Excellent mod, it always felt like, especially with broken steel putting the level cap at 30, that it was too easy to master most of the skills, and that what every build you tried just ended up master of everything.
Skill points in Fallout 1 and 2 were 5 + intelligence, same as this mod. So you should ask Bethesda why they altered a constant in favor of an inferior system.
Seems like there was quite a bit of hate for this Mod... Interesting.
Anyway, I like the idea quite a bit. It's still quite possible to have a maxed character because of all the skill books + Comprehension. It just takes longer. There's even two exploitable skill point farms (Heavy weapons + Science) in the game.
My only gripe is that INT was already game-breakingly important (ie, you basically HAVE to start with 10 in INT or you're just giving up skill points) -- now, it's proportionally TWICE that important.
Set GMST(iLevelUpSkillPointsInterval) to 0, and INT doesn't add skillpoints anymore.
A simple mod that works wonderfully in combination with the Level Cap Increaser.
I have given this file a rating of 10
An absolutely AWESOME mod with HUGE gameplay implications! No longer can you be lazy when assigning skill points, now you're forced to specialize. This truly adds depth and replay value to the game, thank you so much.
I have given this file a rating of 10
Though simple, this is maybe the most valuable mod to date to improve the character-building of the game. Thanks a lot.
Thanks for the praise, folks. ">
My only gripe is that INT was already game-breakingly important (ie, you basically HAVE to start with 10 in INT or you're just giving up skill points) -- now, it's proportionally TWICE that important.
However, I haven't rated you down, since I've looked through fallout.esm and it appears impossible to lower the int bonus to anything but zero. Stupid integers! ">
I agree with what you're saying. But as you've mentioned, the implementation of the multiplier is rediculous. If it were possible I would have changed it.
My only gripe is that INT was already game-breakingly important (ie, you basically HAVE to start with 10 in INT or you're just giving up skill points) -- now, it's proportionally TWICE that important.
However, I haven't rated you down, since I've looked through fallout.esm and it appears impossible to lower the int bonus to anything but zero. Stupid integers! ">
I can't help but think this will pretty much make the game next to impossible on the hardest difficulty settings.
Perhaps, but if you focus on your primary skills then I can't imagine that it makes it much harder.
why would you alter this? this was something constant through all of the Fallout games....
no offense, man, but this is a Do Not Want mod...
Fair enough, don't use it. Feel free to ignore any of my future mods as well. Wouldn't want to spoil your game. ">
For the uninformed: The purpose of this mod is to provide better pacing and character specialization throughout the game. As it stands in the vanilla version, characters can max skills very early on, and by end-game they have many maxed skills. This mod forces the player to be more careful with their build, making choices such as maxing only 2 or 3 skills, or being a mediocre jack-of-all-trades. C'mon people, it's not that hard to understand.
Well said, that's exactly what I was going for.
I was just thinking how unbalanced and easy the skills are the build up. Playing on very hard and was hoping for a challenge but skills are just plain to easy to max out. Downloaded and using this ASAP!
Ignore the haters. This makes for a much more balanced game experience.
On a side note; the only thing that I think might work better is to have a soft cap of 5 on skill increase per level, and still allow the player the original number of skill points per level. IE: I hit level 6 and have 17 skill points, but I may only increase each skill by a maximum of 5. This would force people to be much higher level before they start hitting 100 in the skill they want. Just speculation however. Keep up the good work!
Thanks for the praise. ">
I do like your suggestion, but at the moment I have no idea how to implement it. I don't think there's a GMST for limiting the amount of skill point that one can spend on a skill, therefore it would likely require some clever scripting. Two things are preventing that at the moment:
1. We can't compile scripts, therefore they don't work in game. 2. My scripting isn't clever (it's not really scripting either ">).
15 comments
no offense, man, but this is a Do Not Want mod...
Anyway, I like the idea quite a bit. It's still quite possible to have a maxed character because of all the skill books + Comprehension. It just takes longer. There's even two exploitable skill point farms (Heavy weapons + Science) in the game.
However, I get an error about a missing group whenever I try to apply FO3Edit's Master Update. Is there any way to fix that?
Set GMST(iLevelUpSkillPointsInterval) to 0, and INT doesn't add skillpoints anymore.
God I hate people like me
Thanks for the praise, folks.
I agree with what you're saying. But as you've mentioned, the implementation of the multiplier is rediculous. If it were possible I would have changed it.
Thanks for the comment.
However, I haven't rated you down, since I've looked through fallout.esm and it appears impossible to lower the int bonus to anything but zero. Stupid integers!
Perhaps, but if you focus on your primary skills then I can't imagine that it makes it much harder.
Fair enough, don't use it. Feel free to ignore any of my future mods as well. Wouldn't want to spoil your game.
Well said, that's exactly what I was going for.
Thanks for the praise.
I do like your suggestion, but at the moment I have no idea how to implement it. I don't think there's a GMST for limiting the amount of skill point that one can spend on a skill, therefore it would likely require some clever scripting. Two things are preventing that at the moment:
1. We can't compile scripts, therefore they don't work in game.
2. My scripting isn't clever (it's not really scripting either