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Fallout Thread: As Paradise falls, so falls Paradise Falls.

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Posts

  • ButtcleftButtcleft Registered User regular
    edited September 2009
    BlackDove wrote: »
    Do you die after exploding?

    Your companions can.

    Buttcleft on
  • CarcharodontosaurusCarcharodontosaurus Registered User regular
    edited September 2009
    I've now updated my Perk Revamp Mod to Version 1.2! The details are in the spoiler. As before, let me know what you think. :)
    Perk Revamp Mod

    By Carch

    A problem with Fallout 3 is that a majority of the available perks are either underpowered, overpowered, or outright useless. The Perk Revamp Mod aims to fix this by improving weaker perks and adding new perks to enhance variety. As far as I can tell there shouldn’t be any conflicts with any other mods. If I’m wrong, let me know.

    There are two versions of the Perk Revamp Mod; one for Fallout 3, and one for Broken Steel. You only need to use one of them.

    This is still a work in progress; more perks will be added as time goes on.

    Installation Instructions


    Just unzip the mod into the Fallout 3 folder, taking care to preserve the folder layout. Nothing much more to it.

    Version History


    Version 1.0 – Initial release.

    Version 1.1 – Fixed bugs with Recluse, Infiltrator, Hyperactive, and No Feelings, added Big Game Hunter, Shell Cracker, Killer Instinct, Wasteland Trader, Kneecapper, Dodger, Tunnel Rat, Cult of Personality, Ammo Broker, Leader, Pathfinder, and Vault-Tec CEO.

    Version 1.2 – Fixed bug with Big Game Hunter, altered Infiltrator to prevent further errors, reduced potency of Living Anatomy, added Aggressive Sales, Practical Surgery, Compelling Debater, Door Buster, Aquatic Aberration, Warden, Berserker, Fixer, Outdoorsman / Outdoorswoman, Mentalist, Child of David, Divine Intervention, and Overdose.

    Modified Fallout 3 Perks


    Child at Heart
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 1
    Effect: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.

    Scoundrel
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 3
    Effect: Take the Scoundrel perk, and you can use your wily charms to influence people – each rank raises your Speech and Barter skills by 5 points.

    Night Person
    Requirements: Level 4 (originally Level 10)
    Ranks: 1
    Effect: You feel much more alert than other people at night. With the Night Person perk, you gain an additional 15 Action Points… as long as it’s night time. (originally “When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock” and remains active both inside and outside.”)

    Rad Resistance
    Requirements: Endurance 4, Level 4 (originally Level 8)
    Ranks: 1
    Effect: Rad Resistance allows you to – what else? – resist radiation. This perk grants an additional 25% to Radiation Resistance.

    Educated
    Requirements: Intelligence 5, Level 6 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: With the Educated perk, you gain one more skill point (originally three more skill points) every time you advance in level. This perk is best taken early on, to maximise its effectiveness.

    Lead Belly
    Requirements: Endurance 5, Level 6
    Ranks: 1
    Effect: With the Lead Belly perk, you take 90% (originally 50%) less radiation every time you drink from an irradiated water source.

    Animal Friend
    Requirements: Charisma 5, Level 6 (originally Level 10)
    Ranks: 2
    Effect: At the first rank of this perk, animals simply won’t attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.

    Mister Sandman
    Requirements: Sneak 50% (originally Sneak 60%), Level 6 (originally Level 10)
    Ranks: 1
    Effect: With the Mister Sandman perk, when you’re in Sneak mode, you gain the option to silently kill any human or Ghoul while they’re sleeping. And, all Mister Sandman kills earn bonus XP.

    Impartial Mediation
    Requirements: Charisma 5, Level 8
    Ranks: 1
    Effect: With the Impartial Mediation perk, you gain an extra 45 (originally 30) points to Speech… as long as you maintain a Neutral Karma level.

    Intense Training
    Requirements: Level 8 (originally Level 2)
    Ranks: 1 (originally 10)
    Effect: With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L attributes.

    Comprehension
    Requirements: Intelligence 5, Level 8 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: Knowledge is power, especially when survival is at stake! With this perk, every twenty books you read gives you an additional 10 Hit Points up to a maximum of 60 Hit Points. (originally “With the Comprehension perk, you gain one additional skill point whenever a skill book is read.”)

    Silent Running
    Requirements: Agility 5, Sneak 50%, Level 8 (originally Level 12)
    Ranks: 1
    Effect: With the Silent Running perk, running no longer factors into a successful sneak attempt.

    Demolition Expert
    Requirements: Explosives 50%, Level 10 (originally Level 6)
    Ranks: 3
    Effect: With each rank of this perk, all of your explosive weapons do an additional 30% (originally 20%) damage.

    Toughness
    Requirements: Endurance 5, Level 10 (originally Level 6)
    Ranks: 1
    Effect: With the Toughness perk, you gain +15% (originally +10%) to overall Damage Resistance up to the maximum of 85%.

    Mysterious Stranger
    Requirements: Luck 6, Level 12 (originally Level 10)
    Ranks: 1
    Effect: You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.

    Cannibal
    Requirements: Level 12
    Ranks: 1
    Effect: With the Cannibal perk, when you're in Sneak mode, you can eat a human corpse to regain significant Health. This is a crime against nature, and causes a loss of Karma. Human flesh can be found on human corpses. (originally “With the Cannibal perk, when you’re in Sneak mode, you gain the option to eat a corpse to regain. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.”)

    Fast Metabolism
    Requirements: Level 12
    Ranks: 1
    Effect: With the Fast Metabolism perk, you gain a 50% (originally 20%) Health bonus using Stimpaks.

    Life Giver
    Requirements: Endurance 6, Level 12
    Ranks: 1
    Effect: With the Life Giver perk, you gain an additional 60 (originally 30) Hit Points.

    Adamantium Skeleton
    Requirements: Level 14
    Ranks: 1
    Effect: With the Adamantium Skeleton perk, your limbs only receive 10% (originally 50%) of the damage they normally would.

    Contract Killer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Contract Killer perk, any good or neutral character you kill will have an ear on their corpse which can be sold to a certain person for caps and negative Karma. You also do +5 damage to good or neutral characters. (originally “Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.”)
    N.B.: Value of ears has also been increased.

    Lawbringer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Lawbringer perk, any evil character you kill will have a finger on their corpse which can be sold to a certain person for caps and positive Karma. You also do +5 damage to evil characters. (originally “Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.”)
    N.B.: Value of fingers has also been increased.

    Infiltrator
    Requirements: Repair 60% (originally Perception 7, Lockpick 70%), Level 14 (originally Level 18)
    Ranks: 1
    Effect: With a few adjustments to a Stealth Boy, you can stay invisible for longer! With the Infiltrator perk, the duration of Stealth Boys is tripled. (originally “With Infiltrator, if a lock is broken, and can’t normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a “Force Lock” attempt.”)

    Chem Resistant
    Requirements: Medicine 70% (originally 60%), Level 16
    Ranks: 1
    Effect: Having the Chem Resistant perk means you’re 90% (originally 50%) less likely to develop an addiction to chems, like Psycho or Jet.

    Computer Whiz
    Requirements: Science 70%, Level 16 (originally Level 18, Intelligence 7, Science 70%)
    Ranks: 1
    Effect: Every hack you make sharpens your senses, because you’re a real computer whiz! With this perk, every ten successful hacks you make gives you +5 Action Points up to a maximum of +30 Action Points. (originally “Fail a hack attempt and get locked out of a computer? Not if you’re a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.”)

    Action Boy / Action Girl
    Requirements: Agility 7 (originally Agility 6), Level 18 (originally Level 16)
    Ranks: 1
    Effect: With the Action Boy / Action Girl perk, you gain an additional 25 Action Points to use in V.A.T.S.

    Concentrated Fire
    Requirements: Perception 7, (originally Small Guns 60%, Energy Weapons 60%), Level 18
    Ranks: 1
    Effect: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase (originally slightly) with each subsequent hit on that body part.

    Solar Powered
    Requirements: Endurance 7, Level 18 (originally Level 20)
    Ranks: 1
    Effect: You have mutated from exposure to the harsh sun of the Capital Wasteland, and now you regenerate health! With this perk, you regenerate health at a constant rate. (originally “With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.”)

    Ninja
    Requirements: Sneak 70% (originally Melee Weapons 80%), Level 20
    Ranks: 1
    Effect: The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +25% (originally +15%) critical chance on every strike. Sneak attack criticals do 50% (originally +25%) more damage than normal.

    Modified Broken Steel Perks


    Rad Tolerance
    Requirements: Level 22, Endurance 8 (originally Level 26, Endurance 7)
    Ranks: 1
    Effect: With this perk, you suffer no effects from radiation poisoning. You will still eventually die if the radiation poisoning gets severe enough! (originally only minor radiation poisoning)

    Deep Sleep
    Requirements: Level 22
    Ranks: 1
    Effect: You don’t need much sleep to feel refreshed! With the Deep Sleep perk, your healing rate while sleeping is significantly increased and you can sleep in any bed to become Well Rested. (originally “You sleep deeply no matter where you are. You get the Well Rested benefit of +10% XP for eight hours no matter what bed you sleep in.”)

    Quantum Chemist
    Requirements: Level 22, Science 80% (originally Science 70%)
    Ranks: 1
    Effect: You finally understand the chemistry of Nuka-Cola Quantum. With this perk, when you pick up an individual Nuka-Cola you have the option of converting it into a Nuka-Cola Quantum. (originally “With this perk, every 10 Nuka-Colas you acquire are automatically converted into a Nuka-Cola Quantum. A notification in the top left of the screen will inform the player of the 10 Nuka-Cola being removed and the 1 Nuka-Cola Quantum being added.”)

    No Weakness
    Requirements: Level 22 (originally Level 24)
    Ranks: 1
    Effect: Your time in the Capital Wasteland has honed your talents! With the No Weakness perk, you can put three points into any of your S.P.E.C.I.A.L attributes. (originally “When you take the No Weakness perk, all S.P.E.C.I.A.L. stats that are less than 5 are instantly increased to 5.”)

    Party Boy / Party Girl
    Requirements: Medicine 80%, Luck 8, Level 22 (originally Level 28)
    Ranks: 1
    Effect: With the Party Boy / Party Girl perk, you no longer suffer the withdrawal effects from any addiction. (originally “an alcohol addiction.”) Drugs also cost 50% less! (originally no second effect)

    Devil’s Highway
    Requirements: Level 24
    Ranks: 1
    Effect: Becoming truly evil means having an incentive! Good and Neutral enemies you kill have unusually valuable items on them… as long as you maintain a Evil Karma level. (originally “When you choose the Devil's Highway perk, your Karma is instantly set to Very Evil.”)

