Fallout 2 mod My sFall Mods and Tools

Hey, so to deal with issues with a few mods including yours, I tried reinstalling everything and updating sfall to the latest version after installing RP (needed to some ini edits but it works), installing all my mods and then dropping in the most recent script you posted in this thread, and it kind of seems to have solved the issue with Swift Learner.

Where I should recieve: 25xp + 5xp
And was previously recieving: 25xp + 4xp
I am now recieving: 30xp + 0xp.

Technically, I am now getting the correct amount of xp.
Though I do now always get the following line: "You have recieved 0xp from the Swift Learner perk"
Or something to that effect, I can't remember the specific wording.

So I guess I can live with that, but if you happen to know how to remove that second line from the readout/display, it would be nice to know.

---

Also, if it helps, regarding "Juku121"s Life Giver issue, I can confirm that I do not have that issue. Life Giver works as described and intended for me, according to your settings in CustomPerks.ini. So his issue isn't universal.
 
It's because sfall 4.1 has a new DisplaySwiftLearnerExp option, which is enabled by default.
I think adding an if-condition to the message could work, like:
Code:
if (math > 0.0) then begin
   display_msg("You gain " + floor(math + 0.00001) + " experience from Swift Learner perk.");
end
 
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Hmm. Changing that setting from a 1 to a 0 or -1 does not disable it in game. Any thoughts?

Also, I still think Swift Learner is finally doing all it's calculations correctly now, but just want to clarify something.
Quest xp gains are calculated and added to the total correctly, but unlike combat and misc xp, it does not display the bonus correctly on the readout.
Example, a quest worth 250xp at 20% bonus: I gain 300xp, but the readout only displays the normal 250xp.
To reiterate, I now gain the correct xp, but the readout just displays incorrectly. So it doesn't even matter, unless you're a perfectionist.
Just wondering if that's know behaviour or if that's another bug that is seemingly unique to me.

Edit: Scratch that, the calculations and actual additions to total are always correct, but now the readout is displaying incorrectly for almost every xp gain, including combat, when it was at least displaying correctly earlier.
Again, I am gaining the correct amount of xp, but the readout is incorrect.
Still doesn't matter to me, I'm satisfied as long as it's functioning correctly behind the scenes, but just thought you might want to know, being the dev.
 
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Swift Learner always gives the player correct amount of XP. It's the message display didn't take the bonus into account.
There are two types of XP messages. One is system/non-scripted (e.g. XP from using active skills, combat kills, or detecting random encounters), one is from scripts (e.g. finishing quests).

The new sfall option can only solve the former. Because the latter is basically printing a fixed "You gain XXX experience points." text message from the script, it would require recompiling scripts to add Swift Learner check and calculate the real XP value for printed text message. Nirran's solution is using a global script running in the background and constantly checking if player's XP changed. If yes, it prints the additional line with calculated bonus XP, but it's prone to have the rounding issue. If you want to use Nirran's mod, you should disable DisplaySwiftLearnerExp.
 
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sad it isnt fixed for u,one last try,unzip this into fo2\data\scripts

edit : please lmk if it fixes or not
 

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Responding to and referenencing multiple things here.

Firstly, after re-reading the responses here, I think I might have miscommunicated.
My original issue was that I was recieving the incorrect amount of xp added to my actual total, as in the amount shown on the character screen (I'll call CXP). However I didn't realise that the gained CXP could be different to the amount of xp shown on the display readout (I'll call DXP).
So I was never particularly bothered by the DXP being incorrect, but I've been referencing the DXP issues to you, thinking they would be the same as my CXP issue.
Incidentally. somewhere along the line, my CXP issue was fixed, either from Nirran's updates, updating sFall, or from removing mods/scripts causing conflicts, I'm not sure.
So my CXP issue was fixed, seperate from the DXP issue, while you guys were working on fixing the readout/DXP.
Hopefully that's cleared up, sorry for the misunderstanding. Even so, I appreciate the effort and attention you guys have given to assisting me.

Secondly, I'm still happy to help fix the DXP since I'm already here.
With the newest script, the DXP issue is mostly, but not completely fixed.
XP from enemies, quests and *most* skills now display correctly. So, at 20%, a quest worth 1000XP will display afterwards "200XP recieved from the Swift Learner Perk" as it should.
There does still seem to be a few specific cases of it being incorrect, though. First Aid and Doctor usage are the only two I've noticed. First Aid at 25xp will still give 30XP+5XP while Doctor at 50XP will still give 60XP+10XP.

