Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

A lightweight spiritual successor to Practice Makes Perfect, this system allows for using skills to increase them, and optionally alters skill points to be only gained in this fashion.

Requirements
Permissions and credits
Changelogs
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DEPRECATED

Hilariously enough, considering the nature of this mod being one to replace an outdated mod, Disschorde created yet another follow-up successor, which rectifies the bugs present as of my last update, as well as introducing new features, and it has much more active support, as Disschorde actually uses the mod - I never have and don't intend to, as it doesn't fit my preferred design preferences. I only ever made the mod on commission after all, and I'm very glad to see someone who is more interested in the premise of the mod maintaining their own version, as it frees me from the necessity of maintenance and bugfixing.

Skill Practice ++ can be found here.



Overview:

A lightweight and spiritual successor to Practice Makes Perfect, this system allows for using skills to increase them, and optionally alters skill points to be only gained in this fashion.

Regular skill gain can be independently toggled on and off.
XP gain upon skill increase can be turned on or off, and set to whatever base value you want.

Perks affecting skill point gains are dynamically accounted for, though you can turn that off.

Sound cues and corner messages for skill increases are optional.

Pretty much everything can be customized or turned on/off.

Details:
Weapon skill practice is increased by landing hits with them, landing kills with them, and raw attacks. Raw attacks are affected by how different your skill and strength are from the requirements of the weapon. When you land a hit, both the raw attack and hit practice increases occur. If you hit a dead body, a reduced amount of practice is gained compared to a live one.
Explosives gets bonus practice from exploding pants, and disarming mines.
Energy Weapons gets bonus practice from disintegrations.
Melee and Unarmed get a practice boost from blocking hits.
"Boxing" weapons, like fists, boxing gloves, and boxing tape have an additional secondary "Boxing" skill associated with them, that directly increases their attack speed as your skill increases.

The threshold for a skill increase will be multiplied by a variable value each time your leveled skill increases, so you have to do more practice to get each skill increase than the last, like in Skyrim.
The XP you gain for a skill increase will also scale similarly, though that scaling is controlled by it's own value.
Tagged skills increase twice as fast by default.

Other skills are increased by misc stat increases.
Barter:
Amount Traded
Caravan Won/Lost
Roulette/Slots/Blackjack Played

Lockpick:
Locks Picked
Lockpick Magazines Read
Bobby Pin Damage While Lockpicking
Crafting Items

Science:
Computers Hacked
Robots Disabled

Repair:
Robots Disabled
Traps Disarmed
Mines Disarmed
Items Crafted

Survival:
Health Restored By Food
Corpses Eaten
Picking Plants

Speech
Speech Successes/Failures
Speech Magazines Read

Sneak
Pants Exploded
Landing sneak melee/ranged attacks/kills
Sandman Kills
Pockets Picked

Intelligence is multiplied by 15 per point, which amounts to intelligence's multiplier for how much of an increase in practice level that each event grants.
2 INT = 30% (-70%) practice increase before other calculations.
10 INT = 150% (+50%) practice increase before other calculations.

Customization:
Pretty much every single thing is customizable in one of the config inis.

PracticeIncrementXXX values are how much the practice level is increased by a certain event.
PracticeIncreaseThresholdXXX values are the base amount that each practice level has to pass to increase. This value is then modified by the current level of the skill being increased, multiplied by an additional skill level threshold multiplier (default x0.3).
For example, the default increase threshold for Guns is 100, and one non-lethal hit by a gun increases the current practice level by 1.0.
That means that at level 1 of guns, you need (100 x 0.3) hits to increase the skill, resulting in 30 hits required.
At level 69, you need (69 x (100 x 0.3)) hits, for a total of 2070 hits.
PracticeIncreaseXXX values are how much a skill is increased when the threshold is passed.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Regular installation.

The initial release, v 0.9, is considered a BETA release. The mod has received a moderate amount of testing, but the number of testers was fairly low. Boxing in particular was implemented just before release, and it may be buggier than other practice levels. Balancing has also been adjusted based on tester feedback, but the default settings may not be ideal. Feedback regarding user-adjusted config values that are more satisfying in the posts will be considered. Please note each changed setting, and whether or not you are using TTW.

A new save is required! There are script shenanigans that can occur when loading the mod mid save.

Only the English version of the game is supported.

Strongly recommended for use with mods or settings which allow for hacking and lockpicking of harder containers/terminals with lower skill. Compatible with any mod which bypasses or somehow alters minigames, so long as they increment the misc stats as they should.

Please endorse and vote for this mod if you like it, it took a lot of work and thought to set up properly and in a way that could be interacted with by other mods.

Recommended Mods:
Weapon Requirement System so that using weapons above your skill is a linear and natural penalty to handling, rather than vanilla's quadratic spread/sway increase alone.

Patches:
Famine patch available.
TTW patch available.

Patch load order:
TTW masters
Famine.esp
Famine - Flora.esp
Famine - Flora TTW.esp
Skill Practice.esp
Skill Practice TTW Patch.esp
Skill Practice Famine Patch.esp OR Skill Practice Famine TTW Patch.esp
You only need one version of the Famine patch, the regular or TTW one.

Compatibility:
EDGE and Trap Tweaks have not been patched for this mod. Place this mod and it's patches lower than EDGE if present. Trap Tweaks will be superceded by this mod, so it shouldn't be used with it.
Incompatible with mods that alter trap scripts that aren't patched for it. Place this file lower to get the proper trap disarming skill incrementing.

Benny Humbles You and Steals Your Stuff is automatically compatible. All skill increases will be reverted if skill reset is enabled.

Limitations:

There aren't a whole lot of places for lockpick or speech to increase, so they get to use magazines as partial skill increases.
Some skill increases are exploitable, like in Skyrim. Disarming and rearming traps, trading items back and forth in barter, etc. I don't plan to do anything about this.
The boxing attack speed increases won't take effect until the player's weapon is changed. There's nothing I can do about this.

Bugs:
I won't actually be using this mod myself, I made it on commission. Please note bugs in the bugs tab, so that I get a notification about it.

Under The Hood:
Just about everything is done via global, so it's really easy for other mods to access the system, though globals in themselves are a bit of a pain in the ass.
If you're making a patch or attempting to interface with this system and aren't sure about something, feel free to DM me.

Questions:
There's a change in the changelog that I'm not seeing!
Check the version number vs the one that's currently available. Listing changes in the main descriptions and changelogs as they happen is the only way you're gonna get thorough info, I'll forget otherwise.
Can I switch to this in a save that had Practice Makes Perfect?
Absolutely not.
Make this apply to companions?
Nope, huge hassle for very little benefit.
Why didn't you include X mechanic or function from Practice Makes Perfect or do things like that mod did?
I didn't even look at the scripting or plugin for PMP at all when doing this mod, it's functions were just described to me by the commissioner, and I read it's mod page.
Can you add X mechanic or function from Practice Makes Perfect?
That's very, very, very unlikely. I have no interest in expanding the functions of this mod further.
Can I remove this mid-save?
No.

Permissions:
This actually took a lot of work and thought, so please ask for permission to reuse this system wholesale. Feel free to make any patches or alt config file configurations you'd like, please don't ask permissions about that.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.