Mods to make sub-par skills more useful? (FO1&2)

Vault11

Banned
So I don't know much about about the modding of these earlier games, but they appear to be more limited, from what I've read, in regards to what can be inserted - (elements are either reused or reinstated, nothing seems to be created from scratch.) In any case, I was thinking about cases and encounters that would make rarer-used skills, like Throwing and Traps, to actualy serve a useful, steady purpose throughout the game (Especially for FO1 - for traps I think the only room I've come across with them is the third floor of Mariposa... not much use investing skill for just one single use of it).

For Traps, I'm imagining a random encounter, much like the ones on the coastline, where you come across some bandits or merchants in a campsite. Sometimes, this campsite's perimeter can be guarded by explosive or melee traps, the detection of which is randomized based on skill. Also based on skill would be the ability to receive the disarmed explosive after sucessfully diarming the trap. This would make the skill both survival oriented and lucrative, perfectly fitting a sneakthief or tactician type character. Assuming a long playthrough, it would have to be common enough to run across the situation a dozen or more times, to be a worthy investment for me, anyway.

Throwing could benefit from both a rebalance and a high level perk (once again, especially in FO1 - FO2 already does have a throwing weapon rebalance I believe). A perk like "Knife in the Back", in which throwing knives are always critical on a fleeing enemy, would make throwing a great supplement to a melee or unarmed character in chasing down fleeing enemies before they run out of the map. That alone would make Throwing, while not an outright tag, a viable place to put skill points later in the game.

What do yall think of these suggestions? Do you have any of your own? Would there be any modder willing to undertake this, if it's even possible? And finally, does anyone have a resource on how to start modding these games? If no one wants to do it, I think I might take it up as a hobby.

Awaiting your opinions and thoughts on the matter.
 
there are a few mods that make throwing skill a lot more useful, but unfortunately I don't think there are any that do the same with traps skill.
 
I believe there were many other mods that tried to add a significance to some skills, like Mr. Fixit from TeamX although it was first for convenience. There are some stupid ones however: the unofficial Wasteland Mercenary 2 Mod patch where you don't always loot everything the killer critter was carrying (not counting their armor, ex. random encounter foes have damage resistance-related stats simulate actually wearing any kind of armor).
 
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Honestly, Phobos' economy rebalanced mod is probably what you want. It works flawlessly with the RP as well. It also includes Lujo's game fixes, which make a few quests a bit more intuitive and organic, imo.

Give it a shot, I doubt you'll be disappointed.
 
Thanks for all the replies guys! Definitely looking at some of your recommendations so I can add them to my next playthrough.

And rather than make a new thread, I thought I'd pick your knowledge of mods here too - is there any mod for refreshing vendors in FO1? Ammo becomes sparse (especially throwing knives/power fist) once Gun Runners and The Hub are all bought out. The nearest one that I am aware of is an optional piece of Fallout Fixt that allows you a weekely ammo alottment from the BoS, but I would like to purchase more ammo in bulk.
 
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