Thirdly, NovaRain, you mentioned disabling the sFall option "DisplaySwiftLearnerExp". As I said earlier, setting it to a 0 still has the extra Swift Learner line appear in the readout. Is this not what this setting is supposed to disable? Or does Nirran's mod add the extra line regardless and disabling it in the sFall options simply prevents a conflict with his version fo this line?

Fourthly, there's minor issue with a completely different mod of yours, Nirran, the Custom Highlight mod. If you enable CheckLOS in sfall-mods.ini (which I do because it feels a bit cheaty otherwise), highlighting critters does not work, apart from highlighting the player. All the other highlighting still functions as intended, and maybe you already know, but it's not mentioned anywhere, so I just thought I'd let you know.

I've muddled things up a bunch so far, so I hope I was able to communicate everything properly this time, haha.
 
Thirdly, NovaRain, you mentioned disabling the sFall option "DisplaySwiftLearnerExp". As I said earlier, setting it to a 0 still has the extra Swift Learner line appear in the readout. Is this not what this setting is supposed to disable? Or does Nirran's mod add the extra line regardless and disabling it in the sFall options simply prevents a conflict with his version fo this line?
The sfall option has nothing to do with the extra line from Nirran's mod. It's for preventing you from getting "You gain 30 experience points. + You gain 5 experience from Swift Learner Perk." message while you only get 30xp from like picking a lock or something.
 
That's what I figured you meant, but as I mentioned a couple times, setting the option to "=0", which is how I assume one would disable it, does not prevent the line from appearing in my readout. I still get the second line of "You gain (bonus) xp from the Swift Learner perk".
 
That's what I figured you meant, but as I mentioned a couple times, setting the option to "=0", which is how I assume one would disable it, does not prevent the line from appearing in my readout. I still get the second line of "You gain (bonus) xp from the Swift Learner perk".
That line is from Nirran's mod. The only way to remove it is to edit the mod and add some conditional checks.
Disabling the sfall option is just to change the whole message output back to "gain 25 + gain 5 from Swift Learner", at least you would get the (nearly) correct total xp in message.
 
Okay. I can't tell any difference enabled or disabled, but I'll just leave it disabled anyway.

Btw, Nirran, on top of the Swift Learner bug, and the Custom Highlight bug I mentioned recently, I am now also getting a similar Lifegiver bug that Juku121 was getting. I control all party members through sFall, and whenever I change character, the Chosen One gets a health boost, seemingly a full level's worth.
After one fight, my HP went from 80 to 270.
 
That's totally fine man, all the major issues with mods I had are worked out now, everything left that I reported is really just circumventable QOL issues. I super appreciate all the work you've done so far, you do what you gotta do. Thanks. :)
 
That's totally fine man, all the major issues with mods I had are worked out now, everything left that I reported is really just circumventable QOL issues. I super appreciate all the work you've done so far, you do what you gotta do. Thanks. :)

cool,what exactly bugs are present?gonna try to squeeze some hours free for modding
 
Hi Nirran,

I'm still playing with your perks mod, haven't forgotten about it - enjoying it largely. It's too early for a complete ''review'' but it's been good so far! One question: is it possible that you will add some new perks, especially those that may not require a lot of work? For example in a mod ''Fallout 1.5 Resurrection'' there is a perk ,,Brutish Hulk''.

And I've found this:
z4VS76P.jpg


I think that perks have to potential to correct the game in some areas. Imho the big problem in Fallout 1/2 is that not every skill is useful and players knows that very well, rarely investing in first aid, traps, throwing and gambling. For example I believe that gambling could use a... combat perk representing the idea of getting yourself into dangerous situations, which could end in a harmful way (like increasing your critical chance by 30% when your health is below 30% or increasing the critical chance for both you and the enemy, resulting in hilarious and brutal fights, where luck would play a big role (that's the point of gambling).
 