    Karmic Rebalance
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, against Evil or Good characters you have +25% critical damage and +25% critical chance… as long as you maintain a Neutral Karma level. (originally “When you choose the Karmic Rebalance perk, your Karma is instantly set to Neutral.”)

    Escalator to Heaven
    Requirements: Level 24
    Ranks: 1
    Effect: Blessed are those who strive towards righteousness! With this perk, you have 60 extra health, +15% damage resistance, and enemy critical hit chance is 25% lower… as long as you maintain a Good Karma level. (originally “When you choose the Escalator to Heaven perk, your Karma is instantly set to Very Good.”)

    Nerves of Steel
    Requirements: Level 26, Agility 9 (originally Agility 7)
    Ranks: 1
    Effect: With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
    N.B.: Action Point regeneration significantly increased.

    Warmonger
    Requirements: Level 26 (originally Level 26, Intelligence 7)
    Ranks: 1
    Effect: Your life is dedicated to death, or at least the death of others. With this perk, every time you kill an enemy you regain significant Health. (originally ”With this perk, all custom weapon types become available to you without the schematics.”)

    Rad Absorption
    Requirements: Level 28, Endurance 9 (originally Endurance 7)
    Ranks: 1
    Effect: With this perk, your Radiation level (originally slowly) decreases automatically over time. Also, you regain health at the same rate as long as you’re irradiated! (originally only one effect)

    Nuclear Anomaly
    Requirements: Level 30
    Ranks: 1
    Effect: With this perk you erupt into a devastating nuclear explosion whenever your health is reduced to 20% (originally 20) or less. Note that any allies in the vicinity will also suffer the effects of the blast!

    New Fallout 3 Perks


    Electrician
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve got a knack with high voltage equipment! With every rank, you gain 5 points of Energy Weapons skill and 5 points of Science skill.

    Sneaky Bastard
    Requirements: Agility 4, Level 2
    Ranks: 3
    Effect: Pulling pranks on others comes naturally to you. With every rank, you gain 5 points of Explosives skill and 5 points of Sneak skill.

    Aggressive Sales
    Requirements: Strength 4, Charisma 4, Level 2
    Ranks: 3
    Effect: For you business success is equal parts acumen and physical threats. With every rank, you gain 5 points of Barter skill and 5 points of Unarmed skill.

    Practical Surgery
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve become well accustomed to the bloodier aspects of medical treatments! With every rank, you gain 5 points of Medicine skill and 5 points of Melee Weapons skill.

    Compelling Debater
    Requirements: Charisma 4, Intelligence 4, Level 2
    Ranks: 3
    Effect: Clever words and a rigorous methodology makes a compelling speaker. With every rank, you gain 5 points of Speech skill and 5 points of Science skill.

    Door Buster
    Requirements: Strength 4, Agility 4
    Ranks: 3
    Effect: You don’t let anything stop you going where you want to go. With every rank, you gain 5 points of Explosives skill and 5 points of Lockpick skill.

    Drunken Master
    Requirements: Endurance 4, Level 4
    Ranks: 1
    Effect: You fight better when you’re drunk. With this perk, while under the influence of alcohol you receive 10 additional points to your Unarmed skill and you do 5 additional damage when using Unarmed weapons.

    Heave Ho!
    Requirements: Level 4
    Ranks: 1
    Effect: You sure know how to pitch ‘em! While using explosives, your accuracy in V.A.T.S. is significantly increased.

    Nuka-Fan
    Requirements: Level 4
    Ranks: 1
    Effect: You love Nuka-Cola, and Nuka-Cola loves you back! With this perk, all Nuka-Cola now restores three times as much Health.

    Big Game Hunter
    Requirements: Intelligence 4, Agility 4, Level 4
    Ranks: 1
    Effect: Certain types of prey are worth hunting over others. With the Big Game Hunter Perk, Mirelurks and Yao Guai have much more meat on their corpses.

    Shell Cracker
    Requirements: Perception 4, Science 40%, Level 4
    Ranks: 1
    Effect: Everything has a weak spot, even Mirelurks! With this perk, you do an additional +25% damage every time you attack a Mirelurk.

    Aquatic Aberration
    Requirements: Level 4
    Ranks: 1
    Effect: Mutation is common, but you got lucky! With this perk, you can breath underwater.

    Killer Instinct
    Requirements: Level 6
    Ranks: 1
    Effect: Every kill you perform makes the next one easier. With this perk, you gain +1% critical hit chance for every 30 people you kill up to +5% critical hit chance.

    Wasteland Trader
    Requirements: Barter 50%, Level 6
    Ranks: 1
    Effect: You can find what merchants want, and they treat you accordingly. With the Wasteland Trader perk, you gain a 5% discount from vendors for every 20 locations you find up to a 10% discount.

    Silver Tongue
    Requirements: Charisma 5, Level 8
    Ranks: 3
    Effect: You’ve got a way with words! With each rank of this perk, you gain an additional 15 points to the Speech skill.

    Warden
    Requirements: Endurance 5, Charisma 5, Level 8
    Ranks: 1
    Effect: It takes real guts to take on Raiders, but you’ve got ‘em! With this perk, you do +15% damage every time you attack a Raider.

    Berserker
    Requirements: Agility 5, Level 8
    Ranks: 3
    Effect: The cut and thrust of close combat is where you thrive! With each rank of this perk, you gain an additional 15 points to the Melee Weapons skill.

    Fixer
    Requirements: Intelligence 5, Level 8
    Ranks: 3
    Effect: You’re intimately familiar with how things work. With each rank of this perk, you gain an additional 15 points to the Repair skill.

    Outdoorsman / Outdoorswoman
    Requirement: Level 8
    Ranks: 1
    Effect: You like land, lots of land, under starry skies above! With this perk, you gain 5 points of Luck… as long as you’re outside.

    Brutish Hulk
    Requirements: Strength 5, Level 10
    Ranks: 1
    Effect: All that Buffout has really had an effect on you! With this perk, Buffout now gives you +120 Hit Points, +6 Endurance, and +4 Strength.

    Psychotic
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your body has adapted to the effects of Psycho! With this perk, Psycho now gives you +50% to all damage dealt.

    No Feelings
    Requirements: Medicine 50%, Level 10
    Ranks: 1
    Effect: After a lot of practice, you’ve worked out how to get the most out of Med-X. With this perk, Med-X now gives you +50% to damage resistance.

    Hyperactive
    Requirements: Luck 5, Medicine 50%, Level 10
    Ranks: 1
    Effect: Maybe it’s your medical knowledge, maybe it’s that you’re lucky, but somehow Jet and Ultrajet really agree with you! With this perk, Jet and Ultrajet now gives you twice as many Action Points.

    Steady Arm
    Requirements: Level 10
    Ranks: 1
    Effect: While using big guns, your accuracy in V.A.T.S. is significantly increased.

    Mentalist
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your mind is enhanced in ways you thought impossible, all thanks to Mentats! With this perk, Mentats additionally grant you 5 bonus Charisma and 5 bonus Luck.

    Strong Stomach
    Requirements: Level 12
    Ranks: 1
    Effect: With the Strong Stomach perk, Radaway is 100% more effective.

    Kneecapper
    Requirements: Luck 6, Perception 6, Level 12
    Ranks: 1
    Effect: With the Kneecapper perk, your chance to hit an opponent’s legs in V.A.T.S. is significantly increased.

    Dodger
    Requirements: Agility 6, Level 12
    Ranks: 1
    Effect: Keep moving and the bullets tend to miss! With this perk, you gain +25% damage resistance… as long as you’re running.

    Tunnel Rat
    Requirements: Sneak 60%, Level 14
    Ranks: 1
    Effect: With the Tunnel Rat perk, you gain +10% critical hit chance and enemy critical hit chance is 10% lower… as long as you’re indoors!

    Cult of Personality
    Requirements: Charisma 6, Speech 60%, Level 14
    Ranks: 1
    Effect: With this perk, you can hire any companion regardless of your Karma.

    Ammo Broker
    Requirements: Barter 70%, Level 16
    Ranks: 1
    Effect: You’re a real munitions connoisseur, and merchants know it. With this perk, the price of ammunition you buy from a vendor is reduced by 25%.

    Living Anatomy
    Requirements: Medicine 70%, Intelligence 7, Perception 7, Level 20
    Ranks: 1
    Effect: With the Living Anatomy perk, you do an additional +25% damage every time you attack a human or Ghoul.

    Leader
    Requirements: Charisma 7, Speech 70%, Level 20
    Ranks: 1
    Effect: You know what it is to command! With this perk, there are no limits to the number of followers you can have.

    Child of David
    Requirements: Perception 7, Luck 7, Level 20
    Ranks: 1
    Effect: The bigger they are, the harder they fall! With the Child of David perk, you do an additional +25% damage every time you attack a Super Mutant.

    New Broken Steel Perks


    Recluse
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, enemy critical hit chance is 25% lower, you gain +5% critical hit chance, +10% to your damage resistance, +15 Action Points, and your accuracy in V.A.T.S. is increased… so long as you have no followers!

    Money Talks
    Requirements: Barter 80%, Level 24
    Ranks: 1
    Effect: You and wealth have a special sort of relationship. With the Money Talks perk, you gain +1% critical hit chance for every 1000 caps you have up to +30% critical hit chance.

    Pathfinder
    Requirements: Strength 8, Level 24
    Ranks: 1
    Effect: If you’ve got to get somewhere, you may as well get there fast. With the Pathfinder perk, your movement speed is significantly increased.

    Claw Brother / Claw Sister
    Requirements: Charisma 9, Level 26
    Ranks: 1
    Effect: A little change of posture, a lot of pheromone mutation, and all of a sudden Deathclaws like you! With the Claw Brother / Claw Sister perk, Deathclaws will not attack you, unless they are threatened or attacked first.

    Break the Rules
    Requirements: Level 28
    Ranks: 1
    Effect: From now on, whenever you gain a level you can choose any perk you like regardless of its requirements. Be warned, level restrictions still hold!

    Vault-Tec CEO
    Requirements: Level 30
    Ranks: 1
    Effect: You just can’t get enough of those Vault-Tec Bobbleheads! With the Vault-Tec CEO perk, once you find all 20 Vault-Tec Bobbleheads the bonus received from them is doubled.

    Divine Intervention
    Requirements: Luck 9, Level 30
    Ranks: 1
    Effect: Death doesn’t have to be permanent. With this perk, you can bring your dead companions back to life. However, anything they have in their inventory will be lost! Also, Dogmeat can’t be resurrected if a puppy successor exists.

    Overdose
    Requirements: Medicine 90%, Level 30
    Ranks: 1
    Effect: Stimpaks can be used and misused, but you’ve gotten really good at the latter. With this perk, you can cause any living creature to die by using a Stimpak on them at close range.

    Information Boxes


    Information boxes are modified so that perks aren’t incorrectly described.

