Fallout 3
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Uoud

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  1. Uoud
    Uoud
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    Sticky
    At the beginning of January 2014, I had to format my hard drive.

    Since at the moment I'm not planning on reinstalling Fallout, this means that there probably won't be any new version of this mod, at least not made by me... sorry.

    I'll try to keep checking the comments from time to time, though.
  2. bobbaloo12
    bobbaloo12
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    I was hoping there was A 2 perks per level for FO3, The one for FNV works perfect. Much better than the original. Thanks! Do you know if I can remove the old one (in FO3) and install this one, mid-play. Or do I need to start A new game?
  3. kschang77
    kschang77
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    Found a game-breaking bug.

    Scribe Olin in Outcasts in the Outcasts Bailey base is marked as a trainer. The way DLC works is you walk over after talking to McGraw, then Olin talks to you and gives you the neural interface suit to put on. So you need to get out of the convo, put suit on, then talk with her again. But with her marked as a trainer there's this choice of getting training (repairs) from her, there is no option to exit out of the dialog. So you're STUCK, as you can't get out of the convo, so you can't put on the suit!
    1. kschang77
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      Disabling "Trainer of the Wasteland" before encountering Olin will work around the bug. You can probably enable it later, but there no telling if it works on holograms. :)
    2. FireStar999
      FireStar999
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      or just player.moveto player to force the conversation out?...
  4. WhoNeedsSanityAnyways
    WhoNeedsSanityAnyways
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    Just wanted to drop by and let you know that your mod has really brought new life to Fallout 3 for me. I'm using it in conjunction with FWE, UPP, RH_Ironsights and few dozen other minor mods, and it really just makes this old game feel brand new. So thank you, thank you so much for helping to bring new life to a game that I've put well over two hundred hours into, back in my console days.
  5. y2alex
    y2alex
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    So do you absolutely need FWE to run this? Or does it work just fine without it?
    1. kschang77
      kschang77
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      FWIW, it runs fine w/o FWE
  6. CivisRomanus
    CivisRomanus
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    For better navigating menus:
    in Message - Player Stats Page 2/3/4 and How to get better only Menu Button "Back" should be left (it will return at page 1)
    --------------------------------------------------------------
    For better How to get better page display:
    shorter messages - e.g "Big Guns: use flamers, miniguns, etc; Small Guns: use pistols, rifles, shotguns, etc; Energy Weapons: use laser/plasma weapons"
    Happy formatting.
  7. Cutz
    Cutz
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    Hey there, did you manage to fix these issues mentioned here? o:
    1. Uoud
      Uoud
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      Only the ones I could replicate or at least analyze with the help of the users who found them.
      Should you play this mod and find any issue, please let me know.

      Have an happy new year!
  8. demarnem
    demarnem
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    Hiya,
    I like the mod very much, I am using PMP 2.08.
     
    There seem to be some issues with leveling up however - I am stuck at level 10 even though I have 55797XP.
    On the player stats I saw  55797 / 8960 (or something like that anyway, the second number was weird and low).
    I made some changes in the menu, went back in the game and then I leveled up to level 11.
    Now, the XP indicator in the PMP menu says 55797 / -5.48955e+006.
    I wonder if the levelup detection is not working correctly because the XP for the next level is not correct (Neither 8960 or -5.48955e+006 are right).
     
    In addition, repairing items in your inventory seems to boost the 'Lockpick' skill rather than the 'Repair' skill.
     
    If you could fix it, it would be great.
    If not, I'll just keep an eye on the XP myself and mess around in the menu to trigger a levelup somehow.
    In any case, great job and thanks for the mod!
    1. Uoud
      Uoud
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      There seem to be some issues with leveling up however - I am stuck at level 10 even though I have 55797XP.
      On the player stats I saw 55797 / 8960 (or something like that anyway, the second number was weird and low).
      I made some changes in the menu, went back in the game and then I leveled up to level 11.
      Now, the XP indicator in the PMP menu says 55797 / -5.48955e+006.

      Thanks for the bug report! But, I need some more info (actually, *a lot* more info... the mod has grown to be quite complex: thus, I'll be asking questions until I can either get the bug on my own PC and then fix it or just figure out what happened and immediately fix it)...

      Which features do you have enabled? LLBG and PMP with the vanilla XP system enabled, right?
      Are player's current XP and needed-for-levelup XP (as shown in the PipBoy) the same as the ones shown in the mod's stats menu? What are these values?
      Did you upgrade from a previous version of PMP?
      What happens to your current XP, character level and XP needed for levelup if you disable LLBG? Does the mod's stats menu show the same values as the PipBoy?

