Custom Weapon Skill Requirements
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 14/03/2009 - 10:14PM
Updated: 17/04/2010 - 06:56AM
Description
Last updated at 6:56, 17 Apr 2010 Uploaded at 22:14, 14 Mar 2009
Custom Weapon Skill Required by MangoMan (Dave Cousineau) v1.0
======================================================
Installation:
=============
Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader.
Description:
============
The point of this mod is to increase character variability (which is something greatly lacking in vanilla F3) by limiting the construction of the custom weapons to characters that have attained enough skill in related areas.
This mod adds skill requirements to the seven standard custom weapons.
Everything requires at least 60 repair, and also:
Bottlecap Mine: 60 Explosives
Nuka Grenade: 60 Explosives
DeathClaw Gauntlet: 60 Unarmed
Dart Gun: 60 Science
Railway Rifle: 60 Small Guns
Rock-It Launcher: 60 Big Guns
Shishkebab: 40 Explosives, 60 Melee
Note that there is no restriction on *using* the items, only on building them.
Conflicts:
==========
This mod changes the main workbench script, and the failed-to-make-weapon message boxes. This means it would probably conflict with mods that add new custom weapons. This mod will not conflict with mods that change the standard custom weapons, since it doesn't change them.
======================================================
Installation:
=============
Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader.
Description:
============
The point of this mod is to increase character variability (which is something greatly lacking in vanilla F3) by limiting the construction of the custom weapons to characters that have attained enough skill in related areas.
This mod adds skill requirements to the seven standard custom weapons.
Everything requires at least 60 repair, and also:
Bottlecap Mine: 60 Explosives
Nuka Grenade: 60 Explosives
DeathClaw Gauntlet: 60 Unarmed
Dart Gun: 60 Science
Railway Rifle: 60 Small Guns
Rock-It Launcher: 60 Big Guns
Shishkebab: 40 Explosives, 60 Melee
Note that there is no restriction on *using* the items, only on building them.
Conflicts:
==========
This mod changes the main workbench script, and the failed-to-make-weapon message boxes. This means it would probably conflict with mods that add new custom weapons. This mod will not conflict with mods that change the standard custom weapons, since it doesn't change them.



