FALLOUT 3
Skill Caps by MangoMan
Fallout 3 » Gameplay Effects and Changes
Added: 15/04/2010 - 02:50PM
Updated: 18/04/2010 - 05:06AM

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1.1 Latest version

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Uploaded by MangoMan

Description

Last updated at 5:06, 18 Apr 2010 Uploaded at 14:50, 15 Apr 2010

Skill Cap mod by MangoMan (Dave Cousineau) v1.1
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Installation:
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Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader.

Update History:
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v1.1
- No longer modifies any perks, since I found a better way to deal with that problem.

- Added a "skill cap adder" so you can now turn the effect on and off at will. Drop the remover to turn the effect off and you will be given an adder. Drop the adder to turn the effect on and you will be given a remover. Make sure the effect is off (you have the adder) before disabling the mod.

v1.0
- Initial Release.

Description:
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- One problem with Fallout 3 is the lack of difference between multiple characters. By the end of the game, there is very little difference between any two characters. Characters are supposed to have weaknesses, not just strengths. This mod makes a couple simple changes to alleviate this problem.

- The main change is the skill cap effect. Instead of 100, all of your skills are capped at 10 times the current value of their governing stat. If you have 1 endurance, then you can't have more than 10 unarmed skill and 10 big guns skill. Let's say you have 5 perception, and 40 lockpicking skill, but are shot in the head, and recieve a concussion. You now have 5-4=1 perception, and your lockpicking is now capped at 10. (I have also allowed stats to fall to zero, not just to one, for this mod, meaning that your skills can be capped to zero if your stat is lowered enough.)

- I have also removed the effect of all of the bobblehead dolls. They still work the same in every other way, but do not increase your statistics or skills. Your weaknesses are as important as your strengths, and the bobbleheads were leveling an already shallow development curve.

- Since this could have made leveling up a bit tricky, the effect is temporarily removed during level ups. Without this you would not be able to tell which skills had been raised passed their caps and by how much. You will still need to remember your stats during level up, since they are not presented for you.

- Note: If you wish to remove this mod you must be careful. If you deactivate the mod while one of your skills is being capped, it will remain capped permanently. To prevent this, I have given you a misc. item called "Skill Cap Remover". Drop the item, and both it and the skill cap effect will disappear (correctly). You will then be given a "Skill Cap Adder" that you can drop at any time to reenable the effect, and you will then receive another "Skill Cap Remover" and so on.

Note: This mod is recommended for use with my "Better Medicine" mod, and some day, my "Better Science" mod. I also recommend my Custom Weapon Skill Requirements mod for use with this, but that one doesn't seem to be very popular.

Conflicts:
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- Only thing it could conflict with now is any other mod that changes the bobbleheads.