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Uoud

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Uoud

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About this mod

Do you miss The Elder Scrolls' skills leveling system?
Ever wondered why shooting Super Mutants should make you better in Science?
Then this mod is for you.

Requirements
Permissions and credits
Changelogs
Link to Practice Makes Perfect for Fallout New Vegas: http://newvegas.nexusmods.com/downloads/file.php?id=45604

Link to the russian translation of Practice Makes Perfect for Fallout 3: http://falcon-lair.com/files/file/651-praktika-rozhdaet-sovershenstvo-practice-makes-perfect/
(Sadly, personally I don't know anything about the russian language; this translation was done by magnumspec from Falcon-Lair.com)

Update 5/02/2015 -  Warning: this mod is no longer maintained.
It may still work, but I can't say that for sure, and neither I can help
you if you get problems with it, as I barely remember its code after
more than a year of not looking at it.
Sorry.


Name: Practice Makes Perfect
Version: 2.08
Date: 13/09/2013
Category: Realism
Requirements: FOSE
Author: Uoud

Important!
From version 2.00 onward, Practice Makes Perfect is no longer compatible with the 1.xx versions of itself.
To upgrade from any of the 1.xx , disable the mod through its own menu, save the game, then uninstall the mod, then load the savegame you just created and save again. Then, you can install the newest version of the mod.

Usually, it is a good idea to wait for after the Tutorial section of the game before enabling any of this mod's features.

You may notice a fake XP gain whenever you level-up or load a game: this is normal, it's just the mod trying to detect XP-altering perks - even those added by other mods.

Do I need any DLC?
No, DLCs are not required, but the script can use their content if you have any installed.

What does this mod do?
Depends on what features did you enable and how did you set them.
Every feature starts out disabled by default.

This mod is highy customizable; for ease of use, it is possible to enable the default settings through Practice Makes Perfect's menu, by getting and using the Default Settings Enabler.

These "default settings" consist in all the features being enabled.

It is possible to customize these "default settings" by using the GECK: just load "PracticeMakesPerfect.esp" in the GECK, then follow Gameplay -> Edit Scripts -> Script -> Open

Then, select aaaPMP2enablerScript from the list and follow the instructions there.

Ok, but what are these features?
All the features can be enabled independently from the others except Extended Skills, which needs the core Practice Makes Perfect to be enabled.
At the moment, there are four of them:

-Practice Makes Perfect
This feature is what makes it possible to level up through the actual use of the skills you are going to improve, like in the games of The Elder Scrolls series (Skyrim, Oblivion, Morrowind...).

It is possible to set each skill progression, to make their setting automatic, to bind your level advancement to XP gained or to disable the XP system and get levels based on your skill advancements, or to use an hybrid system instead.

After enabling this feature you will still get the Level-Up dialogs, but you will not be able to use skill points.

Anything else is left untouched: Perks, derived stats, et cetera, everything remains as usual.

You can verify if one action is taken into account by simply opening the Stats Menu of this mod, which can be hotkeyed for easier use through the mod's menu, and checking if any of your skill is increasing; in that menu, partial skill advancements are shown.

-Extended Skills
Like the name says, this features extends the vanilla combat skills:
  • Small Guns / Energy Weapons:------3 possible types: Pistols, Rifles or Shotguns/Multi Beam Weapons------2 possible techs: Small Guns or Energy Weapons------Scoped or Non Scoped------Automatic or Non Automatic
  • Big Guns:------3 possible types: Launchers, Heavy Weapons or Flamers
  • Explosives:------2 possible types: Grenades and Mines
  • Melee Weapons:------2 possible types: One Handed or Two Handed------Automatic or Non Automatic
  • Unarmed------2 possible types: Boxing or Unarmed Weapons
Each of the sub-categories have its own level, and 1 of each line concurs in the "final" skill you will have with a certain weapon.Example: the final skill for Laser Rifles will be the mean of your Rifles skill, Energy Weapons skill, Non Scoped skill, and Non Automatic skill.This applies to every weapon, even mod-added ones, since they're detected through dedicated scripting.For this reason though, some weapons can use counter-intuitive levels... anyway, their use will still improve these same skills.