Hi Nirran,

I'm still playing with your perks mod, haven't forgotten about it - enjoying it largely. It's too early for a complete ''review'' but it's been good so far! One question: is it possible that you will add some new perks, especially those that may not require a lot of work? For example in a mod ''Fallout 1.5 Resurrection'' there is a perk ,,Brutish Hulk''.

And I've found this:
z4VS76P.jpg


I think that perks have to potential to correct the game in some areas. Imho the big problem in Fallout 1/2 is that not every skill is useful and players knows that very well, rarely investing in first aid, traps, throwing and gambling. For example I believe that gambling could use a... combat perk representing the idea of getting yourself into dangerous situations, which could end in a harmful way (like increasing your critical chance by 30% when your health is below 30% or increasing the critical chance for both you and the enemy, resulting in hilarious and brutal fights, where luck would play a big role (that's the point of gambling).


ok i can add more perks,not a problem,takes 10-20 min each perk,when i have time ill add them ,i need info on them :


name
description
effect
per level effect

post them here

Nirran
 
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Thank you kindly Nirran, I've made some perks. Here they are (sorry if that's too much!):

***
name: Gunslinger
description: You've became a handgun expert. You have 20% more chance to score a critical hit with pistols and get + 5 points of damage with pistol attacks.
requirements: 120 small guns skill.
effect: 20% more chance to score a critical hit with pistols and get + 5 points of damage with pistol attacks
per level effect: this perk has only one level and can be taken once.

name: Shotgunner
description: You've became a shotgun expert. You have 20% more chance to hit with shotguns and get + 3 points of damage with shotgun attacks. All shotguns shots have 70% chance to knock down enemy.
effect: 20% more chance to hit with shotguns and + 3 points of damage with shotgun attacks. All shotguns attacks have 70% chance to knock down enemy.
requirements: 120 small guns skill.
per level effect: this perk has only one level and can be taken once.

name: Rifleman
description: You've became a rifle expert. You get + 2 points of damage with rifles and their range is increased by 5. In addition to that, reload and burst cost is reduced by 1 AP.
effect: + 2 points of damage with rifles and their range is increased by 5. In addition to that, reload and burst cost is reduced by 1 AP.
requirements: 120 small guns skill.
per level effect: this perk has only one level and can be taken once.

name: Energetic
description: You've became unstoppable with energy weapons. All attacks with energy weapons have 5% chance of causing unconsciousness to the enemy.
effect: all attacks with energy weapons have 5% chance of causing unconsciousness.
requirements: 120 energy weapons skill.
per level effect: this perk has only one level and can be taken once.

name: Size Matters
description: You've became expert with Big Guns. You get + 2 points of damage with big guns and all attacks with big guns will reduce target's damage threshold by 50%.
effect: + 2 points of damage with big guns and all attacks with big guns will reduce target's damage threshold by 50%.
Requirements: 120 big guns skill.
per level effect: this perk has only one level and can be taken once.

name: Slaughter Master
description: You've became a deadly expert with Melee Weapons. You get + 6 points of damage with melee weapons and all melee attacks
have 30% chance to score a critical hit.
effect: + 6 points of damage with melee weapons and all melee attacks have 30% chance to score a critical hit.
requirements: 120 melee weapons skill.
per level effect: this perk has only one level and can be taken once.

name: Death Gambler
description: You are addicted to dangerous situations, always ready for a deadly gamble. Your critical chance increases by 30% when your health is below 50%. Bad news is that your enemies will enjoy an additional 10% chance to score a critical hit too.
effect: critical chance increased by 30% when player health is below 50%. Enemies get 10% chance for a critical hit.
requirements: 100 gambling skill.
per level effect: this perk has only one level and can be taken once.

name: Desperado
description: When you're desperate enough, your attack speed rises drastically. There is 10% free attack chance when your health drops below 30%.
effect: 10% free attack chance when player health drops below 30%
requirements: 60 gambling skill.
per level effect: this perk has only one level and can be taken once.

name: Slightly Feral
description: You've been feeling really strange lately. Your charisma is lowered by 4 points, Speech and Barter skills gets 90 points penalty, but you enjoy +3 points of damage with hand-to-hand and melee attacks, + 6 sequence and +20% radiation resistance.
effect: CHA - 4, Speech - 90%, Barter - 90%, + 3 hth and melee damage, + 6 sequence, + 20 rad resistance
requirements: level 6, min STR 4, min END 4
per level effect: this perk has only one level and can be taken once.

