 12. So that equates to 48 skill points being transferred to the other 2 skills. While it sounds alright, it may quicken character progression for lower levels and end up being overpowered. What I'm suggesting is that instead of gaining 3 skill points from a book, 4 with Comprehension, you only earn 2 skill points, or 3 with Comprehension. While it still makes it more worthwhile than the Annuals, it doesn't make a character turn into some kind of beast at level 4 with 70 skill in one weapon category. The now exchanged books could be considered "Used" skill books, hence why they earn less skill points than "New" ones. Trading Used for Used grants you the same skill point gains.

  • For the new chems, I just went ahead and injected myself with doses of various items, and I find that perhaps the Impervium, Ox-Innate, Augmentor Stimpak, and Mercuron, may need to be trimmed down in some form or another.

  • Impervium - It may be best suited for perhaps 3 or 4 doses. It touches on quite a combat changer, DT. Making 5 doses is almost taking 2 Toughness ranks. While it can be useful to compensate for clothing characters, such as myself and uhh... I dunno who else :laugh:, most people end up wearing medium or heavy armors. With Impervium, it may make the player end up being sturdy against.. pretty much everything that doesn't ignore DT. Another solution for this is to make it increase DR rather than DT but I'll leave that to you to decide. DR may work out better though, since it increases an entirely different aspect. Increasing DR does increase DT somewhat I believe but I don't know the exact ratio.

  • Augmentor Stimpack - This is actually the one I'm most worried about. It goes far beyond what the Life Giver perk does to the player, and its components for me, are easy to obtain and to have on-hand. Reducing it to 3 doses with 10 HP per or keeping 5 doses but with 7 - 8 HP per may work; 7.5 would work best if the game can somehow count decimals and add properly. The latter makes it so that it's reward is greater than Life Giver, but doesn't exactly blow it out of the water. As for the formula, I like it the way it is, it gives an importance to HP, hence the Super Stims.

  • Mercuron - This is an interesting one to say the least. There's a lot of ways I would like to see the formula shift but I think the best way is for it to be +4 AP per dose, 5 ranks, but end up only using 2 Turbo to make it. It rewards a bit more than Action Boy / Action Girl but doesn't burn through Turbo supplies. For me, I've barely gained maybe 10 - 15 Turbos throughout each of my playthrough. While I'm sure that Jack respawns his stuff, it doesn't seem to work via the "Force Vendor Reset" method, i.e. saving in the cell, exit and reload, there's really no where else to go for it... aside from Contreras perhaps but I can't remember whether or not he sells anything besides Buffout.. maybe Blake as well.. Edit: Forgot that you could make Turbo.. Yep, that sounds a lot easier then so it may or may not need a formula adjustment.

  • Ox-Innate - Somewhat the same problem with the Augmentor Stimpack as it replicates the Strong Back perk and it's components are easy to find for the most part. Decreasing the weight gain to +8 may work. While the 4 Buffouts does sound like to compensate for it... I kinda was able to make all 5 doses on the spot. :shrug: Guess it's just me.


I don't have anything to say about the resistance chems, as I haven't made one myself and tried it out. Regardless, thanks for reading this Antistar. Maybe this'll help balance the mod out just a little bit if you think it's worth looking into.
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Dean Ashcroft
 
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Post » Tue Feb 01, 2011 8:17 pm

Lots of stuff


Well I'll certainly keep all that in mind; thanks for taking the time to write that up.

What I really need to do first though is play the game normally with it installed to see how it goes - but there's still a bit of modding I want to do before I start my second playthrough...
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Fluffer
 
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Post » Tue Feb 01, 2011 11:58 am

Well I'll certainly keep all that in mind; thanks for taking the time to write that up.

What I really need to do first though is play the game normally with it installed to see how it goes - but there's still a bit of modding I want to do before I start my second playthrough...


No problem. I'm just voicing my takes on it from a perspective of a finished character and from the end results. If it were to be played from the start, I can see how the values now can work but I still worry about the end product being much greater than perks similar to it, like Urtho said about that skill magazine mod.

There's quite a few ways to make it more balanced. The main two are to either decrease the amount you get per dose, or reduce the # of doses in both per chem and total doses allowed on one character. The former seems the way to go, as it's a lengthier route to get to 'max' so it'll be more evenly spread out. Plus, it won't limit a character to less doses, thus having less variety.

Just take your time and do what you wish. I'm sure if, or when, an update comes for this, I'll definitely be surprised and be here to give my takes on it as well.
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Becky Palmer
 
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Post » Tue Feb 01, 2011 6:50 pm

I really like this mod, especially the Radvac and Oxinate, if you do change them, could you keep the effects optional?
I like the chems the way they are.

One thing I noticed, if I took the Librarian as a trait at character creation, I would have the perk, and
if I read enough skill books, it would announce that I earned the perk and it was listed twice,
then I took the next level perk when it became available (The one where you can make chems),
and I received the perk again after reading the required amount of books.

