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- Practice Makes Perfect
Practice Makes Perfect
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Version2.09
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This page was last updated on 05 July 2015, 11:57PM
- Changelogs
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Version 2.09
- Fixed a bug in Survival's time-based advancement.
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Version 2.08
- The mod's own non-MCM stats menu now contains indication of how to advance each skill.
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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.
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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.
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Version 2.05
- Slightly changed the way XP is handled.
- Shortened the name of Extended Skills' effect.
- Fixed an issue with MCM descriptions.
- Fixed an issue with Sierra Madre's Vending Machines.
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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.
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Version 2.03
- Bugfix: the formula for the XP to be given when re-enabling the XP system was wrong.
- The MCM menu now also shows the PMP player stats hotkey's key and not only its ScanCode.
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Version 2.02
- Bugfix: the texts in the MCM version of the menu for level advancement options were mismatched when trying to modify the option.
- 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.
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Version 2.01
- Fixed an oversight that could make the main script temporarily disabled.
- Bugfix: the section for Trainers of the Wasteland in the MCM version of the menu was not working.
- Reworked Skill Rates Throttle.
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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.
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Version 1.18
- It is now possible to batch enable the default settings.
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Version 1.17fix
- Bugfix for Trainers in the Wasteland: Science could not be actually teached.
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Version 1.17
- 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.
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Version 1.16fix3
- Bugfix: the perk recognition system could cause a levelup if it detected XP-enhancing perks.
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Version 1.16fix2
- Slightly lighter and more stable script.
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Version 1.16fix
- Scripts changed to prevent them from crashing.
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Version 1.16
- The DLC patches are now obsolete, and no longer needed for PMP to take into account content from New Vegas' DLCs.
- 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.
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Version 1.15fix
- Bugfix: crafting some of the hi-tech ammo types gave Repair experience instead of Science.
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Version 1.15
- Skipping conversations now rewards some Speech experience.
- Bugfix: Speech Successes and Speech Failures no longer give negligible Speech experience.
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Version 1.14
- More informative MCM menu.
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Version 1.13
- Faster Sneak advancement and events recognition.
- New feature: optional, hybrid level advancement.
- New feature: optionally, the inventory menu can be made visible from the MCM menu.
- Bugfix: the feature "Leveled Lists - Begone" didn't work properly with the core PMP mod disabled.
- Bugfix: Doctor Bags' usage should now be better recognized.
- Other minor bugfixes.
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Version 1.12fix
- Bugfix: now Super Mutants should teach in "Trainers in the Wasteland"... if you find those who actually start a conversation with the player.
- Bugfix: in "Extended Skills", Launchers usage wasn't correctly detected.
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Version 1.12
- Feature "Trainers in the Wasteland": training can now be optionally bound to NPCs' faction.
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Version 1.11
- New feature: optionally, NPCs can train the player... for a price.
- Bugfix: MCM sub-menus could load incorrectly.
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Version 1.10fix3
- The three menus for "The Mod Configuration Menu" are now unified.
- Shortened the MCM menu entries for the hybrid PMP/XP system option and for the LLBG level setting option.
- Bugfix: the MCM option for the hybrid PMP/XP system now updates correctly.
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Version 1.10fix2
- Added compatibility for "The Mod Configuration Menu"
- Repair Kits are now detected through scripting, to enhance compatibility.
- Bugfix: the new "hybrid" option could set payer's XP to 0 when disabling the core Practice Makes Perfect.
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Version 1.10
- Bugfix: item crafting now contribute to the advancement of the correct skill.
- It is now possible to set each skill progression rate individually.
- Harvesting now gives Survival experience.
- Using Repair Kits now rewards Repair experience.
- New option: it is now possible to have both the XP system and the skill-progression-through-practice system.
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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)
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Version 1.09
- 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.
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Version 1.08
- Feature "Extended Skills" no longer makes skill books (or similar objects) useless.
- Bugfix: a portion of the script that manages Repair and Survival 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.
- Discovering locations and passed in-game days now reward Survival experience.
- Reading books now counts toward player's level advancement.
- The in-game menu should now be easier to use.
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Version 1.07
- 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.
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Version 1.06fixed
- No, it wasn't better... but hopefully this new skill tracking system is.
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Version 1.06
- Switched the skill tracking system to one hopefully better.
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Version 1.05
- 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
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Version 1.04beta3
- Bugfix: incomplete script line for the feature "Extended Skills"
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Version 1.04beta2
- Bugfix: levelup after VATS
- Hopefully better Science, Speech, Repair and Sneak skill advancement.
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Version 1.04beta
- 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
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Version 1.03beta
- 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
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Version 1.02
- 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.
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Version 1.01
- 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)
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Version 1.0
- Mod released
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- Author's activity
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- Mod page activity
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May 2024
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07 May 2024, 5:21AM | Action by: jworzi
Endorsed
'Practice Makes Perfect'
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06 May 2024, 3:19PM | Action by: Wakelessrex
Tracked
'Practice Makes Perfect'
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05 May 2024, 2:13PM | Action by: megatonresident
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'Practice Makes Perfect'
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02 May 2024, 5:24PM | Action by: Khenti
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'Practice Makes Perfect'
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02 May 2024, 5:47AM | Action by: D3M0NS1AY3R7670
Tracked
'Practice Makes Perfect'
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01 May 2024, 12:34AM | Action by: oOBenjiOo
Endorsed
'Practice Makes Perfect'
April 2024
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30 Apr 2024, 6:41PM | Action by: curtis15111996
Tracked
'Practice Makes Perfect'
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29 Apr 2024, 11:48PM | Action by: FemboyPlagueDoctor
Endorsed
'Practice Makes Perfect'
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13 Apr 2024, 5:16AM | Action by: faopsafd
Endorsed
'Practice Makes Perfect'
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08 Apr 2024, 1:45AM | Action by: KalKalekum
Untracked
'Practice Makes Perfect'
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08 Apr 2024, 1:45AM | Action by: KalKalekum
Tracked
'Practice Makes Perfect'
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04 Apr 2024, 5:49PM | Action by: Lemong217
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'Practice Makes Perfect'
March 2024
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28 Mar 2024, 6:50AM | Action by: raulo369369
Endorsed
'Practice Makes Perfect'
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27 Mar 2024, 2:34PM | Action by: ThiccMan67858
Endorsed
'Practice Makes Perfect'
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23 Mar 2024, 10:48PM | Action by: Savlin
Endorsed
'Practice Makes Perfect'
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19 Mar 2024, 3:01PM | Action by: Suryalaksana
Endorsed
'Practice Makes Perfect'
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15 Mar 2024, 11:35PM | Action by: Goumranth
Endorsed
'Practice Makes Perfect'
February 2024
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28 Feb 2024, 8:12AM | Action by: ampyeridracula
Untracked
'Practice Makes Perfect'
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27 Feb 2024, 8:22PM | Action by: Michael6438
Endorsed
'Practice Makes Perfect'
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17 Feb 2024, 3:54PM | Action by: Poltineek
Endorsed
'Practice Makes Perfect'
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