    Overall Perk Changes


    Level 1 to 5 requirements changed as follows:

    Attributes must be 4.
    Skills must be 40.
    Level 6 to 10 requirements changed as follows:

    Attributes must be 5.
    Skills must be 50.

    Level 11 to 15 requirements changed as follows:

    Attributes must be 6.
    Skills must be 60.

    Level 16 to 20 requirements changed as follows:

    Attributes must be 7.
    Skills must be 70.

    Level 21 to 25 requirements changed as follows:

    Attributes must be 8.
    Skills must be 80.

    Level 26 to 30 requirements changed as follows:

    Attributes must be 9.
    Skills must be 90.

    Credits


    Thanks to TheFakeEmpire for his coding of Steed and Loner in the “Ultimate Perk Pack” mod. Without Steed I wouldn’t have known what value to target to modify a player’s speed. Without Loner I wouldn’t have known what value to target to check if a player has a companion.

    Thanks to LFox for his changes to Lawbringer and Contract Killer in the “Lawbringer Contract Killer Perk Fix” mod. I wouldn’t have been able to fix those perks as neatly as I did without borrowing the changes he made.

    Thanks to cscottydont for his scripting of Dark Contract in the “cscottydonts Karma Perks” mod. My new concept for Warmonger was impossible to create without the scripts he’d created for Dark Contract.

    Extra Stuff


    Feel free to use any part of this mod for whatever reason, just be sure to give credit where credit is due. Check the Credits to make sure it should be someone else you ought to be acknowledging rather than me.

    Carcharodontosaurus on
    steam_sig.png
  • RoyceSraphimRoyceSraphim Registered User regular
    edited September 2009
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    RoyceSraphim on
  • RizziRizzi Sydney, Australia.Registered User regular
    edited September 2009
    I'm not sure if I should get Fallout for 360 or for Pc.
    On one hand, achievements.
    On the other hand, mods.
    I'm not exactly sure how well it would run on my Pc though.
    :?

    Rizzi on
  • SurikoSuriko AustraliaRegistered User regular
    edited September 2009
    Rizzi wrote: »
    I'm not sure if I should get Fallout for 360 or for Pc.
    On one hand, achievements.
    On the other hand, mods.
    I'm not exactly sure how well it would run on my Pc though.
    :?

    PC version also has achievements.

    Suriko on
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited September 2009
    Zzulu wrote: »
    15minutes in and I've already encountered at least 2 completely game breaking bugs in Broken Steel. That fucking scribe rothchild tells me he wants to show me a map and then he just goes to sleep or walks around aimlessly forever


    ffffff

    I had this same bug when I played. There is a mod to fix it. However I am having trouble finding it. Rothchild Bug Fix or something like that. Anyway all it does is give you the quest objective that Rothchild should have given you if he wasnt bugged. You will miss on a a tiny portion of story, but it gets the game moving along.

    With the mod you are supposed to activate it, load up your game, save the game, quit, deactivate the mod, and then continue on as normal.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
  • LoathingLoathing Registered User regular
    edited September 2009
    Rizzi wrote: »
    I'm not sure if I should get Fallout for 360 or for Pc.
    On one hand, achievements.
    On the other hand, mods.
    I'm not exactly sure how well it would run on my Pc though.
    :?

    Both!

    And yea, PC version also has achievements unless you use FOSE which disables LIVE.

    Loathing on
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited September 2009
    Zzulu wrote: »
    15minutes in and I've already encountered at least 2 completely game breaking bugs in Broken Steel. That fucking scribe rothchild tells me he wants to show me a map and then he just goes to sleep or walks around aimlessly forever


    ffffff

    What game version are you running? Anything < 1.5 apparently has issues with it. So I hear.

    But then you get broken armour/VATS/etc that people QQ about.

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • AntihippyAntihippy Registered User regular
    edited September 2009
    So pilot lights are actually pretty easy to find.

    Why is my shish condition only at 60% though? :(

    Also, fire ants can go die in a fire. Goddamn them.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited September 2009
    Antihippy wrote: »
    So pilot lights are actually pretty easy to find.

    Why is my shish condition only at 60% though? :(

    Also, fire ants can go die in a fire. Goddamn them.

    It's a crafted weapon.
    As with all non-explosive Custom Weapons, possessing multiple copies of the schematics increases the initial condition of the weapon – one copy gives a condition equal to 75% of a character's repair skill, two gets 100%, and three gets 125%.

    So you need to either get more schematics for the Shiskebab, up your Repair skill, or build more than one and repair them with each other. Do them in that order. :P

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    edited September 2009
    I've never built more than one version of a Crafted weapon. I've always just let the merchants repair them for a few bottlecaps. I think all of the crafted weapons are cheap, so they don't cost much to repair. Of course, for the Shishkebab, the parts aren't that hard to find.

    As far as repairs, the best merchants are the roaming merchants that go from town to town, but only after you've upgraded them twice at Canterbury Commons. Talking to Uncle Roe there will give you the option to invest in the four wandering merchants (for 200 and 500 each, less if you have a high Barter Skill). It is very well worth it to invest in at least one, and I usually invest in all four. Not only do they have better inventory, but they have something like 80% Repair skill. You can "reverse pickpocket" a repair boosting suit onto Crazy Wolfgang (save before you do this! Don't want him to be hostile to you... don't get caught!), and he'll equip it the next time you'll see him, making him the best repair merchant in the game.

    Hahnsoo1 on
    CSPOhhO.png
  • DanHibikiDanHibiki Registered User regular
    edited September 2009
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    DanHibiki on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited September 2009
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    RoyceSraphim on
  • DanHibikiDanHibiki Registered User regular
    edited September 2009
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    DanHibiki on
  • DuffelDuffel jacobkosh Registered User regular
    edited September 2009
    I've now updated my Perk Revamp Mod to Version 1.2! The details are in the spoiler. As before, let me know what you think. :)
    Perk Revamp Mod

    By Carch

    A problem with Fallout 3 is that a majority of the available perks are either underpowered, overpowered, or outright useless. The Perk Revamp Mod aims to fix this by improving weaker perks and adding new perks to enhance variety. As far as I can tell there shouldn’t be any conflicts with any other mods. If I’m wrong, let me know.

    There are two versions of the Perk Revamp Mod; one for Fallout 3, and one for Broken Steel. You only need to use one of them.

    This is still a work in progress; more perks will be added as time goes on.

    Installation Instructions


    Just unzip the mod into the Fallout 3 folder, taking care to preserve the folder layout. Nothing much more to it.

    Version History


    Version 1.0 – Initial release.

    Version 1.1 – Fixed bugs with Recluse, Infiltrator, Hyperactive, and No Feelings, added Big Game Hunter, Shell Cracker, Killer Instinct, Wasteland Trader, Kneecapper, Dodger, Tunnel Rat, Cult of Personality, Ammo Broker, Leader, Pathfinder, and Vault-Tec CEO.

    Version 1.2 – Fixed bug with Big Game Hunter, altered Infiltrator to prevent further errors, reduced potency of Living Anatomy, added Aggressive Sales, Practical Surgery, Compelling Debater, Door Buster, Aquatic Aberration, Warden, Berserker, Fixer, Outdoorsman / Outdoorswoman, Mentalist, Child of David, Divine Intervention, and Overdose.

    Modified Fallout 3 Perks


    Child at Heart
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 1
    Effect: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.

    Scoundrel
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 3
    Effect: Take the Scoundrel perk, and you can use your wily charms to influence people – each rank raises your Speech and Barter skills by 5 points.

    Night Person
    Requirements: Level 4 (originally Level 10)
    Ranks: 1
    Effect: You feel much more alert than other people at night. With the Night Person perk, you gain an additional 15 Action Points… as long as it’s night time. (originally “When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock” and remains active both inside and outside.”)

    Rad Resistance
    Requirements: Endurance 4, Level 4 (originally Level 8)
    Ranks: 1
    Effect: Rad Resistance allows you to – what else? – resist radiation. This perk grants an additional 25% to Radiation Resistance.

    Educated
    Requirements: Intelligence 5, Level 6 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: With the Educated perk, you gain one more skill point (originally three more skill points) every time you advance in level. This perk is best taken early on, to maximise its effectiveness.

    Lead Belly
    Requirements: Endurance 5, Level 6
    Ranks: 1
    Effect: With the Lead Belly perk, you take 90% (originally 50%) less radiation every time you drink from an irradiated water source.

    Animal Friend
    Requirements: Charisma 5, Level 6 (originally Level 10)
    Ranks: 2
    Effect: At the first rank of this perk, animals simply won’t attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.

    Mister Sandman
    Requirements: Sneak 50% (originally Sneak 60%), Level 6 (originally Level 10)
    Ranks: 1
    Effect: With the Mister Sandman perk, when you’re in Sneak mode, you gain the option to silently kill any human or Ghoul while they’re sleeping. And, all Mister Sandman kills earn bonus XP.

    Impartial Mediation
    Requirements: Charisma 5, Level 8
    Ranks: 1
    Effect: With the Impartial Mediation perk, you gain an extra 45 (originally 30) points to Speech… as long as you maintain a Neutral Karma level.

    Intense Training
    Requirements: Level 8 (originally Level 2)
    Ranks: 1 (originally 10)
    Effect: With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L attributes.

    Comprehension
    Requirements: Intelligence 5, Level 8 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: Knowledge is power, especially when survival is at stake! With this perk, every twenty books you read gives you an additional 10 Hit Points up to a maximum of 60 Hit Points. (originally “With the Comprehension perk, you gain one additional skill point whenever a skill book is read.”)

    Silent Running
    Requirements: Agility 5, Sneak 50%, Level 8 (originally Level 12)
    Ranks: 1
    Effect: With the Silent Running perk, running no longer factors into a successful sneak attempt.

    Demolition Expert
    Requirements: Explosives 50%, Level 10 (originally Level 6)
    Ranks: 3
    Effect: With each rank of this perk, all of your explosive weapons do an additional 30% (originally 20%) damage.

    Toughness
    Requirements: Endurance 5, Level 10 (originally Level 6)
    Ranks: 1
    Effect: With the Toughness perk, you gain +15% (originally +10%) to overall Damage Resistance up to the maximum of 85%.

    Mysterious Stranger
    Requirements: Luck 6, Level 12 (originally Level 10)
    Ranks: 1
    Effect: You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.

    Cannibal
    Requirements: Level 12
    Ranks: 1
    Effect: With the Cannibal perk, when you're in Sneak mode, you can eat a human corpse to regain significant Health. This is a crime against nature, and causes a loss of Karma. Human flesh can be found on human corpses. (originally “With the Cannibal perk, when you’re in Sneak mode, you gain the option to eat a corpse to regain. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.”)

    Fast Metabolism
    Requirements: Level 12
    Ranks: 1
    Effect: With the Fast Metabolism perk, you gain a 50% (originally 20%) Health bonus using Stimpaks.

