[REQ/IDEA] Science and Energy Weapons skill Overhaul

Post » Sat Feb 19, 2011 4:14 am

Energy Weapons are still in many ways inferior to Guns. The devs tried to make a high science skill synergize well with Energy Weapons, and a high Repair skill synergize well with a high Guns. Still, for repairing energy weapons you need a high repair. My idea was a mod that:
- Makes the repairing of Energy Weapons depend on the Science skill.
- Makes the requirements for Jury Rigging 90 Guns OR 90 Science
- (optional) To not make the Science skill too overpowered, make the requirements for hacking a terminal depend on the Player's Lockpick skill (and maybe rename this skill to Infiltrator)

This mod would probably go well with kettchup's http://newvegasnexus.com/downloads/file.php?id=37620
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Cool Man Sam
 
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Post » Sat Feb 19, 2011 7:15 am

The change to Jury Rigging you want is quite simple to do, but the other functions you're requesting are hard coded as far as I know. The list of items that define what you can repair an item with is easy enough to change but what skill affects how you repair items is not changeable - you repair items in this game with your Repair skill not Science. Similarly, changing how hacking terminals and the hacking mini-game function is also a non-alterable core function of the game to my knowledge.

Perhaps someone good at scripting could put something together that would alter these functions for you via NVSE but that's not something I know how to do.
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Dragonz Dancer
 
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Post » Sat Feb 19, 2011 2:48 am

Try the mod called "Skill Based Perks"
I love it.

Once you get 70 in repair, you automatically get the Jury Rigging perk, you could take a look at it in the geck and change it to 90

There are perks for every skill, but you only get the perk at certain levels of each skill, like level 40, 70, etc...
It makes the game much more interesting for me.
That and Bobblehead Scavenger Hunt, with the classic Fallout 3 +1 to SPECIAL and +10 to skills
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jodie
 
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Post » Fri Feb 18, 2011 8:39 pm

Try the mod called "Skill Based Perks"
I love it.

Once you get 70 in repair, you automatically get the Jury Rigging perk, you could take a look at it in the geck and change it to 90

There are perks for every skill, but you only get the perk at certain levels of each skill, like level 40, 70, etc...
It makes the game much more interesting for me.
That and Bobblehead Scavenger Hunt, with the classic Fallout 3 +1 to SPECIAL and +10 to skills


What the hell?!
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Tamika Jett
 
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Post » Sat Feb 19, 2011 2:49 am

What the hell?!


Just suggesting a mod to tide you over until somebody took you up on your suggestion.

I'm going to go listen to Ceelo Green's song and think of you...... :dry:
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Kelly Tomlinson
 
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Post » Sat Feb 19, 2011 10:24 am

I don't really think it's what he was looking for Occam.
The mod you recommended seems to change a whole lot more than he wants and doesn't really provide the things he's looking for.
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Dalton Greynolds
 
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Post » Sat Feb 19, 2011 12:06 am

I don't really think it's what he was looking for Occam.
The mod you recommended seems to change a whole lot more than he wants and doesn't really provide the things he's looking for.


Just suggesting a mod to tide you over until somebody took you up on your suggestion.

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CHARLODDE
 
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Post » Sat Feb 19, 2011 10:59 am

http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/ is an energy weapon overhaul but a WIP from what I gather. There's also Antistar's http://www.newvegasnexus.com/downloads/file.php?id=39651, which adds a lot of upgrades to the game's EWs that can help make them more useful. Also, the mod I am currently using to balance Energy weaps is http://www.newvegasnexus.com/downloads/file.php?id=38315 by Nekhanimal. It adds better recycling and ammo crafting for EWs and increases damage and DT penetration etc. Also makes some ambiguous changes like renaming the unique plasma rifle... but overall it's better than nothing.

I use all of these in combination atm, and Energy Weapons are pretty powerful... Also, I recommend http://www.newvegasnexus.com/downloads/file.php?id=35335 to make combat generally more deadly - IMO, it makes combat a lot more fun whatever guns you're using.
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Nims
 
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Post » Sat Feb 19, 2011 7:08 am

http://www.gamesas.com/index.php?/topic/1139899-wip-future-weapons-today-energy-weapons-megamod/ is an energy weapon overhaul but a WIP from what I gather. There's also Antistar's http://www.newvegasnexus.com/downloads/file.php?id=39651, which adds a lot of upgrades to the game's EWs that can help make them more useful. Also, the mod I am currently using to balance Energy weaps is http://www.newvegasnexus.com/downloads/file.php?id=38315 by Nekhanimal. It adds better recycling and ammo crafting for EWs and increases damage and DT penetration etc. Also makes some ambiguous changes like renaming the unique plasma rifle... but overall it's better than nothing.

I use all of these in combination atm, and Energy Weapons are pretty powerful... Also, I recommend http://www.newvegasnexus.com/downloads/file.php?id=35335 to make combat generally more deadly - IMO, it makes combat a lot more fun whatever guns you're using.


How are you getting WMX and Energy Boost to play nicely together?
Because Energy Boost sounds like something I'd like, although in my current game, I'm really enjoying
Unarmed.
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Nana Samboy
 
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Post » Sat Feb 19, 2011 10:56 am

How are you getting WMX and Energy Boost to play nicely together?
Because Energy Boost sounds like something I'd like, although in my current game, I'm really enjoying
Unarmed.


Import Stats and Import Weapon Mods in Wrye Flash.
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 3:07 am

Import Stats and Import Weapon Mods in Wrye Flash.


OK cool, I've been using fnvedit and BOSS, looks like I'l have to make the switch to WryeFlash, I use it extensively for Oblivion
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DAVId MArtInez
 
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