name: Stick to your guns
description: You prefer old and trusty weapons over new ones. After killing 30 enemies with the same weapon, that weapon will have 20% more chance to hit and get + 2 points of damage.
requirements: level 3
effect: 20% more chance to hit and + 2 points of damage for current weapon
requirements: level 3
per level effect: this perk has only one level and can be taken once.

name: Speedy Business
description: Making money really can't wait. You have to be moving faster than other traders to outwit them. With this perk, your travel time on the world map and the drain on the Highwayman's battery is reduced by 30%.
effect: travel time on the world map and the drain on the Highwayman's battery is reduced by 30%.
requirements: 70 barter skill.
per level effect: this perk has only one level and can be taken once.


name: Combat Medic
description: You can now use First Aid skill in combat. In addition to that the amount of XP earned when healing is tripled.
effect: player can use First Aid skill in combat. Using first aid and doctor skills will give triple XP.
requirements: 80 first aid skill.
per level effect: this perk has only one level and can be taken once.

name: Natural Strenght
description: You were simply born strong. Your natural strenght tends to give you huge advantage in combat. You get + 3 points of damage with hand-to-hand and melee attacks and + 5 to your sequence.
effect: + 3 points of damage with hand-to-hand and melee attacks and + 5 to sequence
requirements: 10 Strenght (made at the start of the game, enchances don't count, strenght must be natural)
per level effect: this perk has only one level and can be taken once.


***


As one can see, the first 6 perks were made to encourage to player to raise skills over 100% and to ,,specialize'' in certain weapon types. I personally feel that melee weapons are underpowered, while unarmed gets very powerful with the famous ,,Slayer'' perk.

I'd like to see Death Gambler, Slightly Feral and Combat Medic the most, because I believe that those perks could provide a very different gameplay. Slightly Feral is probably the best because it destroys the very powerful Speech skill.

Thank you Nirran for you responses. I hope that you like some of my ideas.
 
first off i appreciate the ideas,second could u please add requirements for each perk,using this format (this perk instead of Bounty Hunter),if no requi for that skill/stat skip that entry
Code:
;Bounty Hunter Required Strength
BountyHunterRequirementStrength=-10
;Bounty Hunter Required Perception
BountyHunterRequirementPerception=-10
;Bounty Hunter Required Endurance
BountyHunterRequirementEndurance=-10
;Bounty Hunter Required Charisma
BountyHunterRequirementCharisma=-10
;Bounty Hunter Required Intelligence
BountyHunterRequirementIntelligence=-10
;Bounty Hunter Required Agility
BountyHunterRequirementAgility=-10
;Bounty Hunter Required Luck
BountyHunterRequirementLuck=-10
;Bounty Hunter Required Small Guns
BountyHunterRequirementSmallGuns=-10
;Bounty Hunter Required Big Guns
BountyHunterRequirementBigGuns=-10
;Bounty Hunter Required Energy Weapons
BountyHunterRequirementEnergyWeapons=-10
;Bounty Hunter Required Unarmed
BountyHunterRequirementUnarmed=-10
;Bounty Hunter Required Melee
BountyHunterRequirementMelee=-10
;Bounty Hunter Required Throwing
BountyHunterRequirementThrowing=-10
;Bounty Hunter Required First Aid
BountyHunterRequirementFirstAid=-10
;Bounty Hunter Required Doctor
BountyHunterRequirementDoctor=-10
;Bounty Hunter Required Sneak
BountyHunterRequirementSneak=-10
;Bounty Hunter Required Lockpick
BountyHunterRequirementLockpick=-10
;Bounty Hunter Required Steal
BountyHunterRequirementSteal=-10
;Bounty Hunter Required Traps
BountyHunterRequirementTraps=-10
;Bounty Hunter Required Science
BountyHunterRequirementScience=-10
;Bounty Hunter Required Repair
BountyHunterRequirementRepair=-10
;Bounty Hunter Required Speech
BountyHunterRequirementSpeech=-10
;Bounty Hunter Required Barter
BountyHunterRequirementBarter=-10
;Bounty Hunter Required Gambling
BountyHunterRequirementGambling=-10
;Bounty Hunter Required Outdoorsman
BountyHunterRequirementOutdoorsman=-10
;Bounty Hunter Required Level
BountyHunterRequirementLevel=15


