Fallout 3
0 of 0

File information

Last updated

Original upload

Created by

Jake Zahn

Uploaded by

Offkorn

Virus scan

Safe to use

About this mod

Introduces perks that are learned by killing things with specific weapon types.

Requirements
Permissions and credits
This requires FOSE. Without FOSE, only the Explosive-related perks and misc
items will appear.

This Mod adds several perks that are learned by killing things with specific
types of weapons. If something is killed by the player with one of these
weapon types, points toward learning the new perks will be added to the player.

The new perks' effects are only active when a weapon of the appropriate type
is equipped (unless otherwise stated).

Perk Ranks:

Novice = 100 'Death Points'
Intermediate = 300 'Death Points'
Expert = 700 'Death Points'
Master = 1500 'Death Points'

Death Point Values:

Giants and Abominations = 1.5 points
Supermutants = 1.25 points
Humans, Ghouls, Yao Guai = 1 point
Robots = 0.75 points
Children, Feral Ghouls, Mutated Animals = 0.5 points
Animals, Mutated Insects = 0.25 points

---------------------------------------------------

Weapon Types:

Energy
Explosives
Firearms
Flame
Heavy Weapons
Melee
Plasma
Poisonous (Robots and Radscorpions will not add points)
Radioactive (Robots, Supermutants, and Ghouls will not add points)
Unarmed

----------------------------------------------------

Each set of perks has 4 ranks:

Energy (ER is always active)
+1% CC
+3% CC, +5% ER
+7% CC, +10% ER
+15% CC, +25% ER

Explosives
+10% CD
+30% CD, -1 AP Cost
+70% CD, -3 AP Cost
+150% CD, -7 AP Cost

Firearms
+1% CC
+3% CC, -10% Spread
+7% CC, -30% Spread
+15% CC, -70% Spread

Flame (FR is always active)
+10% CD
+30% CD, +5% FR
+70% CD, +10% FR
+150% CD, +25% FR

Heavy Weapons
+10% CD, +1% VATS
+30% CD, +3% VATS
+70% CD, +5% VATS
+150% CD, Concentrated Fire

Melee
+10% CD
+1% CC, +30% CD, -1% Enemy CC
+3% CC, +70% CD, -3% Enemy CC
+7% CC, +150% CD, -7% Enemy CC

Plasma (ER is always active)
+10% CD, +5% ER
+30% CD, +10% ER
+70% CD, +25% ER
+150% CD, +50% ER

Poison (PR is always active)
+1% CC, +10% CD, +5% PR
+3% CC, +30% CD, +10% PR
+7% CC, +70% CD, +25% PR
+15% CC, +150% CD, +50% PR

Radiation (RR is always active)
+1% CC, +10% CD
+3% CC, +30% CD, +5% RR
+7% CC, +70% CD, +10% RR
+15% CC, +150% CD, +25% RR

Unarmed (Limb Damage Reduction is always active)
+10% CD, -5% Limb Damage
+1% CC, +30% CD, -10% Limb Damage
+3% CC, +70% CD, -25% Limb Damage
+7% CC, +150% CD, -50% Limb Damage

----------------------------------------------------

There is also a 'hidden' mastery perk, which is awarded if you master two or
more weapon types. The more types you master, the more powerful it gets. Its
bonuses apply to *all* weapons.

1st Rank: +1% CC, +10% CD
2nd Rank: +3% CC, +30% CD
3rd Rank: +7% CC, +70% CD
4th Rank: +15% CC, +150% CD
5th Rank: +30% CC, +300% CD
6th Rank: +10% Damage, +30% CC, +300% CD
7th Rank: +30% Damage, +30% CC, +300% CD
8th Rank: +50% Damage, +30% CC, +300% CD
9th Rank: +70% Damage, +30% CC, +300% CD

Use the CSP - Death Dealer Disabled.esp file if you want to disable this perk.

-------------------
Uninstallation
-------------------

1) Activate the Uninstall plugin
2) Load your game
3) A message should appear saying the Mod has been uninstalled
4) Save your game and exit
5) Deactivate all CSP plugins

-------------------
How It Works
-------------------

Due to the GetCauseOfDeath and IsWeaponSkillType functions having essentially
zero functionality, the only method available to get this working was using the
GetWeaponType and GetWeaponResistType functions added by FOSE.

Energy: Weapons with the EnergyResistance type
Explosives: DemolitionsExpert FormID List
Firearms: Weapons with the OneHandPistol, TwoHandAutomatic, or TwoHandRifle type
Flame: Weapons with the FireResistance type
Heavy Weapons: Weapons with the TwoHandHandle or TwoHandLauncher type
Melee: Weapons with the OneHandMelee or TwoHandMelee type
Plasma: Weapons with the PlasmaEffect critical
Poison: Weapons with the PoisonResistance resistance type
Radiation: Weapons with the RadResistance resistance type
Unarmed: Weapons with the HandToHandMelee type

Explosives take priority over everything, Plasma takes priority over energy, and
the resistance types take priority over the general types. So a OneHandPistol
with the RadResistance type would fall under the Radiologist perk.

This will affect weapons added by Mods as long as they use the above types.

-------------------
Known Issues
-------------------

A weapon detection script is used to detect the PC's weapon since there is no
equivalent (working) function in the perk conditions. This script fires once
roughly every 5 seconds or so (once every second or so in combat).

If you kill something immediately after switching weapons, the points granted
may be related to the weapon you just switched from instead of the weapon you
actually killed them with.

This is true for mines as well. If something dies from one of your mines, the
points awarded will be related to the weapon you're currently wielding.

Since OnEquip/UnEquip blocks only work on item scripts, I'm not sure if there's
a way to avoid this.