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Hi! I'm currently working on a mod that adds the skill system seen in previous Fallout games. I figured it wouldn't be too hard however it doesn't seem like there is the same framework to add these kind of skills as there was in previous games (Granted this is my first time using the Creation Kit so I don't know). Currently I've half implemented Barter and have implemented Energy Weapons, but I want to know if I am balancing the values correctly.
Barter
I couldn't add the Barter system exactly as it was in FNV so I ended up coming up with my own system. It currently multiplies the base value of the item by the amount of skill points you have put in to it. The new value of the item comes out to be 3% of that previously calculated value. At this time this only applies to selling items, I haven't figured out a system for buying yet. So for example if an item normally sells for 500 caps, at Barter level 100 it sells for 1,500 caps, but at Barter level 25 it sells for 375 caps.
Energy Weapons
The setup for Energy Weapons is fairly similar (or at least I think it is) to how it did in FNV. Currently it multiplies the weapons damage by the amount of skill points put into Energy Weapons, and then makes the damage 2% of that calculated value. For example, a weapon that normally deals 50 damage will deal 100 damage at Energy Weapons level 100 but will only deal 25 damage at level 25
I'm currently thinking about changing the Barter percentage down to 2% but that will also seriously hurt lower level Barter. Is the nerf balanced or am I going overboard?
EDIT: Values have been updated. Please see here for details.
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- 8 years ago
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