Fallout 2 mod Steal mechanic tweaks

What steal mechanic you prefer


  • Total voters
    8
I got it, thank you. Lowering PE with alcohol (Beer, Booze) also works perfectly as you said.

@fuzzi
Were you item duping or something? how come you have more than 4 power armors? as far as i remember the game allows you to get only 4, and you have 1x on dude +4 in your inventory, how did you legitly got more than 4 suits?

..few minutes later..

nah.. You were definetly duping items.. the game also alows to get max 2x turbo plasma rifles. ( 1x from Smitty and 1x from nuke guard in the cathedral) and yet you've got 4x...


EDIT:
Besides.. i see you use Fo2Tweaks for unlimited carrying capacity.. did you knew you could stumble upon ~7200lbs item carrying error?
when the bug occours the game is unable to load te save file.. ( at least that was the case back in vanilla Fo1).

the best way to solve unlimited carry weight, is to set item size limit to something OP like 2kkk and additionally set the other accompanying number to only caryweight count the items that you hold in all three itemslots. that way You won't ever go over the limit if you use reasonable strength amount like ST6. Stuff from inventory doesn't count as weight then. and this is the only way to smuggle more stuff to and from Dayglow in Sonora :D, so i actually got myself 2x mexican PA from dayglow and sonora, plus a nice amount of turbo plasma rifles for Barkley, Jack, Senior Assistante and me.
 
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@gustarballs1983 I used previous end-game save slot to find Pancor Jackhammer. Also testing some companions game mechanics (control all party members Combat Control setup) during this so I created additional power armors and turbo plasma rifles. For example I modified weapon anim codes in party_armor.ini, so companions can use more weapon types if they want and have enough skill points in big guns/energy weapons etc. I'm using PartySkillBooksMod with JointReading so there is possibility to increase skill points also of my companions. Guns and Bullets increase Small Guns + Big Guns (seems logical). I'm just thinking about configuration which book could be suitable for increaase energy weapons (Big Book of Science or Dean's Electronics?) and also unarmed, melee weapons and throwing skills?

Scout Handbook - increase Outdoorsman + Unarmed (mabey?)
Big Book of Science - increase Science + Energy Weapons
Dean's Electronics - increase Repair + also Energy Weapon?
Guns and Bullets - increase Small Guns + Big Guns

Melee Weapons and Throwing I don't know ...
 

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@gustarballs1983
Scout Handbook - increase Outdoorsman + Unarmed (mabey?)
radscoutstx1.jpg
 
@gustarballs1983 I used previous end-game save slot to find Pancor Jackhammer. Also testing some companions game mechanics (control all party members Combat Control setup) during this so I created additional power armors and turbo plasma rifles. For example I modified weapon anim codes in party_armor.ini, so companions can use more weapon types if they want and have enough skill points in big guns/energy weapons etc. I'm using PartySkillBooksMod with JointReading so there is possibility to increase skill points also of my companions. Guns and Bullets increase Small Guns + Big Guns (seems logical). I'm just thinking about configuration which book could be suitable for increaase energy weapons (Big Book of Science or Dean's Electronics?) and also unarmed, melee weapons and throwing skills?

Scout Handbook - increase Outdoorsman + Unarmed (mabey?)
Big Book of Science - increase Science + Energy Weapons
Dean's Electronics - increase Repair + also Energy Weapon?
Guns and Bullets - increase Small Guns + Big Guns

Melee Weapons and Throwing I don't know ...

what i've settled on is:

Guns and Bullets Small & Big guns

First Aid Book, Doctor & First Aid

Deans Electronics: Repair and Traps (a sometimes neglected skills, however it's a skill nobody wants to invest and is sometmes nessecary it's good in EtTu+FIXT Enabled, where companions can spot traps).

Big Book of Science: Energy Weapons+Science

Scout's Handbook: Outdoorsman + Sneak (as oftentimes those two things come in couple IRL), "the quieter One becomes, the safer on the road One is" -GusT.'s Father's original quote.

as for Unarmed,player already has a hefty bonus on start, and the game usually gives a couple ways to increase it anyways..
In EtTu You have punching bags + BoS Training, and McRae gives you a 5% bonus AFaiR after tackling the regulators for the blades that's at least +25% if there are only two punching bags with the correct script attached ( though there's probably more). in FO2 there is bazzilion of ways to increase unarmed, and in other TC mods there are also ways to increase unarmed. So no unarmed from vanilla skillbooks...
 
