[Wipz] Level Up!

Post » Sat May 28, 2011 4:06 pm

So in Fallout 3 I had this idea for a mod to make Fallout 3 more RPG-like by adding skill requirements for weapons. While a few were interested, I barely got any attention and the mod died, filled with bugs, when I finished playing Fallout 3 (after countless walkthroughs). Anyway, I was thinking about bringing my mod to New Vegas, but I won't do it unless some people are interested for one reason:

In my Fallout 3 mod, I used a script to calculate the weapon's skill requirement using its Damage, Action Point Usage, Projectiles and Spread. However, the script caused many bugs and with no one to report when they precisely happened but me, I've decided to let it go. For the NV version, I was thinking of scripting each weapon individually using a simple script. It will take some time, so I want to know if anyone is interested. Also, I will need help with balancing - each weapon, along with its modded variants, needs to be scripted, and I don't know what requirements to have on what weapon, so help is appreciated.

So, what do you say?

PS: Link to my Fallout 3 mod if anyone is interested in looking:
http://www.gamesas.com/index.php?/topic/1106706-relz-level-up/page__p__16204602__fromsearch__1&#entry16204602
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Neil
 
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Post » Sat May 28, 2011 10:27 am

Isn't this already in the game by default? There are already "soft" skill requirements for weapons (to get optimum accuracy and damage with a Hunting Rifle, it's recommended you have a STR of 6 and a Guns skill of 50).

Are you talking about making those "soft" requirements "hard", so to say?
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Jessie
 
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Post » Sat May 28, 2011 8:49 am

Isn't this already in the game by default? There are already "soft" skill requirements for weapons (to get optimum accuracy and damage with a Hunting Rifle, it's recommended you have a STR of 6 and a Guns skill of 50).

Are you talking about making those "soft" requirements "hard", so to say?

I didn't know that the game had hardcoded requirements. I've never noticed them XD Anyways, in my mod, the plan is to have a base requirement where the player can use the weapon unefficiently, and a proficiency requirement where the player can use it perfectly.
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Dezzeh
 
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Post » Sat May 28, 2011 4:55 pm

Yeah, skill reqs are already in the game. It's the number next to the box that shows the type, goes in increments of 25. They are pretty soft though, too soft in my opinion.
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Lyndsey Bird
 
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Post » Sat May 28, 2011 3:28 pm

Yeah, skill reqs are already in the game. It's the number next to the box that shows the type, goes in increments of 25. They are pretty soft though, too soft in my opinion.

Oh... No probs, I can still work on this mod. However, I had another mod planned so now I'll think of doing that one first...
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+++CAZZY
 
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Post » Sat May 28, 2011 10:13 am

Perhaps having a Strength skill of 10 would make you fumble more on Small Guns!!

In the Earlier Fallout games Super Mutents couldn't use small guns due to their hands being too big, and often breaking the guns for trying to hold them like they hold their miniguns!
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katie TWAVA
 
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Post » Sat May 28, 2011 3:13 pm

Yeah in vanilla New Vegas if you do not have the necessary skill requirement for a weapon then you suffer an accuracy penalty. (Perhaps also a damage penalty? Not sure.)

Perhaps having a Strength skill of 10 would make you fumble more on Small Guns!!

In the Earlier Fallout games Super Mutents couldn't use small guns due to their hands being too big, and often breaking the guns for trying to hold them like they hold their miniguns!


Though it is worth noting that Super Mutants used laser rifles and plasma rifles in Fallout 1 and 2. (In fact I think laser rifles were their most common weapon.) It was more a matter of the developers not wanting to draw loads of animations - all energy rifles looked like a flamer graphic, even though the item picture looked like a high-tech sniper rifle.

Bizarrely the first human companion Ian could use submachine guns but no single-shot pistols, except for the .223 pistol, and that was entirely down to which animation graphics each weapon used. Same with Sulik in Fallout 2. And none of the companions could use energy rifles or big guns except for the super mutant Marcus. For each weapon type they would have to draw about 30 animations, and they didn't have time/couldn't be arsed to do that.

It wasn't until Fallout Tactics that it was said that Super Mutants physically couldn't use small guns. And this didn't make much given that the pistol-grip and trigger etc on a laser rifle were normal human small guns size.

I was irritated that in Fallout 3 the super mutants could use small guns but couldn't use energy weapons! This time, because Bethesda couldn't be bothered to do laser rifle animations. Bleh.
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Tiffany Castillo
 
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