-Leveled Lists - BeGone!
I'll admit I never liked systems where everything in the world gets harded and stronger the stroger your character gets.
To counter this, just enable this feature: it will fake player's level to a fixed customizable value, thus fooling the game into stopping leveling everything with you.

-Trainers of the Wasteland
This feature lets you get training from every NPC you can talk to, based on either their own skill levels or their faction (or both, if you set it so) and for a fully customizable fee.

Is there any mod incompatibility?
None I'm aware of at the moment.
If you happen to find one, please post in the mod's comments section of the Nexus and I'll do my best to check and fix it as soon as I read your message.
Just please, afer that check that section from time to time; I may have not been able to reproduce the bug, and/or may need more info to track it down.

This mod has been written, tested and re-written with FWE installed, and is probably more compatible with it than with vanilla Fallout.

What about the "Optional files" section?
At the moment, there are three files:
"SPECIAL Level Up by jahmon808 - better suited for PMP" is a modified and customizable version of SPECIAL Level Up by jahmon808, designed to better work alongside Practice Makes Perfect but that can also be used alone;

"Two perks per level by Xodarap777 - better suited for PMP" is a modified and customizable version of XFO's Two perks per level by Xodarap777, designed to better work alongside Practice Makes Perfect but that can also be used alone; this file also includes the option to "store" perk selection screens at level up, thus skipping them and allowing the player to choose perks at another time. Just install the file and activate it, then load the game and follow the instructions to set the mod - setting it to give 1 perk per level will enable just the "storage" system. Then, when you level up, you'll find at the top of the list a perk named "Choose later"; choosing this will give you a consumable item that, if eaten, will fake a level up and prompt the Perk Selection menu again. The perk "Choose later" can be selected more than once, without limits;

(If you are interested in the files "Two perks per level by Xodarap777 - better suited for PMP" and "SPECIAL Level Up by jahmon808 - better suited for PMP", you might want to take a look at Revamped Leveling by polbashkisneslo, which seems to implement these things better)

"PMP Rogue Items" adds 4 "levels" of "Lock adapters" and "Hack enhancers" that can be used to lockpick locks and hack terminals you don't have the required skill for.
The numbers beside their names are the "difficulty" levels that the item can help overcome; for example, if you could normally hack terminals up to the "easy" difficulty, the "Hack enhancer 2" lets you hack up to "hard" difficulty terminals.
Having an item with an higher number than the one required will still let you use it; if you have more than one item with an high enough number, only the one with the lowest allowed number will be used.
To use them, just point the crosshair to a terminal or lock too hard for you; after a brief delay, you should get a message confermng that the item is ready for use. Opening the PipBoy unsets the items, and you'll have to wait again for them to be ready.
These items will break and be removed after being used for a successful lockpick or terminal hack.
They can all be bought from Moira in Megaton, who gets daily a random number of them to sell.

Alright, I'll give it a chance... how do I install this mod?
Use FoMM or extract "PracticeMakesPerfect.esp" into your Fallout "Data" folder and activate it.

And if I want to uninstall it?
Disable every feature in-game, then save, then use FOMM again or delete "PracticeMakesPerfect.esp" from your Fallout "Data" folder.

Can I edit or upload this mod anywhere else?
Sure!
Feel free to modify, expand, use and release the scripts included in this mod as you see fit.

By the way, while we're at legal stuff: I decline any responsibility for any damage should this mod do.

