This may need an update for the latest version of TTW. I believe there are some Trouble on the Homefront lines that are no longer deemed speech checks, and perhaps some other stuff I might've missed.
MS16Evacuate2B and MS16OptionsStopYou2A topics have lines that are speech checks in the original Fallout 3 plugin, but aren't in TTW. I was wondering if reverting them back to speech checks in this mod was intentional.
The balancing on this mod is so so SO bad. 70 speech for the Ian West quest? Why? That's not logical or even gameplay consistant! What level am I even supposed to start questing to actually make use of speech? 30?
Why do people like nv's speech checks out of everything nv did better speech is definitely not one of them fallout 3's chance based system while less min max friendly (which is a good thing) does multiple things better like making it more immersive and that im not some divine god cause even if im the most charismatic affluent person alive i still have a chance of having a voice crack (especially since the fo3 protagonist is a teenager) you might argue "well shouldnt all checks be chance based then?" and i have two answers a)yes because that would be really fun and would add replay ability to the game b) no because talking to someone is on the spot whereas figuring out how to repair something (given that you are leveled in it) would be something that you could in real life spend two hours thinking about unlike a mid gunpoint conversation
all in all stop save scumming hold yourself accountable and enjoy the wonders of rng
If your game design rewards save scumming, then it's bad game design. Simple as that. This is an RPG. You are supposed to be immersed and take the game seriously.
The simple fact that I can save scum, has already ruined all tension a moment could have had, cause I know I can undo it if I want. This makes it kinda impossible to take any given moment seriously.
Not only that, but I can convince any character of anything, if only I am willing to waste my real life time. This makes my characters efficiency ingame depend on my willingness, or lack thereof, for spending my time same scumming. This ruins all possible immersion, since it's not about what my character decides to do, it's about what I decide to do.
In short it's not about doing it or not doing it. But simply having the option hurts the game oh so much.
That's is, by far, the dumbest take I ever saw someone make. Really? Out of everything you could say fallout 3 did better you choose to defend the thing everyone agrees fnv did better? Seriously?
True, but better to have one useless attribute than it being RNG. Investing points into a skill only for it to fail anyway is not fun and I might as well not level them at all and just savescum instead.
There are mods to make charisma more useful like for example make speech checks easier https://www.nexusmods.com/newvegas/mods/78270 or make it influence the reputations gains https://www.nexusmods.com/newvegas/mods/78448
Why our first option after Vault require 70 Speech and gives 2000 caps? Make it 25 and 500 or something, but not that high and juicy to postone and get easy caps later
No, and I don't suggest using the wiki because it's full of false information like what you're currently giving me.
I checked the actual in-game masters using the development tools and it's 500, this mod didn't change it TO 500 as that's how the game is set up, why exactly would I make that change? It's completely out-of-scope.
Please don't accuse people of being wrong when you need to look back at yourself, have a lovely day. :)
Um. The Fallout Wiki is mainly written by people who don't even verify things by checking xEdit. All they do is open up the game until they "figure it out." It's filled with a lot of false information. A modder who's worked with the GECK and looked at the game's guts for several years will know more on the technical side than some random wiki article.
I was very confused reading this thread because i wasnt sure if the mod actually changes the caps reward Simms gives. Turns out that, after seeing the dialogue myself, the 2000 caps dialogue option is the option that appears when you have LESS barter skill than the 70 required. The 500 cap option appears when you have the required amount and the caps reward is the same as in vanilla FO3. To think that this agressiveness and the strays at the wiki were a product of lacking information lol
It's based current NV modding community, total br8indead cl0wns that only can make fun of you even if you totally right. He don't even think that 2000 caps on level 1 is huge, no basic logic. I tried this in vanilla F3, but guy still knows better ofc, it's just their ego, they think they can't make error.
Yeah if you don't have the required skill to make the check, the dialogue used is for 2000 to show you're overreaching. If you have high enough barter, you will ask for the more reasonable 500 which he will accept. So you're kind of all right! It really does say 2000 but the mod author didn't do it nor will it actually give 2000. Yay mystery solved, carry on people.
how you get 70 speech at level 1 also this has already been explained to you twice, but third time's the charm so i'll explain it to you aswell it works just like new vegas, if you don't meet the requirements for a speech check, you'll see a completely different dialogue, it's not like in vanilla fallout 3 and 4 where your character says the exact same thing and the only variable is if the npc you're talking to is in a good mood or not just try looking at the images and compare the failed speech checks to the successful ones and you should see the difference
Yeah i agree, This mod is ridiculously harsh if you're low level doing early game missions. I ended up just removing it and going back to Fo3 speech checks. Requiring 70 barter/speech for simms dialogue (the first person you should meet after stepping out of the vault) is crazy, and why raise the amount of caps?
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If you really don't like it that much feel free to make a mod to reduce the skill required.
a)yes because that would be really fun and would add replay ability to the game
b) no because talking to someone is on the spot whereas figuring out how to repair something (given that you are leveled in it) would be something that you could in real life spend two hours thinking about unlike a mid gunpoint conversation
all in all stop save scumming hold yourself accountable and enjoy the wonders of rng
This is an RPG. You are supposed to be immersed and take the game seriously.
The simple fact that I can save scum, has already ruined all tension a moment could have had, cause I know I can undo it if I want. This makes it kinda impossible to take any given moment seriously.
Not only that, but I can convince any character of anything, if only I am willing to waste my real life time. This makes my characters efficiency ingame depend on my willingness, or lack thereof, for spending my time same scumming. This ruins all possible immersion, since it's not about what my character decides to do, it's about what I decide to do.
In short it's not about doing it or not doing it. But simply having the option hurts the game oh so much.
Along with equipping gear, taking other chems, etc etc etc...
The save scumming is lessened, but lets not pretend its not there.
What game do you expect to use this mod on, btw?
https://imgur.com/a/bhWYZrB
https://fallout.fandom.com/wiki/The_Power_of_the_Atom
I checked the actual in-game masters using the development tools and it's 500, this mod didn't change it TO 500 as that's how the game is set up, why exactly would I make that change? It's completely out-of-scope.
Please don't accuse people of being wrong when you need to look back at yourself, have a lovely day. :)
I tried this in vanilla F3, but guy still knows better ofc, it's just their ego, they think they can't make error.
also this has already been explained to you twice, but third time's the charm so i'll explain it to you aswell
it works just like new vegas, if you don't meet the requirements for a speech check, you'll see a completely different dialogue, it's not like in vanilla fallout 3 and 4 where your character says the exact same thing and the only variable is if the npc you're talking to is in a good mood or not
just try looking at the images and compare the failed speech checks to the successful ones and you should see the difference
Requiring 70 barter/speech for simms dialogue (the first person you should meet after stepping out of the vault) is crazy, and why raise the amount of caps?