Thank you kindly Nirran, I've made some perks. Here they are (sorry if that's too much!):

***
name: Gunslinger
description: You've became a handgun expert. You have 20% more chance to score a critical hit with pistols and get + 5 points of damage with pistol attacks.
requirements: 120 small guns skill.
effect: 20% more chance to score a critical hit with pistols and get + 5 points of damage with pistol attacks
per level effect: this perk has only one level and can be taken once.\

making this for all pistoles is big mod specific,id rather do it for al mods,ie mak eit for small guns

name: Shotgunner
description: You've became a shotgun expert. You have 20% more chance to hit with shotguns and get + 3 points of damage with shotgun attacks. All shotguns shots have 70% chance to knock down enemy.
effect: 20% more chance to hit with shotguns and + 3 points of damage with shotgun attacks. All shotguns attacks have 70% chance to knock down enemy.
requirements: 120 small guns skill.
per level effect: this perk has only one level and can be taken once.


making this for all shotguns is big mod specific,id rather do it for all mods,ie make it for small guns instead

name: Rifleman
description: You've became a rifle expert. You get + 2 points of damage with rifles and their range is increased by 5. In addition to that, reload and burst cost is reduced by 1 AP.
effect: + 2 points of damage with rifles and their range is increased by 5. In addition to that, reload and burst cost is reduced by 1 AP.
requirements: 120 small guns skill.
per level effect: this perk has only one level and can be taken once.


making this for all rifles is big mod specific,id rather do it for al mods,ie make it for small guns
also adding range to a weapon is problematic,maybe not possible outside of editing weapon proto

name: Energetic
description: You've became unstoppable with energy weapons. All attacks with energy weapons have 5% chance of causing unconsciousness to the enemy.
effect: all attacks with energy weapons have 5% chance of causing unconsciousness.
requirements: 120 energy weapons skill.
per level effect: this perk has only one level and can be taken once.

this is possible,il add it when i have time

name: Size Matters
description: You've became expert with Big Guns. You get + 2 points of damage with big guns and all attacks with big guns will reduce target's damage threshold by 50%.
effect: + 2 points of damage with big guns and all attacks with big guns will reduce target's damage threshold by 50%.
Requirements: 120 big guns skill.
per level effect: this perk has only one level and can be taken once.

this is possible,il add it when i have time

name: Slaughter Master
description: You've became a deadly expert with Melee Weapons. You get + 6 points of damage with melee weapons and all melee attacks
have 30% chance to score a critical hit.
effect: + 6 points of damage with melee weapons and all melee attacks have 30% chance to score a critical hit.
requirements: 120 melee weapons skill.
per level effect: this perk has only one level and can be taken once.

this is possible,il add it when i have time

name: Death Gambler
description: You are addicted to dangerous situations, always ready for a deadly gamble. Your critical chance increases by 30% when your health is below 50%. Bad news is that your enemies will enjoy an additional 10% chance to score a critical hit too.
effect: critical chance increased by 30% when player health is below 50%. Enemies get 10% chance for a critical hit.
requirements: 100 gambling skill.
per level effect: this perk has only one level and can be taken once.

this may be possible,maybe not ,ill look into it

name: Desperado
description: When you're desperate enough, your attack speed rises drastically. There is 10% free attack chance when your health drops below 30%.
effect: 10% free attack chance when player health drops below 30%
requirements: 60 gambling skill.
per level effect: this perk has only one level and can be taken once.

what exactly is free attack?no ap spent?

name: Slightly Feral
description: You've been feeling really strange lately. Your charisma is lowered by 4 points, Speech and Barter skills gets 90 points penalty, but you enjoy +3 points of damage with hand-to-hand and melee attacks, + 6 sequence and +20% radiation resistance.
effect: CHA - 4, Speech - 90%, Barter - 90%, + 3 hth and melee damage, + 6 sequence, + 20 rad resistance
requirements: level 6, min STR 4, min END 4
per level effect: this perk has only one level and can be taken once.

