Fallout New Vegas
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Venexificus

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Venexificus

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64 comments

  1. SumeaSaukko
    SumeaSaukko
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    Hey, cool mod but why the hell does it have to affect skill magazines? How do i disable this feature?
  2. besyboy
    besyboy
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    Im running this together with everything from viva new vegas extended (minus a few visual mods) and it works fine. Something I noticed is the 15 + Crit chance on magazines seems to a be a bit more overpowered then the modder realizes. With this Comprehension and all Crit Chance perks and buffs, any weapon with a 2x crit chance can hit 100%. I love it but it seems a bit broken. 
  3. rknowj
    rknowj
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    really dropped one of the best balance mods for fnv and left the site forever =[

    aw nvm. everyone is right. this mod crashes the game when reading a book nooooooooooooooooooooooooo
  4. RevanFanMan
    RevanFanMan
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    For some reason, every time I use a skill book my game crashes.
    1. HIIMPIEZ
      HIIMPIEZ
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      Same issue, unfortunately
  5. Sn4rk
    Sn4rk
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    Could you please make a "reversed" version that would make the skill books work as in vanilla, but instead the magazines would work like this? Instead of giving +10 to your skills for a moment, they would add the effects from this mod (I would prefer the half version)
  6. DragonMech01
    DragonMech01
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    I love this mod for NV! It's an essential mod in my game now.

    Is there a Fallout 3 (non-TTW) version?
    1. TurinTurambar118
      TurinTurambar118
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      There's Book Perks Improved on the Fallout 3 Nexus page. I was actually looking for a version of that for New Vegas. Was hoping to try this one out, but some people are reporting crashes and such.
  7. skaianRadiance
    skaianRadiance
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    1: Thank you very much for creating this mod, it has been a boon in making both the Books much more useful and valuing both them and my Skill points, creating a much more satisfying experience with the game.

    2: I have feedback and suggestions, and I am coming from the mindset of a TTW player. I will go over each skill, and suggest what to change.

    3: Excuse the long post.

    "[[[~30]]] of each book (in ttw)."

    This is the driving force of my concern. I am sure you understand, you did make a half-strength version. (Thank you very much.)

    Each individual book does not contribute much on its own, but if the total number of books are really this high, then there is further concern for balance, even with the reduced strength option in the downloads, as I am finding quite a few books before I am level 7 (in the Capital Wasteland).

    While it is not expected to find all the books in a typical, normal play through, I am gonna act like a player has found them all, just for the sake of argument. Mainly because I like having a balanced game.

    NOTE: I am taking both the standard AND the half-strength versions of the mod into consideration.

    ============================
    Studied: Barter
    (1% cheaper wares from merchants)
    (+3lb carry weight).

    This book is fine, so long as you have a balance changes to the economy to make it harsher, and reduce the base carry weight, something like Jsawyer ultimate, and/or an item scarcity mod, like Famine.
    But not everyone likes to play like that, and just enjoy swimming in caps, so its fine, especially the reduced version.

    ========================
    Studied: Energy Weapons
    (+2% bonus to damage)
    (+2% attack speed).

    Damage bonus is a tad high. The reduced version is much better in my opinion. I would instead suggest changing it to either increase Armor piercing with energy weapon, +0.5 points of penetration per point instead, giving energy weapons their own niche, doing more or less the same thing, but in a way thats more sensible.

    The attack speed is excessive (at upper ranks). 60% is a lot. (30% half-strength) I would suggest taking the reduction and pushing it down further to 15%.

    A better suggestion would be improving the reliability of the weapon instead, as in, it jams/degrades less. OR make crits do more damage.

    ==========================
    Studied: Explosives
    (+3% damage with explosives)
    (+2% explosive radius).

    The damage improvement is not only fine, it's great! Explosives should be potent!
    I do think the damage should be reduced a bit, like it is in the reduced version.

    The real concern is the Radius, as that could damage the player, or cause things to go flying, making the use of explosives concerning.

    There are 2 ways of dealing this, either change it to doing more Armor penetration, 0.5DT pen per rank, or give the player improved resistance to explosives, 0.5DT per rank.

    ==========================
    Studied: Guns
    (+2% more accuracy)
    (+2% more damage).

    Additional accuracy is good, but I would change it for recoil reduction instead.

    The damage should be changed to reliability, less jamming/decaying per rank.

    ===========================
    Studied: Lockpicking
    (+1% slower item condition decay)
    (+2% more accuracy with ranged weapons).

    I understand the reasoning behind both aspects of this book, but there should be changes.

    The item condition decay reduction (say that 3 times fast) ought to remain, it makes sense.

    The accuracy should not, and should be changed to stronger bobbypins of similar percentage instead.

    ===========================
    Studied: Medicine
    (-2% addiction chance)
    (2% more health restored with items).

    I have no real suggestions for this aside from reducing the bonuses, especially with the health restoration, which is already fulfilled in the Reduced version of the mod. Well done!

    ===========================
    Studied: Melee
    (+2% bonus to melee weapon damage)
    (+1% attack speed).

    Damage bonus could be changed to an armor penetration bonus, especially/exclusively for power attacks.

    The attack speed could be changed to a crit damage bonus OR a damage reduction from melee sources.

    ===========================
    Studied: Repair
    (2% slower item decay)
    (5% more bullet casing recovery).

    Slower item decay is good.

    Maybe switch the casing recovery to repair health bonus? As in, when you repair an item, it gets more health than usual from the repair process in addition to bonuses given by max Repair skill?

    Alternatively, reducing the number of crafting materials for recipes would be nice.

    ==========================
    Studied: Science
    (+2% positive chem duration)
    (+2% crit chance against robots).

    First part, good, excellent.

    Second part, not good, I suggest changing it to an Armor penetration bonus, critical damage bonus, or even additional bonus damage to robot limbs.

    Makes it much easier to pop that combat inhibitor~

    ==========================
    Studied: Sneak
    (+2% stealth movement speed)
    (+2% sneak critical damage).

    I suggest no changes other than reducing the movement speed.

    The Crit damage bonus is perfect. Getting a stealth kill is always satisfying, especially on something like a Deathclaw.

    ==========================
    Studied: Speech
    (-1% to enemy crit chance)
    (+1% XP gained).

    No real suggestions other than maybe changing the reduction of enemy crits to improving the health/armor/damage of Companions?

    The XP bonus is great, until you hit the level cap. Then it becomes entirely useless. Maybe replace that with the companion bonuses?

    ==========================
    Studied: Survival
    (+1% radiation resistance, +1% poison resistance)
    (+2% damage against animals and mutated animals/insects).

    I suggest changing the damage bonus, to a crit damage bonus instead, OR making items harvested from plants and animals much more valuable and maybe in greater quantities.

    Suddenly, hunting is profitable!

    ========================
    Studied: Unarmed
    (+0.5 unarmed damage, +0.50 DT against melee attacks).

    I suggest changing the damage bonus to a DT penetration bonus. Otherwise, its great.

    ========================
    Big Guns
    (+2% damage)
    (+2% attack speed).

    Once again, I suggest changing the Damage bonus to an armor penetration bonus.
    The attack speed could be reduced, but it's fine otherwise, even if it mainly affects about 2 weapon really.

    =======================
  8. rknowj
    rknowj
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    Is it possible this doesn't work anymore because of updates to nvse and other essential mods? I don't have any mods that directly affect skill books. 
  9. Skyrimancer76
    Skyrimancer76
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    Good work, Im always looking for mods that bring the things I like about fallout4 into NV. Ill try this out
  10. deleted108176553
    deleted108176553
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    Nice, was looking for a mod like this after seeing one for Fallout 3.