    Life Giver
    Requirements: Endurance 6, Level 12
    Ranks: 1
    Effect: With the Life Giver perk, you gain an additional 60 (originally 30) Hit Points.

    Adamantium Skeleton
    Requirements: Level 14
    Ranks: 1
    Effect: With the Adamantium Skeleton perk, your limbs only receive 10% (originally 50%) of the damage they normally would.

    Contract Killer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Contract Killer perk, any good or neutral character you kill will have an ear on their corpse which can be sold to a certain person for caps and negative Karma. You also do +5 damage to good or neutral characters. (originally “Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.”)
    N.B.: Value of ears has also been increased.

    Lawbringer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Lawbringer perk, any evil character you kill will have a finger on their corpse which can be sold to a certain person for caps and positive Karma. You also do +5 damage to evil characters. (originally “Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.”)
    N.B.: Value of fingers has also been increased.

    Infiltrator
    Requirements: Repair 60% (originally Perception 7, Lockpick 70%), Level 14 (originally Level 18)
    Ranks: 1
    Effect: With a few adjustments to a Stealth Boy, you can stay invisible for longer! With the Infiltrator perk, the duration of Stealth Boys is tripled. (originally “With Infiltrator, if a lock is broken, and can’t normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a “Force Lock” attempt.”)

    Chem Resistant
    Requirements: Medicine 70% (originally 60%), Level 16
    Ranks: 1
    Effect: Having the Chem Resistant perk means you’re 90% (originally 50%) less likely to develop an addiction to chems, like Psycho or Jet.

    Computer Whiz
    Requirements: Science 70%, Level 16 (originally Level 18, Intelligence 7, Science 70%)
    Ranks: 1
    Effect: Every hack you make sharpens your senses, because you’re a real computer whiz! With this perk, every ten successful hacks you make gives you +5 Action Points up to a maximum of +30 Action Points. (originally “Fail a hack attempt and get locked out of a computer? Not if you’re a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.”)

    Action Boy / Action Girl
    Requirements: Agility 7 (originally Agility 6), Level 18 (originally Level 16)
    Ranks: 1
    Effect: With the Action Boy / Action Girl perk, you gain an additional 25 Action Points to use in V.A.T.S.

    Concentrated Fire
    Requirements: Perception 7, (originally Small Guns 60%, Energy Weapons 60%), Level 18
    Ranks: 1
    Effect: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase (originally slightly) with each subsequent hit on that body part.

    Solar Powered
    Requirements: Endurance 7, Level 18 (originally Level 20)
    Ranks: 1
    Effect: You have mutated from exposure to the harsh sun of the Capital Wasteland, and now you regenerate health! With this perk, you regenerate health at a constant rate. (originally “With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.”)

    Ninja
    Requirements: Sneak 70% (originally Melee Weapons 80%), Level 20
    Ranks: 1
    Effect: The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +25% (originally +15%) critical chance on every strike. Sneak attack criticals do 50% (originally +25%) more damage than normal.

    Modified Broken Steel Perks


    Rad Tolerance
    Requirements: Level 22, Endurance 8 (originally Level 26, Endurance 7)
    Ranks: 1
    Effect: With this perk, you suffer no effects from radiation poisoning. You will still eventually die if the radiation poisoning gets severe enough! (originally only minor radiation poisoning)

    Deep Sleep
    Requirements: Level 22
    Ranks: 1
    Effect: You don’t need much sleep to feel refreshed! With the Deep Sleep perk, your healing rate while sleeping is significantly increased and you can sleep in any bed to become Well Rested. (originally “You sleep deeply no matter where you are. You get the Well Rested benefit of +10% XP for eight hours no matter what bed you sleep in.”)

    Quantum Chemist
    Requirements: Level 22, Science 80% (originally Science 70%)
    Ranks: 1
    Effect: You finally understand the chemistry of Nuka-Cola Quantum. With this perk, when you pick up an individual Nuka-Cola you have the option of converting it into a Nuka-Cola Quantum. (originally “With this perk, every 10 Nuka-Colas you acquire are automatically converted into a Nuka-Cola Quantum. A notification in the top left of the screen will inform the player of the 10 Nuka-Cola being removed and the 1 Nuka-Cola Quantum being added.”)

    No Weakness
    Requirements: Level 22 (originally Level 24)
    Ranks: 1
    Effect: Your time in the Capital Wasteland has honed your talents! With the No Weakness perk, you can put three points into any of your S.P.E.C.I.A.L attributes. (originally “When you take the No Weakness perk, all S.P.E.C.I.A.L. stats that are less than 5 are instantly increased to 5.”)

    Party Boy / Party Girl
    Requirements: Medicine 80%, Luck 8, Level 22 (originally Level 28)
    Ranks: 1
    Effect: With the Party Boy / Party Girl perk, you no longer suffer the withdrawal effects from any addiction. (originally “an alcohol addiction.”) Drugs also cost 50% less! (originally no second effect)

    Devil’s Highway
    Requirements: Level 24
    Ranks: 1
    Effect: Becoming truly evil means having an incentive! Good and Neutral enemies you kill have unusually valuable items on them… as long as you maintain a Evil Karma level. (originally “When you choose the Devil's Highway perk, your Karma is instantly set to Very Evil.”)

    Karmic Rebalance
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, against Evil or Good characters you have +25% critical damage and +25% critical chance… as long as you maintain a Neutral Karma level. (originally “When you choose the Karmic Rebalance perk, your Karma is instantly set to Neutral.”)

    Escalator to Heaven
    Requirements: Level 24
    Ranks: 1
    Effect: Blessed are those who strive towards righteousness! With this perk, you have 60 extra health, +15% damage resistance, and enemy critical hit chance is 25% lower… as long as you maintain a Good Karma level. (originally “When you choose the Escalator to Heaven perk, your Karma is instantly set to Very Good.”)

    Nerves of Steel
    Requirements: Level 26, Agility 9 (originally Agility 7)
    Ranks: 1
    Effect: With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
    N.B.: Action Point regeneration significantly increased.

    Warmonger
    Requirements: Level 26 (originally Level 26, Intelligence 7)
    Ranks: 1
    Effect: Your life is dedicated to death, or at least the death of others. With this perk, every time you kill an enemy you regain significant Health. (originally ”With this perk, all custom weapon types become available to you without the schematics.”)

    Rad Absorption
    Requirements: Level 28, Endurance 9 (originally Endurance 7)
    Ranks: 1
    Effect: With this perk, your Radiation level (originally slowly) decreases automatically over time. Also, you regain health at the same rate as long as you’re irradiated! (originally only one effect)

    Nuclear Anomaly
    Requirements: Level 30
    Ranks: 1
    Effect: With this perk you erupt into a devastating nuclear explosion whenever your health is reduced to 20% (originally 20) or less. Note that any allies in the vicinity will also suffer the effects of the blast!

    New Fallout 3 Perks


    Electrician
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve got a knack with high voltage equipment! With every rank, you gain 5 points of Energy Weapons skill and 5 points of Science skill.

    Sneaky Bastard
    Requirements: Agility 4, Level 2
    Ranks: 3
    Effect: Pulling pranks on others comes naturally to you. With every rank, you gain 5 points of Explosives skill and 5 points of Sneak skill.

    Aggressive Sales
    Requirements: Strength 4, Charisma 4, Level 2
    Ranks: 3
    Effect: For you business success is equal parts acumen and physical threats. With every rank, you gain 5 points of Barter skill and 5 points of Unarmed skill.

    Practical Surgery
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve become well accustomed to the bloodier aspects of medical treatments! With every rank, you gain 5 points of Medicine skill and 5 points of Melee Weapons skill.

    Compelling Debater
    Requirements: Charisma 4, Intelligence 4, Level 2
    Ranks: 3
    Effect: Clever words and a rigorous methodology makes a compelling speaker. With every rank, you gain 5 points of Speech skill and 5 points of Science skill.

    Door Buster
    Requirements: Strength 4, Agility 4
    Ranks: 3
    Effect: You don’t let anything stop you going where you want to go. With every rank, you gain 5 points of Explosives skill and 5 points of Lockpick skill.

    Drunken Master
    Requirements: Endurance 4, Level 4
    Ranks: 1
    Effect: You fight better when you’re drunk. With this perk, while under the influence of alcohol you receive 10 additional points to your Unarmed skill and you do 5 additional damage when using Unarmed weapons.

    Heave Ho!
    Requirements: Level 4
    Ranks: 1
    Effect: You sure know how to pitch ‘em! While using explosives, your accuracy in V.A.T.S. is significantly increased.

    Nuka-Fan
    Requirements: Level 4
    Ranks: 1
    Effect: You love Nuka-Cola, and Nuka-Cola loves you back! With this perk, all Nuka-Cola now restores three times as much Health.

    Big Game Hunter
    Requirements: Intelligence 4, Agility 4, Level 4
    Ranks: 1
    Effect: Certain types of prey are worth hunting over others. With the Big Game Hunter Perk, Mirelurks and Yao Guai have much more meat on their corpses.

    Shell Cracker
    Requirements: Perception 4, Science 40%, Level 4
    Ranks: 1
    Effect: Everything has a weak spot, even Mirelurks! With this perk, you do an additional +25% damage every time you attack a Mirelurk.

    Aquatic Aberration
    Requirements: Level 4
    Ranks: 1
    Effect: Mutation is common, but you got lucky! With this perk, you can breath underwater.

    Killer Instinct
    Requirements: Level 6
    Ranks: 1
    Effect: Every kill you perform makes the next one easier. With this perk, you gain +1% critical hit chance for every 30 people you kill up to +5% critical hit chance.

    Wasteland Trader
    Requirements: Barter 50%, Level 6
    Ranks: 1
    Effect: You can find what merchants want, and they treat you accordingly. With the Wasteland Trader perk, you gain a 5% discount from vendors for every 20 locations you find up to a 10% discount.

    Silver Tongue
    Requirements: Charisma 5, Level 8
    Ranks: 3
    Effect: You’ve got a way with words! With each rank of this perk, you gain an additional 15 points to the Speech skill.

    Warden
    Requirements: Endurance 5, Charisma 5, Level 8
    Ranks: 1
    Effect: It takes real guts to take on Raiders, but you’ve got ‘em! With this perk, you do +15% damage every time you attack a Raider.

    Berserker
    Requirements: Agility 5, Level 8
    Ranks: 3
    Effect: The cut and thrust of close combat is where you thrive! With each rank of this perk, you gain an additional 15 points to the Melee Weapons skill.

    Fixer
    Requirements: Intelligence 5, Level 8
    Ranks: 3
    Effect: You’re intimately familiar with how things work. With each rank of this perk, you gain an additional 15 points to the Repair skill.

