About this mod
Fallout 3's major balance problem was the abundance of skill points. One could easily max out most of the skills by level 30 and become a jack of all trades. The goal of this mod is to nerf the number of skill points by reworking / nerfing Bobbleheads and Perks which add skill points.
- Requirements
- Permissions and credits
Added a new file: SPR - Anchorage. Check for changes below.
Changelist:
- All skill Bobbleheads no longer give skill points.
- Reworked Perks:
Gun Nut - Small Guns 30, Repair 30, lvl 2. You are obsessed with using and maintaining a wide variety of conventional firearms. You gain 5% more damage on guns that have over 80% of their condition.
Little Leaguer - ST 4, lvl 2, 3 ranks; Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you do an additional 5 points of Melee Weapon damage.
Daddy's Boy / Girl - INT 5, Medicine 40, lvl 4; Just like dear old Dad, you've devoted your time to a better understanding of living creatures. You do 5% increased damage to humanoid creatures. (Humans, all Ghouls and Super Mutants)
Scoundrel - CH 4, lvl 8; You can use your wily charms to influence people - however, not always in a good way. With this perk, peoples' reactions to you will be more extreme, one way or the other. (NPC disposition increased 2.5 times)
Size Matters - EN 5, Big Guns 50, lvl 10; You're obsessed with really big weapons. Your accuracy in V.A.T.S. is significantly increased with Big Guns. (+25% accuracy in VATS like Gunslinger and Commando)
Thief - AG 8, lvl 20; Being a thief you run away from the law so often, that you have become very proficient at it. This perk greatly increases your movement speed. (+20% overall movement speed - walking, running, sneaking)
- Nerfed Perks:
Educated - changed from 3 skill points per level to 2 skill points per level
Silent Running - removed +10 Sneak
Cyborg - removed + 10 Energy Weapons
Changelog 1.1:
- Reinstated Comprehension:
Comprehension - IN < or = 3, lvl 14; You're not stupid! Just... different. Being an idiot savant you gain one additional skill point whenever a skill book is read.
My intention was to create an Idiot Savant kind of Perk, which helped characters with low Intelligence. However, even with this requirement the Perk is still exceptionally powerful and therefore I increased the level to 14 - during those 14 levels the player should find a good deal of skill books and lower its potential. In addition, I increased the Intelligence requirement for Educated:
- Educated - increased IN requirement from 4 to 5.
So as the 3 Intelligence character can have access to Comprehension, but cannot get Educated after collecting the Intelligence Bobblehead alone.
- Clarified requirements for Daddy's Boy / Daddy's Girl:
The Medicine requirement doesn't show up in the usual place, so I added it to the Perk description itself.
Changelog 1.15:
- Updated the load screen tips to match the new perks
SPR - Anchorage:
- Changed Covert Ops:
Covert Ops - You've recovered all the hidden intel from Operation: Anchorage. Good work, soldier! You gain a 15% bonus to sneak attack critical damage.
KNOWN ISSUES:
Thief - During the Mothership Zeta Among the Stars quest you have to go outside the spaceship - the space walk. During the space walk you are slowed down; after you finish it, the movement bonus from Thief is no longer active. You have to remove the perk and readd it through console commands.
player.removeprk 00031dd6
player.addperk 00031dd6