this may be possible,maybe not ,ill look into it

name: Stick to your guns
description: You prefer old and trusty weapons over new ones. After killing 30 enemies with the same weapon, that weapon will have 20% more chance to hit and get + 2 points of damage.
requirements: level 3
effect: 20% more chance to hit and + 2 points of damage for current weapon
requirements: level 3
per level effect: this perk has only one level and can be taken once.

not possible

name: Speedy Business
description: Making money really can't wait. You have to be moving faster than other traders to outwit them. With this perk, your travel time on the world map and the drain on the Highwayman's battery is reduced by 30%.
effect: travel time on the world map and the drain on the Highwayman's battery is reduced by 30%.
requirements: 70 barter skill.
per level effect: this perk has only one level and can be taken once.

not possible

name: Combat Medic
description: You can now use First Aid skill in combat. In addition to that the amount of XP earned when healing is tripled.
effect: player can use First Aid skill in combat. Using first aid and doctor skills will give triple XP.
requirements: 80 first aid skill.
per level effect: this perk has only one level and can be taken once.

not possible

name: Natural Strenght
description: You were simply born strong. Your natural strenght tends to give you huge advantage in combat. You get + 3 points of damage with hand-to-hand and melee attacks and + 5 to your sequence.
effect: + 3 points of damage with hand-to-hand and melee attacks and + 5 to sequence
requirements: 10 Strenght (made at the start of the game, enchances don't count, strenght must be natural)
per level effect: this perk has only one level and can be taken once.
this is possible but not the 10 str at start of game,would have to be 10 str flat

***


As one can see, the first 6 perks were made to encourage to player to raise skills over 100% and to ,,specialize'' in certain weapon types. I personally feel that melee weapons are underpowered, while unarmed gets very powerful with the famous ,,Slayer'' perk.

I'd like to see Death Gambler, Slightly Feral and Combat Medic the most, because I believe that those perks could provide a very different gameplay. Slightly Feral is probably the best because it destroys the very powerful Speech skill.

Thank you Nirran for you responses. I hope that you like some of my ideas.

interesting ideas,please look over what ive said

Nirran
 
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Thank you again Nirran. Yes, free attack in ,,Desperado'' means no AP spent.
I made code for ,,Energetic Perk'' - is it correct?

Code:
;Energetic Required Strength
EnergeticRequirementStrength=-10
;Energetic Required Perception
EnergeticRequirementPerception=-10
;Energetic Required Endurance
EnergeticRequirementEndurance=-10
;Energetic Required Charisma
EnergeticRequirementCharisma=-10
;Energetic Required Intelligence
EnergeticRequirementIntelligence=-10
;Energetic Required Agility
EnergeticRequirementAgility=-10
;Energetic Required Luck
EnergeticRequirementLuck=-10
;Energetic Required Small Guns
EnergeticRequirementSmallGuns=-10
;Energetic Required Big Guns
EnergeticRequirementBigGuns=-10
;Energetic Required Energy Weapons
EnergeticRequirementEnergyWeapons=120
;Energetic Required Unarmed
EnergeticRequirementUnarmed=-10
;Energetic Required Melee
EnergeticRequirementMelee=-10
;Energetic Required Throwing
EnergeticRequirementThrowing=-10
;Energetic Required First Aid
EnergeticRequirementFirstAid=-10
;Energetic Required Doctor
EnergeticRequirementDoctor=-10
;Energetic Required Sneak
EnergeticRequirementSneak=-10
;Energetic Required Lockpick
EnergeticRequirementLockpick=-10
;Energetic Required Steal
EnergeticRequirementSteal=-10
;Energetic Required Traps
EnergeticRequirementTraps=-10
;Energetic Required Science
EnergeticRequirementScience=-10
;Energetic Required Repair
EnergeticRequirementRepair=-10
;Energetic Required Speech
EnergeticRequirementSpeech=-10
;Energetic Required Barter
EnergeticRequirementBarter=-10
;Energetic Required Gambling
EnergeticRequirementGambling=-10
;Energetic Required Outdoorsman
EnergeticRequirementOutdoorsman=-10
;Energetic Required Level
EnergeticRequirementLevel=15

If it is, I can do this for the rest of the perks.

You're right about gunslinger, shotgunner and rifleman perks. I will write one perk for all Small guns later, it will be easier to do than ,,one type of weapon perk''.

