Fallout 3

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TheFakeEmpire

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TheFakeEmpire

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115 comments

  1. JimmyRJump
    JimmyRJump
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    Both links in the description to needed mods don't work any longer. Doing a search I only found the "Level Cap Increaser Skill Workaround" mod and not the "Level Cap Increaser". Is that mod no longer avilable on Nexus or does it have a different name?

    *EDIT*
    Found it. http://modsreloaded.com/level-cap-increaser

    For some reason, the cap increaser mod's esp (the MaxLevel40 one) gets unticked in NMM after having sorted plugins with LOOT.
    1. Steeldragon
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      Unfortunately that site is dead and archive.org never archived the download file.
  2. Jake1702
    Jake1702
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    With the barter it seems it also makes you get less caps for selling stuff. :(
  3. Bohandas
    Bohandas
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    This seems cool. Would it be possible to make one that uncaps S.P.E.C.I.A.L.?
  4. KimCheeWarrior
    KimCheeWarrior
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    is there a version yet that supports broken steel's level 30 cap? theres perks that can only be accessed if youre between levels 21-30 and it really sucks that i cant access them because the version of the mod im using keeps the max level counter at 20 even if broken steel is loaded and as long as the counter is at 20 then the perk system assumes youre at 20 and grays out the level 21-30 perks.
    1. TonyM16
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      well you obviously used the wrong version the level cap mod . Theres two version one for broken steel users and one for vanilla users. You need the broken steel one so that the counter goes to 30.
  5. Whytesmoke
    Whytesmoke
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    Just as food for thought... I personally recommend using this mod WITHOUT others that let you allocate over 100 points into a skill for a more realistic experience. That way, someone with 100 sneak can still benefit from the Hei Gui/recon armor/etc. sneak bonus w/out becoming the uberpowered ninja assassin master of OP game-fakiness. It adds strategery to your gear loadouts.

    Also, works perfectly for me. No game crashes to speak of in over 6 hours.
  6. NaCross99
    NaCross99
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    Isn't this mod already included in FWE ?
  7. Lamaki666
    Lamaki666
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    For those of you who wonder why you can't allocate skill points after you have MAXED ALL your skills I have to say only this...

    Keep your Speech(Only one skill) below 100 and you will be able to increase all others to 250 eventually,once you MAX ALL your skills then you can no longer increase ANY skills in the level up menu...
  8. patcazzo
    patcazzo
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    @ Onokoly: You need the level cap increaser skill workaround to allocate points. This mod only allows points allocated above 100 to have an effect like increased damage.

    READ THE DESCRIPTION BEFORE COMPLAINING!
  9. Onokoly
    Onokoly
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    For me this mod just doesn't work. Installed it on the very beginning of the campaign and now when I'm about to cross the 100 skill points, it doesn't let use more than 100 skill points to a skill. I'm really upset about it, because was counting on this mod when was starting a new game.
  10. anotherone40
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    I've used this as a model to add a science perk that gives my player +1 damage per 25 science (so +1 at 125-149, +2 at 150-174, etc. up to +6 at 250). That's +1 point per hit so with a repeating weapon things can start to stack up and even a chinese pistol can suddenly become somewhat dangerous.

    I made lockpick grant +2% to criticals per 25 points as well. I based that one on the mastery - sneak perk which, IMO, is heavily overpowered (too much bonus for too few points). Lockpick doesn't require you to get a sneak critical, however, any critical will be increased.

    I thought of doing a repair bonus for the lockpick but the repair skill gives a damage bonus instead and I wasn't sure how to go about giving bonus endurance to an item (I think the book perks mod might have something I could have used). Since repair gives damage vs. robots I made science purely bonus damage to all instead of +1 damage per 50 points and bonus % against robots as I'd originally planned.

    Both were easy to do with FO3Edit. I'll just use the console to add these perks in game to my character since they aren't useful without high enough skill points anyway (saving me from needing to add them to a script or something).

    While working on those I did notice mastery - medicine is bugged in that in two places it affects only big guns. I'm guessing those are leftovers from copying the big guns script. I fixed them for me (added fix to my merge patch).