FALLOUT 3
Surplus Skill And Attribute Reassignment by Innominate
Fallout 3 » Gameplay Effects and Changes
Added: 30/12/2008 - 05:48AM
Updated: 15/06/2009 - 01:22PM

23 Endorsements

1.5 Latest version

1,023 Unique D/Ls

1,257 Total D/Ls

9,035 Total Views

Uploaded by archevil99

Description

Last updated at 13:22, 15 Jun 2009 Uploaded at 5:48, 30 Dec 2008

Are you one of the trillions of people who suffer from Premature Skill-up-ulation? With some of my patented nasal delivery technology I have made it possible to avoid embarrassing skill and attribute related mishaps!

If you have ever:
* Been forced to sell useless skill books because your skill was already 100
* Gained a perk which negated some of your skill or attribute choices
* Wanted the freedom to maximise your stats without meticulously planning and searching for all the skill books

Then this mod is for you! No more will you lose out on what is yours by right; the ability to become really really ridiculously good-looking*. Now when your Unarmed skill is 100 and you find that copy of Pugilism Illustrated you'd always wanted, the skill doesn't have to go to waste! Instead you'll be able to, through several user-friendly** menus, put surplus skills and attributes in a more useful place.

The mod is largely customisable, and includes off-the-shelf*** support for Wasteland Mastery through the menu. Simply pop one of the "Surplus Pills" in the Aid section of your Pip-boy [right-click (drop) the miscellaneous item "SR Module", for versions 1.3 and prior] and the menu will come up. You can change the thresholds for all skills and attributes and toggle processing.

Deprecated version note: You should probably pick up the "SR Module" after you're done, but you don't have to. Another one will materialise out of thin air if you don't.

--Footnotes--
*May not actually be a right, and may not actually be made possible by this mod.

**Based on the opinions of that guy I threatened at gunpoint. He had nothing but good things to say!

***No shelves were harmed in the making of this footnote.

--History--
Version 1.5 is uploaded. The "SR Module" method for opening the menu has been discontinued. Instead a new item, "Surplus Pills" has been added. It is a quest item, and so shouldn't cause problems with Vault 87, and does not have to be dropped to take effect. Simply pop a pill as you would a Buffout and enjoy the awesomeosity (tm). Additionally, attributes boosted by chems will be ignored in processing, so feel free to inject, huff and pop away.

Version 1.4 was a non-functional beta (at least that's what one comment said, I didn't ever get around to testing it).

Version 1.3 is uploaded! I will still take any criticisms into account, but this is the last version I will make, with the exception of fixing bugs or adding features people desperately desire. All bugs that were reported should have been fixed (I forgot to change a plus to a minus in the strength section between updates and a series of If statements were ended a line too early), and as a bonus the mod is now compatible with any script that makes changes intended to be permanent of a magnitude up to about 70 at one time (depending on attribute values and globals). A quick note: some mods are misusing the scripting language and adding permanent bonuses where they should be temporary.

Version 1.2 is uploaded! I've now added the option to have different thresholds for different skills and attributes, as well as a quick way to set things up to work with Wasteland Mastery (my mod does not contain any materials or whatnot from the aforementioned mod etc). Also various improvements are sprinkled throughout like a glorious rain of intense boredom. Almost 1,400 lines of code in this one mod, most of which is due to Bethesda's apparent hatred of numbers over 100. Why, why must GetPermanentActorValue be capped at 100? Then again I suppose if it was easy people would have done it already.

Version 1.1 is uploaded! Through an extremely convoluted process I have managed to solve the problem from 1.0 (namely, that bobbleheads, perks and skill books don't change the base value for attributes and skills). Basically it should work fine for any permanent effect now. Additionally, there is now a menu item called "SR Module" which is added to the player's inventory. When you drop it (right-click) it brings up a menu allowing you to change the maximum levels for skills and attributes as well as to toggle whether processing is done on skills or attributes or both. Note that these changes do not affect the mod itself, but only that save game (and those after it).