It should be safe to use, but in case your PC melts or Martians get pissed at us and decide to invade Earth while you're using Practice Makes Perfect or any of its features, that's not my fault ;p

Known Issues (if possible will be fixed in the next version)
  • My Infirmary and Triage aren't being counted.
  • Grenade hotkeys throw grenades whose usage is not detected. Possible fix: reverse the checking process, by first checking what's equipped and then looking for the throw
Credits
GECK; without that website, probably I would never have been able to make this mod.

Cipscis' Script Validator

I do not know of any mod that does something similar to this.

Thanks to everyone who posted in the nexus comments' threads, for their kind words, bug hunting and precious suggestions!
Special thanks for their ideas, which have been included in this mod version
  • KzxStealthy (pop-up when a skill increases)
  • SilverNirvash (extended combat skills)
  • Scorpial (customizable leveling speed, customizable advancement speed of each indivudual skill)
  • Jeoshua (optional, hybrid skill progression)
  • Keleigh3000 (optional, skill progression bound to the skills' associated SPECIAL stat)
  • Yuiopdude (optional, partially reenable the XP system while keeping the skill-progression-through-practice system)
  • mikeboydus (optional, NPCs can train the player... for a price)
  • Misterhamper (optionally, training can be bound to NPCs' faction; optional, hybrid level advancement bound to both skill progression and experience points gained)
Thanks to mikeboydus for actually choosing who should teach what in "Trainers in the Wasteland".Changelogversion 2.08
  • Getting healed by medics now gives Medicine experience, as long as a serious wound is cured.
  • The mod's own stats menu now contains indication of how to advance each skill.
version 2.07
  • The silent XP-altering perks detection works only if the player is at least level 3. Thus, at levels 1 and 2 it is not silent anymore.
  • The modified Two Perks Per Level file has been updated to v5 to account for a similar issue.
version 2.06
  • XP-altering perks detection is now silent.
  • The modified Two Perks Per Level file now includes the option to select perks later.
version 2.05
  • Slightly changed the way XP is handled.
  • Shortened the name of Extended Skills' effect.
version 2.04
  • Changed the priority of the perk Educated, hoping it will no longer overwrite PMP's attempt to set skill points gained at level up to 0.
  • Changed the suggested settings for Skill Rates Throttle.
version 2.03
  • Bugfix: the formula for the XP to be given when re-enabling the XP system was wrong.

version 2.02
  • Lockpick Failures are now taken into account and give half of the Lockpick experience that a Lockpick Success would give; this does not alter the Lockpick experience got if the lock is successfully unlocked afterwards.

version 2.01
  • Bugfix: Barter skill advancement was 50 times faster than intended.
  • Reworked Skill Rates Throttle.
version 2.00
  • The mod has been completely rewritten, for improved stability and performance.
  • New feature: Skill Rates Throttle: if enabled, this option lets the mod adjust each skill gaining rate based on how fast is that skill increasing.
version 1.16fix
  • Bugfix: partial skill advancements were only shown if Extended Skills was enabled.

version 1.16
  • Extended Skills: now Boxing changes the effectiveness and speed of bare fists.
  • Bugfix for Leveled Lists BeGone: fixed an issue with XP system and faking low player levels.
  • It is now possible to set a key to easily show player's stats during normal gameplay.
  • New and exciting bugs due to me being a moron and accidentally deleting the .esp ... after recovering from the subsequent infarction, luckily Drive Rescue restored the hopefully intact file.
version 1.15fix3
  • Bugfix: the perk recognition system could cause a levelup if it detected XP-enhancing perks.
version 1.15fix2
  • Added a missing script line in the hybrid level progression system.

version 1.15fix
  • The in-game inventory menu now also shows the progress to the next skill level.
  • Slightly lighter and more stable script.
version 1.15
  • Perks altering XP gaining are now automatically detected, even if mod-added.
  • Slightly changed the way tagged skills and Educated are implemented.
  • Extended Skills pacing now depends also on their related skills' settings.
  • Trainers in the Wasteland: it is now optionally possible to have a preview of how much training will cost.
version 1.14fix2
  • Slightly modified esp.
version 1.14fix
  • Bugfix: a line in the new crafting tracking system was bugged.