Thanks also for claryfying that some perks can't be done in proposed ways. Regarding the very underpowered First Aid skill I propose this perk:

name: Body Memory
description: You were wounded many times and also know well how to treat injuries. Your body simply got used to regenerating itself. This trait adds +4 to your Healing Rate.
effect: +4 to your Healing Rate
requirements: level 12, First Aid skill 90%
per level effect: this perk has only one level and can be taken once.

Maybe that way we could make First Aid a better skill. Can we theoretically make a perk that will allow using First Aid 6 times a day?
 
Thank you again Nirran. Yes, free attack in ,,Desperado'' means no AP spent.
I made code for ,,Energetic Perk'' - is it correct?

Code:
;Energetic Required Strength
EnergeticRequirementStrength=-10
;Energetic Required Perception
EnergeticRequirementPerception=-10
;Energetic Required Endurance
EnergeticRequirementEndurance=-10
;Energetic Required Charisma
EnergeticRequirementCharisma=-10
;Energetic Required Intelligence
EnergeticRequirementIntelligence=-10
;Energetic Required Agility
EnergeticRequirementAgility=-10
;Energetic Required Luck
EnergeticRequirementLuck=-10
;Energetic Required Small Guns
EnergeticRequirementSmallGuns=-10
;Energetic Required Big Guns
EnergeticRequirementBigGuns=-10
;Energetic Required Energy Weapons
EnergeticRequirementEnergyWeapons=120
;Energetic Required Unarmed
EnergeticRequirementUnarmed=-10
;Energetic Required Melee
EnergeticRequirementMelee=-10
;Energetic Required Throwing
EnergeticRequirementThrowing=-10
;Energetic Required First Aid
EnergeticRequirementFirstAid=-10
;Energetic Required Doctor
EnergeticRequirementDoctor=-10
;Energetic Required Sneak
EnergeticRequirementSneak=-10
;Energetic Required Lockpick
EnergeticRequirementLockpick=-10
;Energetic Required Steal
EnergeticRequirementSteal=-10
;Energetic Required Traps
EnergeticRequirementTraps=-10
;Energetic Required Science
EnergeticRequirementScience=-10
;Energetic Required Repair
EnergeticRequirementRepair=-10
;Energetic Required Speech
EnergeticRequirementSpeech=-10
;Energetic Required Barter
EnergeticRequirementBarter=-10
;Energetic Required Gambling
EnergeticRequirementGambling=-10
;Energetic Required Outdoorsman
EnergeticRequirementOutdoorsman=-10
;Energetic Required Level
EnergeticRequirementLevel=15

If it is, I can do this for the rest of the perks.

You're right about gunslinger, shotgunner and rifleman perks. I will write one perk for all Small guns later, it will be easier to do than ,,one type of weapon perk''.

Thanks also for claryfying that some perks can't be done in proposed ways. Regarding the very underpowered First Aid skill I propose this perk:

name: Body Memory
description: You were wounded many times and also know well how to treat injuries. Your body simply got used to regenerating itself. This trait adds +4 to your Healing Rate.
effect: +4 to your Healing Rate
requirements: level 12, First Aid skill 90%
per level effect: this perk has only one level and can be taken once.

Maybe that way we could make First Aid a better skill. Can we theoretically make a perk that will allow using First Aid 6 times a day?


yes that correct for perk code,im not sure about first aid,il review sfall functions,i dont think so tho

edit : please repost the perks with the format i discribed,ill add them after that,once we nail down the specifics
 
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Thanks again Nirran and sorry if it's taking me too long, I'll write them all tomorrow while I'll have time. Meanwhile I propose this perk for all small guns:

name: Expert Shooter
description: You've became a firearm expert. You have 10% more chance to score a critical hit with small guns and all shots have 10% chance to knock down enemy. In addition to that, reload and burst cost is reduced by 1 AP.
requirements: 120 small guns skill.
effect: 10% more chance to score a critical hit with small guns, 10% chance to knock down enemy, reload and burst cost is reduced by 1 AP.
per level effect: this perk has only one level and can be taken once.

If it ok for you I'll post the code for it tomorrow and that should be it for Small Guns. Many times players say ,,why should I bother to increase this skill over 100%?'' - if we will add interesting perks I think it can be worth it :)
 
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