About this mod
This is a 6 mod pack consisting of Dice Betting Games, Enhanced Repair Lists, Extra Perks, Max Level Raiser, Regular Weapon Mods, and Portable Container. Max Level Raiser requires the Pitt, and Extra Perks requires Mothership Zeta.
- Permissions and credits
http://oblivion.nexusmods.com/mods/42456/?
This mod is a bundle of my 6 favorite mods I’ve made. It contains Dice Betting Games, Enhanced Repair Lists, Extra Perks, Max Level Raiser, Original Weapon Mods, and Portable Container.
Dice betting Games adds a table to Megaton’s Common House, and when you activate it, you pick between playing Craps and Quick Hi-Lo. In Craps, the “dealer” will roll 2 die, and the player must then bet 20-200 caps, in increments of 20, that they will match the “dealer’s” total. If so, the player will win the amount they bet, otherwise, they will lose that amount. If they get the same numbers as the “dealer,” they will get the caps they bet times 2. In Quick Hi-Lo, the dealer will roll a die, and the player must then bet 20-200 caps, in increments of 20, that the next die will be lower or higher than the first die. The player must then decide if he thinks the next die will be lower or higher. If he stated the result correctly, he will earn the caps they bet. If the dice match, the player will get the caps they bet times 2.
In Enhanced Repair Lists, the repair lists of all the original games repairable items are edited, adding scrap metal, leather, wrench, and irons (not sure why I chose to add this, maybe more diverse items to find to repair.) No more having to find someone to repair your T-51B Power Armor or finding another sniper rifle.
In Extra Perks, you are able to get new perks (obviously). Those perks are listed below. This mod goes well with the Max Level Raiser mod, allowing you to obtain more perks and max out more skills.
Blood Scrounger (Level 12, INT 7, Medicine 60): You have a 50% chance of extracting a dead person’s blood into a stimpak.
Marksman (Level 16, PER 6, AGI 6): You have a 25% greater chance to hit someone in VATS.
Explosive Open (Level 16, INT 6, Explosives 60): If you have a hammer and a cherry bomb, you can blow open any locked door or container, rewarding you with 125 XP points.
Gunner (Level 20, Small Guns 75 OR Big Guns 75 OR Energy Weapons 75): All weapon spray is decreased by 50%.
Extended Workbench (Level 10, Repair 60): You can now make ammo using scrap metal, and repair items at workbenches (This perk requires Mothership Zeta to make the Alien Power Cells, trying to make the Alien Power Cells without Mothership Zeta may cause the game to crash).
Gunsmith (Level 20, Small Guns 80): You are given a gun with near perfect accuracy, and it does serious damage.
Sun Strength (Level 16): (2 ranks) With each rank of this perk, you do an extra 10% damage while out in the sun.
Scavenger (Level 18, LUC 7): When you kill a character (not creatures), you have a chance of finding a weapon. You are able to find a combat knife, a 10mm pistol, a 10mm submachine gun, a scoped .44 magnum, or a sledgehammer.
Stealth Field (Level 14, AGI 7, Sneak 70): While you are sneaking and out of combat, you have a 50% stealth field.
Max Level Raiser is probably my most favorite. It raises the max level up to 50 by giving you the kill markers perk, which adds a random amount of kill markers when you kill a character, including creatures. These markers can be turned in to a terminal in Megaton’s Craterside Supply for scrap materials, weapons, ammo, a level-up, or 100 caps per kill marker. You are also able to get special weapons, but I’ll let you figure those out ? This mod requires The Pitt for the Slicer (here’s a freebie for a special weapon).
Original Weapon Mods makes duplicates of all the weapons in the game with a mod “attached” to each. You are able to find Modification Holodisks around the wasteland, or you can buy them from vendors, or the terminal in Megaton’s Common House. This terminal is also where you go to make modifications. As long as you have a weapon to mod, and a Mod Holodisk that can be “attached” to it, you can make the modification.
Portable Container adds a perk to the game where you will get the Portable Container (obviously). This container has infinite amount of storage, so you can store whatever in it, then pick it back up at the cost of 10 lbs of carry weight. There is an unavoidable, but easy fixable bug. If you do a mod or add-on that will remove all your items from you but gives it back (such as Operation Anchorange, The Pitt, Mothership Zeta), when you drop the container, it will become a static. You must drop the container, save the game, close out of Fallout 3 completely, and go back in and load your game, and it should let you activate it.