    Outdoorsman / Outdoorswoman
    Requirement: Level 8
    Ranks: 1
    Effect: You like land, lots of land, under starry skies above! With this perk, you gain 5 points of Luck… as long as you’re outside.

    Brutish Hulk
    Requirements: Strength 5, Level 10
    Ranks: 1
    Effect: All that Buffout has really had an effect on you! With this perk, Buffout now gives you +120 Hit Points, +6 Endurance, and +4 Strength.

    Psychotic
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your body has adapted to the effects of Psycho! With this perk, Psycho now gives you +50% to all damage dealt.

    No Feelings
    Requirements: Medicine 50%, Level 10
    Ranks: 1
    Effect: After a lot of practice, you’ve worked out how to get the most out of Med-X. With this perk, Med-X now gives you +50% to damage resistance.

    Hyperactive
    Requirements: Luck 5, Medicine 50%, Level 10
    Ranks: 1
    Effect: Maybe it’s your medical knowledge, maybe it’s that you’re lucky, but somehow Jet and Ultrajet really agree with you! With this perk, Jet and Ultrajet now gives you twice as many Action Points.

    Steady Arm
    Requirements: Level 10
    Ranks: 1
    Effect: While using big guns, your accuracy in V.A.T.S. is significantly increased.

    Mentalist
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your mind is enhanced in ways you thought impossible, all thanks to Mentats! With this perk, Mentats additionally grant you 5 bonus Charisma and 5 bonus Luck.

    Strong Stomach
    Requirements: Level 12
    Ranks: 1
    Effect: With the Strong Stomach perk, Radaway is 100% more effective.

    Kneecapper
    Requirements: Luck 6, Perception 6, Level 12
    Ranks: 1
    Effect: With the Kneecapper perk, your chance to hit an opponent’s legs in V.A.T.S. is significantly increased.

    Dodger
    Requirements: Agility 6, Level 12
    Ranks: 1
    Effect: Keep moving and the bullets tend to miss! With this perk, you gain +25% damage resistance… as long as you’re running.

    Tunnel Rat
    Requirements: Sneak 60%, Level 14
    Ranks: 1
    Effect: With the Tunnel Rat perk, you gain +10% critical hit chance and enemy critical hit chance is 10% lower… as long as you’re indoors!

    Cult of Personality
    Requirements: Charisma 6, Speech 60%, Level 14
    Ranks: 1
    Effect: With this perk, you can hire any companion regardless of your Karma.

    Ammo Broker
    Requirements: Barter 70%, Level 16
    Ranks: 1
    Effect: You’re a real munitions connoisseur, and merchants know it. With this perk, the price of ammunition you buy from a vendor is reduced by 25%.

    Living Anatomy
    Requirements: Medicine 70%, Intelligence 7, Perception 7, Level 20
    Ranks: 1
    Effect: With the Living Anatomy perk, you do an additional +25% damage every time you attack a human or Ghoul.

    Leader
    Requirements: Charisma 7, Speech 70%, Level 20
    Ranks: 1
    Effect: You know what it is to command! With this perk, there are no limits to the number of followers you can have.

    Child of David
    Requirements: Perception 7, Luck 7, Level 20
    Ranks: 1
    Effect: The bigger they are, the harder they fall! With the Child of David perk, you do an additional +25% damage every time you attack a Super Mutant.

    New Broken Steel Perks


    Recluse
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, enemy critical hit chance is 25% lower, you gain +5% critical hit chance, +10% to your damage resistance, +15 Action Points, and your accuracy in V.A.T.S. is increased… so long as you have no followers!

    Money Talks
    Requirements: Barter 80%, Level 24
    Ranks: 1
    Effect: You and wealth have a special sort of relationship. With the Money Talks perk, you gain +1% critical hit chance for every 1000 caps you have up to +30% critical hit chance.

    Pathfinder
    Requirements: Strength 8, Level 24
    Ranks: 1
    Effect: If you’ve got to get somewhere, you may as well get there fast. With the Pathfinder perk, your movement speed is significantly increased.

    Claw Brother / Claw Sister
    Requirements: Charisma 9, Level 26
    Ranks: 1
    Effect: A little change of posture, a lot of pheromone mutation, and all of a sudden Deathclaws like you! With the Claw Brother / Claw Sister perk, Deathclaws will not attack you, unless they are threatened or attacked first.

    Break the Rules
    Requirements: Level 28
    Ranks: 1
    Effect: From now on, whenever you gain a level you can choose any perk you like regardless of its requirements. Be warned, level restrictions still hold!

    Vault-Tec CEO
    Requirements: Level 30
    Ranks: 1
    Effect: You just can’t get enough of those Vault-Tec Bobbleheads! With the Vault-Tec CEO perk, once you find all 20 Vault-Tec Bobbleheads the bonus received from them is doubled.

    Divine Intervention
    Requirements: Luck 9, Level 30
    Ranks: 1
    Effect: Death doesn’t have to be permanent. With this perk, you can bring your dead companions back to life. However, anything they have in their inventory will be lost! Also, Dogmeat can’t be resurrected if a puppy successor exists.

    Overdose
    Requirements: Medicine 90%, Level 30
    Ranks: 1
    Effect: Stimpaks can be used and misused, but you’ve gotten really good at the latter. With this perk, you can cause any living creature to die by using a Stimpak on them at close range.

    Information Boxes


    Information boxes are modified so that perks aren’t incorrectly described.

    Overall Perk Changes


    Level 1 to 5 requirements changed as follows:

    Attributes must be 4.
    Skills must be 40.
    Level 6 to 10 requirements changed as follows:

    Attributes must be 5.
    Skills must be 50.

    Level 11 to 15 requirements changed as follows:

    Attributes must be 6.
    Skills must be 60.

    Level 16 to 20 requirements changed as follows:

    Attributes must be 7.
    Skills must be 70.

    Level 21 to 25 requirements changed as follows:

    Attributes must be 8.
    Skills must be 80.

    Level 26 to 30 requirements changed as follows:

    Attributes must be 9.
    Skills must be 90.

    Credits


    Thanks to TheFakeEmpire for his coding of Steed and Loner in the “Ultimate Perk Pack” mod. Without Steed I wouldn’t have known what value to target to modify a player’s speed. Without Loner I wouldn’t have known what value to target to check if a player has a companion.

    Thanks to LFox for his changes to Lawbringer and Contract Killer in the “Lawbringer Contract Killer Perk Fix” mod. I wouldn’t have been able to fix those perks as neatly as I did without borrowing the changes he made.

    Thanks to cscottydont for his scripting of Dark Contract in the “cscottydonts Karma Perks” mod. My new concept for Warmonger was impossible to create without the scripts he’d created for Dark Contract.

    Extra Stuff


    Feel free to use any part of this mod for whatever reason, just be sure to give credit where credit is due. Check the Credits to make sure it should be someone else you ought to be acknowledging rather than me.

    Nice, but the "No Feelings" perk for Med-X needs to be renamed "Comfortably Numb".

    Duffel on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited September 2009
    DanHibiki wrote: »
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    Okay, anything else besides that? I mean, I like the first one but it seemed a little hemmed in at the first few areas. Not mention I kept getting pda updates about hidden stashes but I could never find them.

    RoyceSraphim on
  • RizziRizzi Sydney, Australia.Registered User regular
    edited September 2009
    DanHibiki wrote: »
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    Okay, anything else besides that? I mean, I like the first one but it seemed a little hemmed in at the first few areas. Not mention I kept getting pda updates about hidden stashes but I could never find them.

    Goty edition comes out in less than a month.
    :D

    Rizzi on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited September 2009
    Rizzi wrote: »
    DanHibiki wrote: »
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    Okay, anything else besides that? I mean, I like the first one but it seemed a little hemmed in at the first few areas. Not mention I kept getting pda updates about hidden stashes but I could never find them.

    Goty edition comes out in less than a month
    .
    :D

    My bank account hates you.

    RoyceSraphim on
  • LoathingLoathing Registered User regular
    edited September 2009
    Rizzi wrote: »
    DanHibiki wrote: »
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    Okay, anything else besides that? I mean, I like the first one but it seemed a little hemmed in at the first few areas. Not mention I kept getting pda updates about hidden stashes but I could never find them.

    Goty edition comes out in less than a month
    .
    :D

    My bank account hates you.

    The next three months are going to suck ass in terms of my/our bank accounts.

    But so many games.

    Damn you holiday season!

    Loathing on
  • CarcharodontosaurusCarcharodontosaurus Registered User regular
    edited September 2009
    Duffel wrote: »
    I've now updated my Perk Revamp Mod to Version 1.2! The details are in the spoiler. As before, let me know what you think. :)
    Perk Revamp Mod

    By Carch

    A problem with Fallout 3 is that a majority of the available perks are either underpowered, overpowered, or outright useless. The Perk Revamp Mod aims to fix this by improving weaker perks and adding new perks to enhance variety. As far as I can tell there shouldn’t be any conflicts with any other mods. If I’m wrong, let me know.

    There are two versions of the Perk Revamp Mod; one for Fallout 3, and one for Broken Steel. You only need to use one of them.

    This is still a work in progress; more perks will be added as time goes on.

    Installation Instructions


    Just unzip the mod into the Fallout 3 folder, taking care to preserve the folder layout. Nothing much more to it.

    Version History


    Version 1.0 – Initial release.

    Version 1.1 – Fixed bugs with Recluse, Infiltrator, Hyperactive, and No Feelings, added Big Game Hunter, Shell Cracker, Killer Instinct, Wasteland Trader, Kneecapper, Dodger, Tunnel Rat, Cult of Personality, Ammo Broker, Leader, Pathfinder, and Vault-Tec CEO.

    Version 1.2 – Fixed bug with Big Game Hunter, altered Infiltrator to prevent further errors, reduced potency of Living Anatomy, added Aggressive Sales, Practical Surgery, Compelling Debater, Door Buster, Aquatic Aberration, Warden, Berserker, Fixer, Outdoorsman / Outdoorswoman, Mentalist, Child of David, Divine Intervention, and Overdose.

    Modified Fallout 3 Perks


    Child at Heart
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 1
    Effect: The Child at Heart perk greatly improves your interactions with children, usually in the form of unique dialogue choices.

    Scoundrel
    Requirements: Charisma 4, Level 2 (originally Level 4)
    Ranks: 3
    Effect: Take the Scoundrel perk, and you can use your wily charms to influence people – each rank raises your Speech and Barter skills by 5 points.

    Night Person
    Requirements: Level 4 (originally Level 10)
    Ranks: 1
    Effect: You feel much more alert than other people at night. With the Night Person perk, you gain an additional 15 Action Points… as long as it’s night time. (originally “When the sun is down, a Night Person gains +2 to both Intelligence and Perception (up to a maximum of 10). This perk directly affects your “internal clock” and remains active both inside and outside.”)