      I wonder if the levelup detection is not working correctly because the XP for the next level is not correct (Neither 8960 or -5.48955e+006 are right).

      Probable... in this case, something may have gone wrong with LLBG.
      If it happened what I suspect happened, a few console commands should be enough to fix your savegame, but I'd like to also understand what caused it in the first place and fix that too.

      Please, don't overwrite the save with the 8960 until the bug is fixed! (from that save, it'll be easier to both find the cause and fix the savegame)
      (you should be able to go on playing using another save slot... thanks to how is the mod built, this mod's scripts shouldn't be able to do too much damage on their own when gone bad... nothing that can't be fixed with a little script or a few console commands)

      In addition, repairing items in your inventory seems to boost the 'Lockpick' skill rather than the 'Repair' skill.

      This is intended: nearly every time you earn Repair experience you also get some Lockpick experience: it is scripted this way in order to give another way for players to improve Lockpicking (if all the locks are Easy and above but you can't lockpick them yet, you can't improve your Lockpicking... to fix this loophole, there are now ways to improve your Lockpick without lockpicking -learning from trainers and improving your Repair skill- and to lockpick locks you shouldn't be able to -thanks to the items added by one of the optional files-) and because it makes sense that, with increased knowledge of mechanisms and with increased ability to work with them, you also become better at picking locks.
  9. JuicieJ
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    Quick question. Why is my level raising to 98 after activating the core PMP?
    1. Uoud
      Uoud
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      It shouldn't do that, of course.
      What was your level when you enabled the core PMP?
      Did you enable other features before that?
      How many XP points did you have?
      Where was your character and at which point of the main quest were you when you enabled the core PMP?
    2. JuicieJ
      JuicieJ
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      I added it at the beginning of a new game, noticed my level was 98 some point down the line after exiting the Vault, and restarted multiple times to see it I could figure out the problem, which is simply activating the core PMP. Just doing that alone is what's causing it, and I know for a fact that shouldn't be happening.
    3. Uoud
      Uoud
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      Do you mean you activated it at your birthday party (when you get your PipBoy) and suddenly jumped to level 98?
      Tried to do so, didn't get the bug.
      This means it is likely a mod conflict.
      Now, the activation process of the core PMP at level 1 does not alter player's level in any way except by altering player's XP, and the level-up process no longer uses the SetLevel function, which means this mod cannot actually make you jump directly to another level before you hit at least level 3 - it may do it through repeated level-ups, but if I understood your post correctly this is not the case.

      This means this bug is probably caused by PMP messing up another mod more than the other way around... do you have any mod installed which alters player's XP or level in any way (other than FWE)?
      Also, did you modify PracticeMakesPerfect.esp with Fo3EDIT?
      (i.e. PMP was not designed to be included in any merged patch or similar things, and I do not know what would happen if you do include it)
    4. Inkbat
      Inkbat
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      I am also getting this problem, but for me it levels me to 29. Is this intentional? Also I am getting no xp. Sorry if this is a nub question. Thanks.
    5. Uoud
      Uoud
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      Sorry, I just saw your comment.
      If you enabled the mod with the default settings, then that is intentional: the component "Leveled Lists BeGone" (LLBG) sets your level to 29... it is a fake, you still advance like you should at your "real" level, but by faking a higher level the game is tricked into spawning everything instead of "leveling" the world around you. It can be set to fake a different level, in case a level 29 world is too harsh for your character... I play mostly as a stealthy sniper, and a level 29 world while I'm at level 1 is not a problem, but I can imagine it would be a real pain for a level 1 gun blazer...

      As for the "no XP", this is intended too and part of the default settings of the core Practice Makes Perfect component: the XP system is disabled and a system where you improve your skills by using them is activated instead. You get level ups after enough skill levels have been obtained.

      The whole mod is highly customizable, thus if you spend some time tuning it you should be able to find the configuration that suits you the most.
  10. Uoud
    Uoud
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    Uploaded version 2.08; in the mod's stats menu now there is a page listing how to improve each skill.
    Also, now being healed by a medic rewards some Medicine experience, as long as a serious wound is involved.
  11. polbashkisneslo
    polbashkisneslo
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    Hey! People were already labeling Fallout 3 "Oblivion with guns" and you're bringing this closer to reality. Jokes aside, seems to be pretty interesting, although I'm not going to use it (at least in full) - still prefer classic Fallout skill point gain approach in a Fallout game. The only thing I advise, make the description more clear: short summary, then key features, then details with less unnecessary words and some formatting. It's not easy to get understanding of what exactly the mod does.

