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Discussion in 'Fallout General Modding' started by killap, Jan 13, 2008.
Oh right, I'm injured. Sorry for the misapprehension.
Oh and btw Killap:
Was there any hint that the FO2 creators intended additional NPCs in EPA? Or was this your own idea to add them?
EPA design docs (from the original creators) called for 3 new npcs that are based on certain skill sets. What you see is the realization of this.
It's kinda ridiculous that I can't solve that problem on my own, but well. I just can't heal my eye damage. My doctor skill is pretty bad (-4%) so I went to Redding to fix it. But the damn doc doesn't heal my eye. He just cured my radiation and the missing HP's. Do I really have to travel through the whole wasteland to fix my damn eye?
Falche doesn't work. (Character data (main1) not found) Why do you think I'm asking in the Restoration Project thread?
So try F2SE instead, from TeamX website. http://teamx.ru/node/361
the Doctor skill is very useful - some perks, quests and features depends on him. (and any injury can be healed even with very low skill, after few tries - put the Doctor bag to the weapon slot and use him on yourself)
For the village near Vault City you get the quest to collect 4 Assault Rifles and a Shotgun.
So I got them 4 FN FALs, but no, they want obviously only the AK-112.
I think you should be able to give them any Assault Rifle, especially when you consider that the FN FAL is the most common weapon in this area.
Good point. It's silly for them to look at it, and say, "No, thanks, but that's not the exact model we're looking for. Try again."
Hm, but the FN-FAL uses rare 7.62 ammo, while the 5.56 ammo for AK-112 is pretty common and cheap.
Anyway, it's good idea, Geist.
I would second that the doctor skill is useful, that and it heals NPC injuries pretty good, in my current game its about 70% on my next level it will be 80% (how high should I take it?) as for the doctors bag, it does have limited amount of uses (can't remember how many times I use one before it ran out of stuff and became useless) but yeah it does help if you are low levels, but yeah doctor skill is certainly one skill you should take up
AFAIK for ingame checks 70% was sufficient, could be wrong though
[spoiler:f55d28a9c2]80% is needed to gather medical info from V8 computer. But 75% is enough - with that is the "Vault City medical training" available, which gives you another +5% to the doctor skill.[/spoiler:f55d28a9c2]
Yeah, was sliding into depth of mind wondering whether 70% or 80% , wrong bet this time
75% it is, thanks for that, then I can start pumping something else
if I go above 100% and if the skill is tagged, it then uses 2 points to increase by two rather then 1 point, for example, 100 to 102 will cost two points, is that suppose to happen with any skill above 100% as I have small guns at 101, while it cost 1 point to get from 99 to 101, increasing it more will cost 2 points
Where is discussion about good stat choices for a starting RP 2.1.1 character?
For example, should I start with agility 10, or is there a +1 bonus readily available in the game? What's a good starting perception score? etc..
How about small frame vs finesse, etc...
Haven't played this in forever and wonder how the new code changes things.
Well, yesterday I figured out that with gifted, all perks bonuses etc you can make a character, who will be only 4 stat points short of being 10 in everything.
For example starting, gifted included/developed:
Hell, with small frame, you can boost it 1 point more
Does that third charisma point refer to the sunglasses, or is there some other means of raising it that I may have missed?
[spoiler:faa6a0430e]there are 3 ways AFAIK to raise that skill, sunglasses is one, there is also a memory module in Navarro, in a locker then go back to SF BOS building, inside there is a computer that will allow you to upgrade that stat, will take roughly 4 weeks, then the third is when you are level 12 plus, when you get your perks list, you can increase all your stats so that will give you 3 points[/spoiler:faa6a0430e]
hope that helps