    Rad Resistance
    Requirements: Endurance 4, Level 4 (originally Level 8)
    Ranks: 1
    Effect: Rad Resistance allows you to – what else? – resist radiation. This perk grants an additional 25% to Radiation Resistance.

    Educated
    Requirements: Intelligence 5, Level 6 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: With the Educated perk, you gain one more skill point (originally three more skill points) every time you advance in level. This perk is best taken early on, to maximise its effectiveness.

    Lead Belly
    Requirements: Endurance 5, Level 6
    Ranks: 1
    Effect: With the Lead Belly perk, you take 90% (originally 50%) less radiation every time you drink from an irradiated water source.

    Animal Friend
    Requirements: Charisma 5, Level 6 (originally Level 10)
    Ranks: 2
    Effect: At the first rank of this perk, animals simply won’t attack. At the second rank, they will eventually come to your aid in combat, but never against another animal. This perk affects the Dog, Yao Guai, Mole Rat, and Brahmin.

    Mister Sandman
    Requirements: Sneak 50% (originally Sneak 60%), Level 6 (originally Level 10)
    Ranks: 1
    Effect: With the Mister Sandman perk, when you’re in Sneak mode, you gain the option to silently kill any human or Ghoul while they’re sleeping. And, all Mister Sandman kills earn bonus XP.

    Impartial Mediation
    Requirements: Charisma 5, Level 8
    Ranks: 1
    Effect: With the Impartial Mediation perk, you gain an extra 45 (originally 30) points to Speech… as long as you maintain a Neutral Karma level.

    Intense Training
    Requirements: Level 8 (originally Level 2)
    Ranks: 1 (originally 10)
    Effect: With the Intense Training Perk, you can put a single point into any of your S.P.E.C.I.A.L attributes.

    Comprehension
    Requirements: Intelligence 5, Level 8 (originally Intelligence 4, Level 4)
    Ranks: 1
    Effect: Knowledge is power, especially when survival is at stake! With this perk, every twenty books you read gives you an additional 10 Hit Points up to a maximum of 60 Hit Points. (originally “With the Comprehension perk, you gain one additional skill point whenever a skill book is read.”)

    Silent Running
    Requirements: Agility 5, Sneak 50%, Level 8 (originally Level 12)
    Ranks: 1
    Effect: With the Silent Running perk, running no longer factors into a successful sneak attempt.

    Demolition Expert
    Requirements: Explosives 50%, Level 10 (originally Level 6)
    Ranks: 3
    Effect: With each rank of this perk, all of your explosive weapons do an additional 30% (originally 20%) damage.

    Toughness
    Requirements: Endurance 5, Level 10 (originally Level 6)
    Ranks: 1
    Effect: With the Toughness perk, you gain +15% (originally +10%) to overall Damage Resistance up to the maximum of 85%.

    Mysterious Stranger
    Requirements: Luck 6, Level 12 (originally Level 10)
    Ranks: 1
    Effect: You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.

    Cannibal
    Requirements: Level 12
    Ranks: 1
    Effect: With the Cannibal perk, when you're in Sneak mode, you can eat a human corpse to regain significant Health. This is a crime against nature, and causes a loss of Karma. Human flesh can be found on human corpses. (originally “With the Cannibal perk, when you’re in Sneak mode, you gain the option to eat a corpse to regain. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature.”)

    Fast Metabolism
    Requirements: Level 12
    Ranks: 1
    Effect: With the Fast Metabolism perk, you gain a 50% (originally 20%) Health bonus using Stimpaks.

    Life Giver
    Requirements: Endurance 6, Level 12
    Ranks: 1
    Effect: With the Life Giver perk, you gain an additional 60 (originally 30) Hit Points.

    Adamantium Skeleton
    Requirements: Level 14
    Ranks: 1
    Effect: With the Adamantium Skeleton perk, your limbs only receive 10% (originally 50%) of the damage they normally would.

    Contract Killer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Contract Killer perk, any good or neutral character you kill will have an ear on their corpse which can be sold to a certain person for caps and negative Karma. You also do +5 damage to good or neutral characters. (originally “Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and negative Karma.”)
    N.B.: Value of ears has also been increased.

    Lawbringer
    Requirements: Level 14
    Ranks: 1
    Effect: With the Lawbringer perk, any evil character you kill will have a finger on their corpse which can be sold to a certain person for caps and positive Karma. You also do +5 damage to evil characters. (originally “Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive Karma.”)
    N.B.: Value of fingers has also been increased.

    Infiltrator
    Requirements: Repair 60% (originally Perception 7, Lockpick 70%), Level 14 (originally Level 18)
    Ranks: 1
    Effect: With a few adjustments to a Stealth Boy, you can stay invisible for longer! With the Infiltrator perk, the duration of Stealth Boys is tripled. (originally “With Infiltrator, if a lock is broken, and can’t normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a “Force Lock” attempt.”)

    Chem Resistant
    Requirements: Medicine 70% (originally 60%), Level 16
    Ranks: 1
    Effect: Having the Chem Resistant perk means you’re 90% (originally 50%) less likely to develop an addiction to chems, like Psycho or Jet.

    Computer Whiz
    Requirements: Science 70%, Level 16 (originally Level 18, Intelligence 7, Science 70%)
    Ranks: 1
    Effect: Every hack you make sharpens your senses, because you’re a real computer whiz! With this perk, every ten successful hacks you make gives you +5 Action Points up to a maximum of +30 Action Points. (originally “Fail a hack attempt and get locked out of a computer? Not if you’re a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of.”)

    Action Boy / Action Girl
    Requirements: Agility 7 (originally Agility 6), Level 18 (originally Level 16)
    Ranks: 1
    Effect: With the Action Boy / Action Girl perk, you gain an additional 25 Action Points to use in V.A.T.S.

    Concentrated Fire
    Requirements: Perception 7, (originally Small Guns 60%, Energy Weapons 60%), Level 18
    Ranks: 1
    Effect: With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increase (originally slightly) with each subsequent hit on that body part.

    Solar Powered
    Requirements: Endurance 7, Level 18 (originally Level 20)
    Ranks: 1
    Effect: You have mutated from exposure to the harsh sun of the Capital Wasteland, and now you regenerate health! With this perk, you regenerate health at a constant rate. (originally “With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.”)

    Ninja
    Requirements: Sneak 70% (originally Melee Weapons 80%), Level 20
    Ranks: 1
    Effect: The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +25% (originally +15%) critical chance on every strike. Sneak attack criticals do 50% (originally +25%) more damage than normal.

    Modified Broken Steel Perks


    Rad Tolerance
    Requirements: Level 22, Endurance 8 (originally Level 26, Endurance 7)
    Ranks: 1
    Effect: With this perk, you suffer no effects from radiation poisoning. You will still eventually die if the radiation poisoning gets severe enough! (originally only minor radiation poisoning)

    Deep Sleep
    Requirements: Level 22
    Ranks: 1
    Effect: You don’t need much sleep to feel refreshed! With the Deep Sleep perk, your healing rate while sleeping is significantly increased and you can sleep in any bed to become Well Rested. (originally “You sleep deeply no matter where you are. You get the Well Rested benefit of +10% XP for eight hours no matter what bed you sleep in.”)

    Quantum Chemist
    Requirements: Level 22, Science 80% (originally Science 70%)
    Ranks: 1
    Effect: You finally understand the chemistry of Nuka-Cola Quantum. With this perk, when you pick up an individual Nuka-Cola you have the option of converting it into a Nuka-Cola Quantum. (originally “With this perk, every 10 Nuka-Colas you acquire are automatically converted into a Nuka-Cola Quantum. A notification in the top left of the screen will inform the player of the 10 Nuka-Cola being removed and the 1 Nuka-Cola Quantum being added.”)

    No Weakness
    Requirements: Level 22 (originally Level 24)
    Ranks: 1
    Effect: Your time in the Capital Wasteland has honed your talents! With the No Weakness perk, you can put three points into any of your S.P.E.C.I.A.L attributes. (originally “When you take the No Weakness perk, all S.P.E.C.I.A.L. stats that are less than 5 are instantly increased to 5.”)

    Party Boy / Party Girl
    Requirements: Medicine 80%, Luck 8, Level 22 (originally Level 28)
    Ranks: 1
    Effect: With the Party Boy / Party Girl perk, you no longer suffer the withdrawal effects from any addiction. (originally “an alcohol addiction.”) Drugs also cost 50% less! (originally no second effect)

    Devil’s Highway
    Requirements: Level 24
    Ranks: 1
    Effect: Becoming truly evil means having an incentive! Good and Neutral enemies you kill have unusually valuable items on them… as long as you maintain a Evil Karma level. (originally “When you choose the Devil's Highway perk, your Karma is instantly set to Very Evil.”)

    Karmic Rebalance
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, against Evil or Good characters you have +25% critical damage and +25% critical chance… as long as you maintain a Neutral Karma level. (originally “When you choose the Karmic Rebalance perk, your Karma is instantly set to Neutral.”)

    Escalator to Heaven
    Requirements: Level 24
    Ranks: 1
    Effect: Blessed are those who strive towards righteousness! With this perk, you have 60 extra health, +15% damage resistance, and enemy critical hit chance is 25% lower… as long as you maintain a Good Karma level. (originally “When you choose the Escalator to Heaven perk, your Karma is instantly set to Very Good.”)

    Nerves of Steel
    Requirements: Level 26, Agility 9 (originally Agility 7)
    Ranks: 1
    Effect: With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would.
    N.B.: Action Point regeneration significantly increased.

    Warmonger
    Requirements: Level 26 (originally Level 26, Intelligence 7)
    Ranks: 1
    Effect: Your life is dedicated to death, or at least the death of others. With this perk, every time you kill an enemy you regain significant Health. (originally ”With this perk, all custom weapon types become available to you without the schematics.”)

    Rad Absorption
    Requirements: Level 28, Endurance 9 (originally Endurance 7)
    Ranks: 1
    Effect: With this perk, your Radiation level (originally slowly) decreases automatically over time. Also, you regain health at the same rate as long as you’re irradiated! (originally only one effect)

    Nuclear Anomaly
    Requirements: Level 30
    Ranks: 1
    Effect: With this perk you erupt into a devastating nuclear explosion whenever your health is reduced to 20% (originally 20) or less. Note that any allies in the vicinity will also suffer the effects of the blast!

    New Fallout 3 Perks


    Electrician
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve got a knack with high voltage equipment! With every rank, you gain 5 points of Energy Weapons skill and 5 points of Science skill.

    Sneaky Bastard
    Requirements: Agility 4, Level 2
    Ranks: 3
    Effect: Pulling pranks on others comes naturally to you. With every rank, you gain 5 points of Explosives skill and 5 points of Sneak skill.