    I like the idea with weapon subskills (though again I'm not sure I understand what it really means, and suspect that current concept works only for practice) ) (I guess you are dynamically altering hardcoded skills during GameMode depending on a weapon, am I right?). And regarding trainers. Is it limited somehow? I think it could be good to use it with reduced level-up SP gains. Generally, I would really like to have hybrid system with both SP gains (significantly lower) and improving skills by practice. Would add more variety to game and keep advantages of both systems while reducing disadvantages (science by shooting on one side and boring repeating of unexciting tasks on the other)

    Also check my Revamped Leveling. Should be compatible with your mod as it is and does more than two of your options.
    1. Uoud
      Uoud
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      (I guess you are dynamically altering hardcoded skills during GameMode depending on a weapon, am I right?)

      Yup.
      There is an hidden item, always equipped by the player, that gives a temporary bonus or malus to the appropriate skill to keep it equal with the supposed level of the sub-skills.

      For example: let's say you have 50 in Guns, 16 in Rifles (single-beam two-handed ranged weapons), 16 in Non Automatic ranged weapons and 17 in Scoped weapons.
      Now, let's say you equip a Sniper Rifle, which should be a Scoped, Non Automatic, Rifle Gun... this means that your skill with that weapon is (50+16+16+17)/4 , which equals 25.
      Then, the script adjusts the hidden item to give a temporary -25 malus to your Guns skill.

      Is it limited somehow?

      I don't remember limiting it... it should work well on its own.

      Generally, I would really like to have hybrid system with both SP gains (significantly lower) and improving skills by practice. Would add more variety to game and keep advantages of both systems while reducing disadvantages (science by shooting on one side and boring repeating of unexciting tasks on the other)

      It's actually very easy to do.
      The scripts already reached the size limit a few times, so I'd rather not add the option in the menu unless it turns out to be a desired feature by many players...
      Anyway:
      1-Open PracticeMakesPerfect.esp with the GECK
      2-Select "Perk" under "Actor Data" in the Object Window.
      3-Find the perk whose editor ID is aaaPMPsp, and double click on its editor ID.
      4-In the "Perk Entries" section, delete every entry except the one with Priority set to 0 and the Data 2 field set to "Multiply Value"
      5-Double click the only perk entry you did not delete and, in the box right of "Value=Value*" insert the percentage of skill points you want to get (i.e. if you want 25% of the "normal" skill-points at level-up, set it to 0,25).

      Also check my Revamped Leveling. Should be compatible with your mod as it is and does more than two of your options.

      Nice!
      (Actually, two of these three options - the "more perks per level" and the "SPECIAL points per level" - are not mine... I only made them better compatible with PMP)

      EDIT: Ooooh you used SetUIFloat to change player's skill points at level-up!
      I couldn't find out the correct value to be modified to get that... I'll definitely "steal" that line
    2. polbashkisneslo
      polbashkisneslo
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      It always bugged me that gatling laser and minigun use the same skill and missile launcher and FatMan have nothing to do with Explosives. First can be checked by Energy resist type and second probably only by ammo.
      Is it limited somehow?
      I mean can it be exploited to effortlessly maxing skills given enough money is available?
      It's actually very easy to do ...
      Like I thought. If you say so I'll probably try this.
      Actually, two of these three options - the "more perks per level" and the "SPECIAL points per level" - are not mine...
      I know. They are still your {mod's} options
      Ooooh you used SetUIFloat to change player's skill points at level-up!I couldn't find out the correct value to be modified to get that... I'll definitely "steal" that line
      What? This thing makes our mods non-conflicting and you want to break it? Though you actually gave me an idea on avoiding such thing by delaying my code by 1-2 frames.
    3. Uoud
      Uoud
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      I mean can it be exploited to effortlessly maxing skills given enough money is available?

      There is a limit to the max level that can be obtained through training, but it's fully customizable.
      By default, NPCs will only train the player up to their own skill level.

      What? This thing makes our mods non-conflicting and you want to break it?
      Though you actually gave me an idea on avoiding such thing by delaying my code by 1-2 frames.

      Nice!
      But don't worry, I'll only do that if I happen to have to release a further version of PMP and it will be used to add the option to have customizably lower skill points at level-up instead of none
      .