version 1.14
  • Item crafting is now better tracked.
  • The skill pacing menu is now more clear about the meaning of the "all" setting.
  • Skipping conversations now rewards some Speech experience.
  • Bugfix: Speech Successes no longer give negligible Speech experience.
  • Bugfix: the half XP half skill advancement leveling option didn't correctly revert player's level if LLBG was enabled.
version 1.13
  • Faster Sneak advancement and events recognition.
  • New feature: optional, hybrid level advancement.
  • Bugfix: the feature "Leveled Lists - Begone" didn't work properly with the core PMP mod disabled.
  • Bugfix: it was impossible to raise Sneak.
  • Other minor bugfixes.
version 1.12fix
  • Bugfix for "Trainers in the Wasteland".
version 1.12
  • Feature "Trainers in the Wasteland": training can now be optionally bound to NPCs' faction.
version 1.11
  • New feature: optionally, NPCs can train the player... for a price.

version 1.10
  • It is now possible to set each skill progression rate individually.
  • New option: it is now possible to have both the XP system and the skill-progression-through-practice system.
version 1.9
  • Bugfix: sometimes, activating the mod would set player's level to the maximum value.
  • Feature "Extended Skills": added the Flamers sub-class.
  • Added the option to make skill progression dependent on each skill's associated SPECIAL stat instead of Intelligence.
  • Added the option to bind skill progression to both player's level and player's skill points.
  • Tagged skills and the perks "Educated" and "Swift Learner" are now taken into account for skill advancement.
version 1.8fixed
  • Bugfix: Extended Skills didn't update Big Guns correctly.
  • Stimpacks and Rad-away contribute again to the Medicine skill.
version 1.8
  • Feature "Extended Skills" no longer makes skill books (or similar objects) useless.
  • Bugfix: a portion of the script that manages Repair wasn't correctly written.
  • Player's level advancement speed is now customizable.
  • Bartering extremely high-value items now doesn't reward too much Berter experience.
  • Having items repaired now rewards less experience.
  • Stimpacks and Rad-away no longer contribute to the Medicine skill.
  • Reading books now counts toward player's level advancement.
  • The in-game menu should now be easier to use.
version 1.7
  • Maxed skills now count toward player's level advancement.
  • Player's level advancement is now bound to player's Intelligence.
  • Changed how the script handles player's experience when disabling or restarting the mod.
version 1.6
  • Switched the skill tracking system to one hopefully better.
version 1.5beta
  • Bugfix: the feature "Leveled Lists - Begone" didn't reset itself properly
  • Feature "Extended Skills": Big Guns, Explosives, Melee Weapons and Unarmed are extended too
  • Repair skill now gives a little bonus to Lockpick
version 1.4beta3
  • Bugfix: incomplete script line for the feature "Extended Skills"
version 1.4beta2
  • Bugfix: levelup after VATS
  • Hopefully better Science, Speech, Repair and Sneak skill advancement.
version 1.4beta
  • Barter is now based upon the actual value of the items you sell or buy
  • New feature: optionally, Small Guns and Energy Weapons can be extended
  • Bugfix for the repair menu
version 1.3beta
  • New feature: optionally, sets world's level to a fixed value, so that you face always the same world
  • New option: skill advancement optionally bound to skill level instead of player level
  • Bugfix
version 1.2
  • Polished and improved script
  • Expanded "cheat" menu (it's now possible to reduce your skill level)
  • Customizable skill cap
  • "Fallout3.esm" is no longer a required master file.
version 1.1
  • Various bugfixes
  • Expanded in-game menu
  • New feature: option to make the game report when a skill has increased
  • New feature: disable/re-enable mod option
  • New feature: customizable level cap (which unifies the "Broken Steel" and "vanilla" versions of this mod)
version 1.0
  • Mod released.