    Aggressive Sales
    Requirements: Strength 4, Charisma 4, Level 2
    Ranks: 3
    Effect: For you business success is equal parts acumen and physical threats. With every rank, you gain 5 points of Barter skill and 5 points of Unarmed skill.

    Practical Surgery
    Requirements: Intelligence 4, Level 2
    Ranks: 3
    Effect: You’ve become well accustomed to the bloodier aspects of medical treatments! With every rank, you gain 5 points of Medicine skill and 5 points of Melee Weapons skill.

    Compelling Debater
    Requirements: Charisma 4, Intelligence 4, Level 2
    Ranks: 3
    Effect: Clever words and a rigorous methodology makes a compelling speaker. With every rank, you gain 5 points of Speech skill and 5 points of Science skill.

    Door Buster
    Requirements: Strength 4, Agility 4
    Ranks: 3
    Effect: You don’t let anything stop you going where you want to go. With every rank, you gain 5 points of Explosives skill and 5 points of Lockpick skill.

    Drunken Master
    Requirements: Endurance 4, Level 4
    Ranks: 1
    Effect: You fight better when you’re drunk. With this perk, while under the influence of alcohol you receive 10 additional points to your Unarmed skill and you do 5 additional damage when using Unarmed weapons.

    Heave Ho!
    Requirements: Level 4
    Ranks: 1
    Effect: You sure know how to pitch ‘em! While using explosives, your accuracy in V.A.T.S. is significantly increased.

    Nuka-Fan
    Requirements: Level 4
    Ranks: 1
    Effect: You love Nuka-Cola, and Nuka-Cola loves you back! With this perk, all Nuka-Cola now restores three times as much Health.

    Big Game Hunter
    Requirements: Intelligence 4, Agility 4, Level 4
    Ranks: 1
    Effect: Certain types of prey are worth hunting over others. With the Big Game Hunter Perk, Mirelurks and Yao Guai have much more meat on their corpses.

    Shell Cracker
    Requirements: Perception 4, Science 40%, Level 4
    Ranks: 1
    Effect: Everything has a weak spot, even Mirelurks! With this perk, you do an additional +25% damage every time you attack a Mirelurk.

    Aquatic Aberration
    Requirements: Level 4
    Ranks: 1
    Effect: Mutation is common, but you got lucky! With this perk, you can breath underwater.

    Killer Instinct
    Requirements: Level 6
    Ranks: 1
    Effect: Every kill you perform makes the next one easier. With this perk, you gain +1% critical hit chance for every 30 people you kill up to +5% critical hit chance.

    Wasteland Trader
    Requirements: Barter 50%, Level 6
    Ranks: 1
    Effect: You can find what merchants want, and they treat you accordingly. With the Wasteland Trader perk, you gain a 5% discount from vendors for every 20 locations you find up to a 10% discount.

    Silver Tongue
    Requirements: Charisma 5, Level 8
    Ranks: 3
    Effect: You’ve got a way with words! With each rank of this perk, you gain an additional 15 points to the Speech skill.

    Warden
    Requirements: Endurance 5, Charisma 5, Level 8
    Ranks: 1
    Effect: It takes real guts to take on Raiders, but you’ve got ‘em! With this perk, you do +15% damage every time you attack a Raider.

    Berserker
    Requirements: Agility 5, Level 8
    Ranks: 3
    Effect: The cut and thrust of close combat is where you thrive! With each rank of this perk, you gain an additional 15 points to the Melee Weapons skill.

    Fixer
    Requirements: Intelligence 5, Level 8
    Ranks: 3
    Effect: You’re intimately familiar with how things work. With each rank of this perk, you gain an additional 15 points to the Repair skill.

    Outdoorsman / Outdoorswoman
    Requirement: Level 8
    Ranks: 1
    Effect: You like land, lots of land, under starry skies above! With this perk, you gain 5 points of Luck… as long as you’re outside.

    Brutish Hulk
    Requirements: Strength 5, Level 10
    Ranks: 1
    Effect: All that Buffout has really had an effect on you! With this perk, Buffout now gives you +120 Hit Points, +6 Endurance, and +4 Strength.

    Psychotic
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your body has adapted to the effects of Psycho! With this perk, Psycho now gives you +50% to all damage dealt.

    No Feelings
    Requirements: Medicine 50%, Level 10
    Ranks: 1
    Effect: After a lot of practice, you’ve worked out how to get the most out of Med-X. With this perk, Med-X now gives you +50% to damage resistance.

    Hyperactive
    Requirements: Luck 5, Medicine 50%, Level 10
    Ranks: 1
    Effect: Maybe it’s your medical knowledge, maybe it’s that you’re lucky, but somehow Jet and Ultrajet really agree with you! With this perk, Jet and Ultrajet now gives you twice as many Action Points.

    Steady Arm
    Requirements: Level 10
    Ranks: 1
    Effect: While using big guns, your accuracy in V.A.T.S. is significantly increased.

    Mentalist
    Requirements: Endurance 5, Level 10
    Ranks: 1
    Effect: Your mind is enhanced in ways you thought impossible, all thanks to Mentats! With this perk, Mentats additionally grant you 5 bonus Charisma and 5 bonus Luck.

    Strong Stomach
    Requirements: Level 12
    Ranks: 1
    Effect: With the Strong Stomach perk, Radaway is 100% more effective.

    Kneecapper
    Requirements: Luck 6, Perception 6, Level 12
    Ranks: 1
    Effect: With the Kneecapper perk, your chance to hit an opponent’s legs in V.A.T.S. is significantly increased.

    Dodger
    Requirements: Agility 6, Level 12
    Ranks: 1
    Effect: Keep moving and the bullets tend to miss! With this perk, you gain +25% damage resistance… as long as you’re running.

    Tunnel Rat
    Requirements: Sneak 60%, Level 14
    Ranks: 1
    Effect: With the Tunnel Rat perk, you gain +10% critical hit chance and enemy critical hit chance is 10% lower… as long as you’re indoors!

    Cult of Personality
    Requirements: Charisma 6, Speech 60%, Level 14
    Ranks: 1
    Effect: With this perk, you can hire any companion regardless of your Karma.

    Ammo Broker
    Requirements: Barter 70%, Level 16
    Ranks: 1
    Effect: You’re a real munitions connoisseur, and merchants know it. With this perk, the price of ammunition you buy from a vendor is reduced by 25%.

    Living Anatomy
    Requirements: Medicine 70%, Intelligence 7, Perception 7, Level 20
    Ranks: 1
    Effect: With the Living Anatomy perk, you do an additional +25% damage every time you attack a human or Ghoul.

    Leader
    Requirements: Charisma 7, Speech 70%, Level 20
    Ranks: 1
    Effect: You know what it is to command! With this perk, there are no limits to the number of followers you can have.

    Child of David
    Requirements: Perception 7, Luck 7, Level 20
    Ranks: 1
    Effect: The bigger they are, the harder they fall! With the Child of David perk, you do an additional +25% damage every time you attack a Super Mutant.

    New Broken Steel Perks


    Recluse
    Requirements: Level 24
    Ranks: 1
    Effect: With this perk, enemy critical hit chance is 25% lower, you gain +5% critical hit chance, +10% to your damage resistance, +15 Action Points, and your accuracy in V.A.T.S. is increased… so long as you have no followers!

    Money Talks
    Requirements: Barter 80%, Level 24
    Ranks: 1
    Effect: You and wealth have a special sort of relationship. With the Money Talks perk, you gain +1% critical hit chance for every 1000 caps you have up to +30% critical hit chance.

    Pathfinder
    Requirements: Strength 8, Level 24
    Ranks: 1
    Effect: If you’ve got to get somewhere, you may as well get there fast. With the Pathfinder perk, your movement speed is significantly increased.

    Claw Brother / Claw Sister
    Requirements: Charisma 9, Level 26
    Ranks: 1
    Effect: A little change of posture, a lot of pheromone mutation, and all of a sudden Deathclaws like you! With the Claw Brother / Claw Sister perk, Deathclaws will not attack you, unless they are threatened or attacked first.

    Break the Rules
    Requirements: Level 28
    Ranks: 1
    Effect: From now on, whenever you gain a level you can choose any perk you like regardless of its requirements. Be warned, level restrictions still hold!

    Vault-Tec CEO
    Requirements: Level 30
    Ranks: 1
    Effect: You just can’t get enough of those Vault-Tec Bobbleheads! With the Vault-Tec CEO perk, once you find all 20 Vault-Tec Bobbleheads the bonus received from them is doubled.

    Divine Intervention
    Requirements: Luck 9, Level 30
    Ranks: 1
    Effect: Death doesn’t have to be permanent. With this perk, you can bring your dead companions back to life. However, anything they have in their inventory will be lost! Also, Dogmeat can’t be resurrected if a puppy successor exists.

    Overdose
    Requirements: Medicine 90%, Level 30
    Ranks: 1
    Effect: Stimpaks can be used and misused, but you’ve gotten really good at the latter. With this perk, you can cause any living creature to die by using a Stimpak on them at close range.

    Information Boxes


    Information boxes are modified so that perks aren’t incorrectly described.

    Overall Perk Changes


    Level 1 to 5 requirements changed as follows:

    Attributes must be 4.
    Skills must be 40.
    Level 6 to 10 requirements changed as follows:

    Attributes must be 5.
    Skills must be 50.

    Level 11 to 15 requirements changed as follows:

    Attributes must be 6.
    Skills must be 60.

    Level 16 to 20 requirements changed as follows:

    Attributes must be 7.
    Skills must be 70.

    Level 21 to 25 requirements changed as follows:

    Attributes must be 8.
    Skills must be 80.

    Level 26 to 30 requirements changed as follows:

    Attributes must be 9.
    Skills must be 90.

    Credits


    Thanks to TheFakeEmpire for his coding of Steed and Loner in the “Ultimate Perk Pack” mod. Without Steed I wouldn’t have known what value to target to modify a player’s speed. Without Loner I wouldn’t have known what value to target to check if a player has a companion.

    Thanks to LFox for his changes to Lawbringer and Contract Killer in the “Lawbringer Contract Killer Perk Fix” mod. I wouldn’t have been able to fix those perks as neatly as I did without borrowing the changes he made.

    Thanks to cscottydont for his scripting of Dark Contract in the “cscottydonts Karma Perks” mod. My new concept for Warmonger was impossible to create without the scripts he’d created for Dark Contract.

    Extra Stuff


    Feel free to use any part of this mod for whatever reason, just be sure to give credit where credit is due. Check the Credits to make sure it should be someone else you ought to be acknowledging rather than me.

    Nice, but the "No Feelings" perk for Med-X needs to be renamed "Comfortably Numb".

    Although that's a neat suggestion, t's actually already a reference to a Sex Pistols song. :P

    Carcharodontosaurus on
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  • PeewiPeewi Registered User regular
    edited September 2009
    I've had Fallout 3 since it was the weekend deal on Steam almost three months ago, but I hadn't played it until now.

