Fallout New Vegas
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GenaTrius

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GenaTrius

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12 comments

  1. TDarkShadowMutant
    TDarkShadowMutant
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    Hey GenaTrius, love your mod. It's great when you use any mod that also hides the tags on dialogue checks.

    However, your script(s) have a little typo, which you copy-pasted through all the effects.
    ```
    float fSPECIAL1
    float fSPECIAL2
    float fSPECIAL3
    {...}
    set fSPECIAL1 to player.getpermav Intelligence
    set fSPECIAL2 to player.getpermav Charisma
    set fSPECIAL2 to player.getpermav Luck
    ```
    You accidently put fSPECIAL2, instead of fSPECIAL3, for the third Special.
    This typo exist in both versions of the mod.
  2. eimiyoshikawa
    eimiyoshikawa
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    • 4 kudos
    I'm a weirdo that does a number of weird things when I play, and I play with JE Sawyer and Hardcore only. One of those weird things is, I don't use skill magazines. I either have the skill points to make a check or I don't. One of those weird self-limitations of mine.

    With this mod, I'd actually have a reason to pick up skill magazines again, and the formula for seeing if it helps or not is balanced well enough that I wouldn't feel guilty about it!

    Thank you!
    1. GenaTrius
      GenaTrius
      • supporter
      • 33 kudos
      Thanks! I've been really worried about that. I haven't been playing F:NV for a while, but when I was playing with the mod myself I never had it give me a skill point. It worked when I tested it by giving myself 100 skill magazines and hammering through them, but not in regular play. I thought it might be too infrequent, but I guess it was just statistics!
    2. Shionsteel
      Shionsteel
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      I like this idea for mags, but I don't know - neither version has worked for me in play or even additem a few hundred mags and clicking through them fast or slow. I even tried altering the script to provide 100% chance - nothing. Has anyone seen this work in play recently?
      I have a pretty clean load order and this one is last and I have tried a couple other magazine mods without any problems.
    3. Shionsteel
      Shionsteel
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      and forgot to mention that those other mag mods were disabled when I tried this one, so nothing would conflict.
    4. Kreutz
      Kreutz
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      • 19 kudos
      Like Shionsteel here: played the mod for months and never worked for me.
  3. Keleigh3000
    Keleigh3000
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    Came back to endorse, and make a suggestion. What about factoring current skill level in so that the higher your skill the less likely you are to get that extra point? Like, if you're skill is currently 25 you're say 3 times more likely to get the bonus point than if it was 75. Something like that. I figure the more you know about a thing, the less you'll learn from those magazines.
  4. Sumai4444
    Sumai4444
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    • 7 kudos
    Not only did I endorse this, I urge everyone to download and try. It brings us back to when tag skills mattered, makes taking another tag skill perk friggin awesome, makes retention a viable perk, now that most people run with new perk mods, no one every uses the old perks much anymore. But my favorite? The Epic Skill mods, where the Mod stops reading the skill at 100, but you can keep putting more skill points into the Skill and raise your chance to do rare opportunity <usually once a day> epic skill based feats. For instance with a lockpick of 100 plus, you can lock a door once a day, with a difficulty rating to unlock based on how many more stat points you have. It may seem useless, but enemies who can open doors to get to you or other areas, can't unlock it unless there Lockpick allows them to pick it, and even then a force lock roll is made, which is usually low, before they can come in after you. Also you can unlock your own lock, with exp gain involved. In addition once a day you have a low chance to open a lock that otherwise would need a key. Comes in handy low level when you don't feel like, or can't find, steal, kill or speech convince the person with the key. What does this have to do with this awesome Mod?
    EVERYTHING!
    Now all those skills maxed out to 100 before you raise the SPECIAL skill associated to it to 10, will get a bonus every time reading a magazine gives you a permenant SPECIAL point or 2, as each SPECIAL point raises all skills it governs by a few points. All of em if it's luck,lol. And even if you don't get a stat point, you still get a benefit to all your 100 skills because then reading the magazines still gives you epic activation chances and rare skills, otherwise kept from you. But my personal reason is, everyone should be allowed to continue making their character grow, as they continue playing past the core game and start adventuring in other modded adventures and areas. Especially if they don't mod that allows them to level past 50. My advice? Get this if you are only playing mostly vanilla, lightly modded FallOut New Vegas, definitely get this is you are playing Epic Skill mods. And for the Love of God what are you waiting for if you are playing alot of extra content and stopped leveling at 50? Feel free to ask me in private or here for my list of Mods, and load order, if you think you want to play this way, and please people, endorse this friggin genius modder!
    1. Sumai4444
      Sumai4444
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      • 7 kudos
      As a side note, I use Modfusion, which generally alerts to keep mods to about 140 or less, before any game becomes unstable. This mod is so awesome, I literally removed other mods to keep it fresh in load order , yeah people it's THAT awesome.
    2. GenaTrius
      GenaTrius
      • supporter
      • 33 kudos
      Err, thank you! However, this mod doesn't raise your SPECIAL stats. It adds a +1 or +2 to your Skill based on the SPECIAL stats that govern it. I could make a version that raises your SPECIAL instead if you wanted, but I don't know how to make it raise them above 10. Though if your Epic Skill Mod or uncappers do that, cool!
  5. walrus2517
    walrus2517
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    Fantastic idea. Definitely including this on my next playthrough.
  6. Keleigh3000
    Keleigh3000
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    Like this idea a lot. DLing now...