One thing I want to ask, do you think the 12 Magazines to make a +1 to a skill is a bit steep?
I've been running around collecting magazines, and I figure I have a ton of them, so
I go to a crafting bench, and I find I only have maybe 2 or 3 of each magazine, (Because I don't pay attention to what I pick up, so
after picking up a ton of magazines during my travels, I assume I have 12 of SOMETHING by now :biggrin: )
but I never do, as I said, I'm lucky to have 5 of one type at the most, and to "acquire" some of them is kind
of difficult in certain places, as I would have to steal them, and there are certain places where it's very hard, if not
downright impossible to be "HIDDEN"
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Nana Samboy
 
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Post » Wed Feb 02, 2011 1:48 am

One thing I noticed, if I took the Librarian as a trait at character creation, I would have the perk, and
if I read enough skill books, it would announce that I earned the perk and it was listed twice,
then I took the next level perk when it became available (The one where you can make chems),
and I received the perk again after reading the required amount of books.


Ugh - I did account for that in the script... or so I thought; obviously it doesn't work properly.

I hate scripting.

I'll tweak the script and see if I can fix it; thanks for letting me know about that.



One thing I want to ask, do you think the 12 Magazines to make a +1 to a skill is a bit steep?
I've been running around collecting magazines, and I figure I have a ton of them, so
I go to a crafting bench, and I find I only have maybe 2 or 3 of each magazine, (Because I don't pay attention to what I pick up, so
after picking up a ton of magazines during my travels, I assume I have 12 of SOMETHING by now :biggrin: )
but I never do, as I said, I'm lucky to have 5 of one type at the most, and to "acquire" some of them is kind
of difficult in certain places, as I would have to steal them, and there are certain places where it's very hard, if not
downright impossible to be "HIDDEN"


Like I said before, I'll need to play the game normally myself with this mod loaded and see how it feels. The good new is that I'm nearly finished on the mods I want in place before I start a new game. ;)
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Laura Samson
 
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Post » Tue Feb 01, 2011 9:26 am

I'm kinda just posting an update:

I'm definitely wanting the skill book exchange to reduce points when you exchange books. With the addition of Dead Money, 13 extra skill books are available for the taking. So with Comprehension that's another 52 points to bend to a player's will as well as the 5 additional levels you earn from the DLC. Overall, I'm getting really close to max'ing out almost all of the skills on my character. Now I just hope that there won't be another official level increase again, otherwise I may just have to crank my XP requirements so high that I won't level at all, just so I don't end up putting points in the two low skills I have. I'm currently thinking 2 skill points for an exchanged book, regardless of having Comprehension, is the way to go.

Then again, I think that Obsidian's getting pretty close for the possibility for characters to max out all skills in go, even without the exchange. That would take some math to figure out but I figure it will be pretty close.
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Silvia Gil
 
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Joined: Mon Nov 20, 2006 9:31 pm

Post » Tue Feb 01, 2011 9:18 pm


[*]For using the Mojave Book Exchange, I think that imposing a slight "penalty" of some sorts for exchanging books is needed. Let's say, for instance, you are using 2 combat skills. That leaves the remaining 3 with 4 skill books a piece, making it 12. So that equates to 48 skill points being transferred to the other 2 skills. While it sounds alright, it may quicken character progression for lower levels and end up being overpowered. What I'm suggesting is that instead of gaining 3 skill points from a book, 4 with Comprehension, you only earn 2 skill points, or 3 with Comprehension. While it still makes it more worthwhile than the Annuals, it doesn't make a character turn into some kind of beast at level 4 with 70 skill in one weapon category. The now exchanged books could be considered "Used" skill books, hence why they earn less skill points than "New" ones. Trading Used for Used grants you the same skill point gains.


I'm going to have to point out here, that in a Vanilla game, without even using the comprehension perk OR skill books
you could still have a weapon skill almost at level 70 at level 4 by putting your INT up to 10 at character creation, that gives you 15 skill points to distribute at each level,
if you distribute them to ONE skill, that's 60 points towards that skill in 4 levels (because you don't get to distribute points at level 1, if your skill level is 15 to start with,
that gives you a 75 skill in 4 levels, with or without this mod. so as you level from 4 to 5 you will hit the 70's in that one skill you've been putting 15 points in.

(Actually, you'd be at 60 at level 4, or 66 if your starting skill is 21, or 70 if your starting skill is 25)
either way, you'll DEFINITELY be in the 70's in one skill by level 5 with Vanilla.

Anyway, I hope if he implements what you're asking for that it's implemented as an option
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Steven Hardman
 
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Post » Tue Feb 01, 2011 9:16 pm

Well I'm pointing out though, is that with the Skill Book Exchange you will have a much greater advantage by being able to transfer skill books over to one specific skill and focusing skill points on level up to other skills. While doing that in vanilla can give you disadvantages, i.e. "basic" skills such as Speech, Medicine / Survival being less effective, recipes being limited, etc... , with how it stands, that no longer exists.

Also, skill books from mods can greatly unbalance this even further though Antistar, I'm assuming, isn't factoring that in. Things like the AWOP add a significant amount of books. So much so, that I restrained myself from using the books gained in there, because I knew of how unbalanced that would be in combination with this. While I do have the high loot variant, I only do so in order to collect the M series, and other fancy things.

Edit: Though I probably have to note that I made that post simply out of how I play the game and how I progress level'ing, which is fairly well rounded.
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i grind hard
 
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