    It's pretty good, but I've already run into something that annoys me. When I went to get my combat shotgun repaired I absolutely had to pay in bottle caps. That's okay, I'll just offload all my crap and then get it repaired. No wait, she doesn't have enough bottle caps to give me so that I can give them back to her when she repairs my shotgun a moment later and I have to go somewhere else with my crap and then come back. Why not just let me give stuff in trade when getting repairs?

    Peewi on
  • StrikorStrikor Calibrations? Calibrations! Registered User regular
    edited September 2009
    You didn't tag repair? Shame on you.

    Strikor on
  • Forbe!Forbe! Registered User regular
    edited September 2009
    I didn't either.

    Also, I set Harold on fire.

    Forbe! on
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  • MetallikatMetallikat Registered User regular
    edited September 2009
    What's the best "greener Fallout" mod out there? I remember one put in grass and trees, but the trees could be walked through. Anything out there that puts in actual, solid trees?

    Metallikat on
  • ButtcleftButtcleft Registered User regular
    edited September 2009
    Strikor wrote: »
    You didn't tag repair? Shame on you.

    Someone should make a mod that just makes repair 100 at the get go.

    Its such an essential skills and such a waste of you first few levels to get it to 100.

    Maybe make it a perk you can get at level 1, Repair Craft. Boosts repair to 100.

    Buttcleft on
  • BigDesBigDes Registered User regular
    edited September 2009
    Buttcleft wrote: »
    Strikor wrote: »
    You didn't tag repair? Shame on you.

    Someone should make a mod that just makes repair 100 at the get go.

    Its such an essential skills and such a waste of you first few levels to get it to 100.

    Maybe make it a perk you can get at level 1, Repair Craft. Boosts repair to 100.

    Eh, I never found it all that important, get it to around 50 and your fine really. The weapons do enough damage that you never really need them at full.

    BigDes on
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  • CouscousCouscous Registered User regular
    edited September 2009
    BigDes wrote: »
    Buttcleft wrote: »
    Strikor wrote: »
    You didn't tag repair? Shame on you.

    Someone should make a mod that just makes repair 100 at the get go.

    Its such an essential skills and such a waste of you first few levels to get it to 100.

    Maybe make it a perk you can get at level 1, Repair Craft. Boosts repair to 100.

    Eh, I never found it all that important, get it to around 50 and your fine really. The weapons do enough damage that you never really need them at full.

    Yeah. You find enough weapons that you don't really need to get them near 100 percent to prevent your damage from going down to zilch.

    Couscous on
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    edited September 2009
    I never tag Repair, either. It's not all that important, compared to Lockpick (which is used for frickin' everything, but only in tiers of 25 points) or a good weapon skill. I'd rather have a 100 weapon skill with a weapon at 50% than a 50 weapon skill with a weapon at 100%. Especially since you can easily make the wandering merchants have an 80% Repair (or higher) by investing in them at Canterbury Commons. I just pay the caps (which aren't all that hard to earn if you are half-decent at combat). Don't get me wrong, I put points into Repair eventually... you don't use it until the late game, though, really.

    Actually, I usually just take Comprehension at level 4. You only need around 20 points invested in a skill, and then the Bobbleheads and Skill books take care of the rest (you get 10-20 points from the attribute). With a 5 Intelligence, you can get all skills at 100 by level 20 this way, although you would have to hunt down all of the skill books. I have a character like this on my PS3 save.

    Even without Comprehension, with Broken Steel and a decent Intelligence, you can get all skills at 100 by level 30.

    Hahnsoo1 on
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  • rndmherorndmhero Registered User regular
    edited September 2009
    So has anyone else had hitbox issues with this game? I've got an odd bug that I come across now that I've got MMM installed. This happens pretty infrequently, but it's pretty lame when it does.

    I'll hop into VATS and queue up a series of headshots (kinda have my character built for this) with 95% accuracy. The attack goes off, and I can watch the bullet hit the baddie's helmet in slow motion. I get the "sneak attack critical" message, the guy drops to the floor, but it does no damage to him. I get pulled out of VATS, but the guy is still at full life. It's weird, it seems like every other event is being triggered (combat message, animations, etc) except for the damage dealt.

    rndmhero on
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    edited September 2009
    rndmhero wrote: »
    So has anyone else had hitbox issues with this game? I've got an odd bug that I come across now that I've got MMM installed. This happens pretty infrequently, but it's pretty lame when it does.

    I'll hop into VATS and queue up a series of headshots (kinda have my character built for this) with 95% accuracy. The attack goes off, and I can watch the bullet hit the baddie's helmet in slow motion. I get the "sneak attack critical" message, the guy drops to the floor, but it does no damage to him. I get pulled out of VATS, but the guy is still at full life. It's weird, it seems like every other event is being triggered (combat message, animations, etc) except for the damage dealt.
    This is because your character is still shooting in the same location as where the person's head was before the target fell down. This happens commonly with the Victory Rifle, but it can also happen easily where there's a lot of cover (since enemies still move while VATS is going on). A headshot for the first shot may not be a headshot for the second shot because of the intervening cover as the target moves.

    Shots can also damage a location without damaging the overall health. I've seen it happen for both the Lone Wanderer and the target.

    EDIT: I misread the post, for some reason. It's more likely the latter situation that I listed than the former (which happens to me far more frequently). Also, I think MMM messes with the health of the enemies, so that they may have far more health than the lifebar indicates. I think some enemies have less health and some have more health. Less health shows up as less health on the lifebar, but more health does not show on the lifebar.

    Hahnsoo1 on
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  • rndmherorndmhero Registered User regular
    edited September 2009
    Hahnsoo1 wrote: »
    rndmhero wrote: »
    So has anyone else had hitbox issues with this game? I've got an odd bug that I come across now that I've got MMM installed. This happens pretty infrequently, but it's pretty lame when it does.

    I'll hop into VATS and queue up a series of headshots (kinda have my character built for this) with 95% accuracy. The attack goes off, and I can watch the bullet hit the baddie's helmet in slow motion. I get the "sneak attack critical" message, the guy drops to the floor, but it does no damage to him. I get pulled out of VATS, but the guy is still at full life. It's weird, it seems like every other event is being triggered (combat message, animations, etc) except for the damage dealt.

    Shots can also damage a location without damaging the overall health. I've seen it happen for both the Lone Wanderer and the target.

    EDIT: I misread the post, for some reason. It's more likely the latter situation that I listed than the former (which happens to me far more frequently). Also, I think MMM messes with the health of the enemies, so that they may have far more health than the lifebar indicates. I think some enemies have less health and some have more health. Less health shows up as less health on the lifebar, but more health does not show on the lifebar.

    Ah, that may explain it, since anecdotally it seems like a lot of these are accompanied by "head crippled" messages as well. The increased life would seem odd, since it's one random Enclave trooper shrugging off 3 headshots (2 of which crit) while his compatriots go down after a single shot. Like I said, it's been pretty uncommon, just a bit odd when I suddenly come across a guy I can barely touch.

    rndmhero on
  • CouscousCouscous Registered User regular
    edited September 2009
    Fuck. I'm in the Taft tunnels and Dr. Li refuses to move after the first part. She just keeps on wondering around in a really tiny area along with another guy.

    Couscous on
  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    edited September 2009
    that happened to me and it was lame

    I had to do it two or three times before they followed quickly enough to not get all plasma rifled in half by enclave

    Eat it You Nasty Pig. on
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    hold your head high soldier, it ain't over yet
    that's why we call it the struggle, you're supposed to sweat
  • CouscousCouscous Registered User regular
    edited September 2009
    I no longer have a save far enough back. Is there a way to fix it with the console?

    Couscous on
  • rndmherorndmhero Registered User regular
    edited September 2009
    Couscous wrote: »
    I no longer have a save far enough back. Is there a way to fix it with the console?

    prid 19fc5
    moveto player

    Should force her to move to your location. I have no idea if this will reset her following behavior, though.

    prid 19fc5
    disable
    enable

    This will reset her, but again, I'm not sure how it'll handle this mid-quest. Worth a shot, though. http://fallout.wikia.com/wiki/Fallout_3_console_commands has a great list of available console commands.

    rndmhero on
  • CouscousCouscous Registered User regular
    edited September 2009
    I've tried moving Garza, but he simply walks back to the spot. Dr. Li always walks back to Garza. The two other people are still at the very beginning for some reason.

    Couscous on
  • DanHibikiDanHibiki Registered User regular
    edited September 2009
    Loathing wrote: »
    Rizzi wrote: »
    DanHibiki wrote: »
    DanHibiki wrote: »
    I was wondering, are there any other open world games with a sci fi twist? Its a few more months until game of the year edition and I was curious if something cheap could tide me over.

    STALKER Clear Sky is awesome but different.

    I have shadow of Chernobyl, is clear sky just as buggy?

    No they fixed it up quite a bit with patches so it's far more stable. It is however about 20x more resource demanding but worth it for the lighting effects.

    Okay, anything else besides that? I mean, I like the first one but it seemed a little hemmed in at the first few areas. Not mention I kept getting pda updates about hidden stashes but I could never find them.

    Goty edition comes out in less than a month
    .
    :D

    My bank account hates you.

    The next three months are going to suck ass in terms of my/our bank accounts.

    But so many games.

    Damn you holiday season!

    yup, and every other new game is going to be a post apocalyptic adventure game.

    DanHibiki on
  • CouscousCouscous Registered User regular
    edited September 2009
    While escaping from the Enclave and leaving the Jefferson Memorial through the Taft tunnels, Alex, Daniel, Garza and Doctor Li enter the tunnel. Immediately, Alex and Daniel will not move from the tunnel entrance. Continuing on, at the halfway point in the tunnel, Garza and Doctor Li will begin to hang out in a room. Nothing seems to make them budge and it prevents the Water of Life quest from continuing as Doctor Li won't provide access to the Citadel.

    From Menalaos: At the half-way point Dr Li is supposed to mention that Garza is sick and they can't go on. You can either talk them into abandoning Garza or give her some Stims. Either will get the whole group moving again. If this doesn't happen, though, then you have a real big.
    FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK

    Is there a way to open up the Citadel door, mark the quest as complete, and have everybody go to their proper place using the console?

    Couscous on
  • AuburnTigerAuburnTiger Registered User regular
    edited September 2009
    I beat this game and finished a good bit of the quests on the 360, but now that I have a gaming PC I'm going to pick this up again and have some more fun.

    AuburnTiger on
    XBL: Flex MythoMass
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User regular
    edited September 2009
    Can Garza be killed? Is there a way to engineer the death of Garza? I think Doctor Li is essential, so she can't die (just go unconscious). Even if everyone else dies in the party, as long as Doctor Li is alive, the quest can be completed.

    Hahnsoo1 on
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