First Aid Book, Doctor & First Aid
Does this mean that First Aid Books improve the Doctor skill? If so, this is not a good idea.

First Aid (in Fallout) is effectively... generalized sports medicine; available to nurses, gym teachers, and those casually interested... available from consumer self-help books and magazines. It's for scrapes and sprains, and bandaging cuts.

Doctor (in Fallout) is a career skill. It is improvable only by dedicated intent [skill points]; at the cost of not improving other skills. It's expensive, considering that those points could otherwise boost weapon accuracy, stealth, and diplomacy skills. Proficient PCs are doctors (or equivalent). Its primary value is curing crippling injury; explicitly not available from the First Aid skill regardless of its proficiency. Only doctors can remove crippling injuries. This skill should only be reasonably reliable at great cost to the PC.

Doctor proficiency also unlocks colleague dialog options with other Doctors. The skills are most certainly not interchangeable, or redundant.

Blinding, and crippled limb conditions loose their seriousness when every PC is trivially able to deal with them inexpensively.
 
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what i've settled on is:

Guns and Bullets Small & Big guns

First Aid Book, Doctor & First Aid

Deans Electronics: Repair and Traps (a sometimes neglected skills, however it's a skill nobody wants to invest and is sometmes nessecary it's good in EtTu+FIXT Enabled, where companions can spot traps).

Big Book of Science: Energy Weapons+Science

Scout's Handbook: Outdoorsman + Sneak (as oftentimes those two things come in couple IRL), "the quieter One becomes, the safer on the road One is" -GusT.'s Father's original quote.

as for Unarmed,player already has a hefty bonus on start, and the game usually gives a couple ways to increase it anyways..
In EtTu You have punching bags + BoS Training, and McRae gives you a 5% bonus AFaiR after tackling the regulators for the blades that's at least +25% if there are only two punching bags with the correct script attached ( though there's probably more). in FO2 there is bazzilion of ways to increase unarmed, and in other TC mods there are also ways to increase unarmed. So no unarmed from vanilla skillbooks...

@gustarballs1983 Hmm I like that. Maybe increasing Doctor via First Aid Book is questionable as @Gizmojunk said above. But in general this is not bad setup and I consider to use it for next playthrough.

Btw where are located punching bags in Fallout Et Tu?
 
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Does this mean that First Aid Books improve the Doctor skill? If so, this is not a good idea.

First Aid (in Fallout) is effectively... generalized sports medicine; available to nurses, gym teachers, and those casually interested... available from consumer self-help books and magazines. It's for scrapes and sprains, and bandaging cuts.

Doctor (in Fallout) is a career skill. It is improvable only by dedicated intent [skill points]; at the cost of not improving other skills. It's expensive, considering that those points could otherwise boost weapon accuracy, stealth, and diplomacy skills. Proficient PCs are doctors (or equivalent). Its primary value is curing crippling injury; explicitly not available from the First Aid skill regardless of its proficiency. Only doctors can remove crippling injuries. This skill should only be reasonably reliable at great cost to the PC.

Doctor proficiency also unlocks colleague dialog options with other Doctors. The skills are most certainly not interchangeable, or redundant.

Blinding, and crippled limb conditions loose their seriousness when every PC is trivially able to deal with them inexpensively.

Doctor is not nturally raised by DeKRuS's mod, although he left a suggestion so that anyone can do further modifications on their own.. by modifying Books.ini configfile. DekRuS's mod adds an ability to tailor a second skill to a given book based on persona preference. I just listed mine.

@gustarballs1983 Hmm I like that. Maybe increasing Doctor via First Aid Book is questionable as @Gizmojunk said above. But in general this is not bad setup and I consider to use it for next playthrough.

Btw where are located punching bags in Fallout Et Tu?

Punching bags in EtTu were usually present in the BoS Gym/training hall.. the place where you'd normally get the BoS unarmed/melee training, by watching initiates train with a knight. as far as i remember there are at least 2 or was it 4 bags there ( depending on playthrough and Lexx's change of mind, they once worked and didn't at other times) dunno if they work now.
 
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