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Risewild
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Optional "TTW_Bobbleheads.esp" Description of the Bobbleheads bonuses.

You should have noticed that in the download page there is a description of an optional TTW esp called "TTW_Bobbleheads.esp", but it only says what the Repair Bobblehead does so you might not be sure if you want to use it or not.

That's why I collected all of the Bobbleheads and made a small list of what bonuses they give, the spoilers are the actual value of the bonuses in case you want to know it more specifically.

 

Special Bobbleheads:


Strength

"It's essential to give your arguments impact."

You can carry more things


Perception

"Only through observation will you perceive weakness."

You find it easier to hit enemies using ranged weapons.


Endurance

"Always be ready to take one for the team."

Your body is tougher.


Charisma

"Nothing says pizzaz like a winning smile."  

*Not implemented yet* Your friends will help you more in combat

Note: Since it's not implemented it is still giving the +1 Charisma.

No Spoilers for this one.


Intelligence

"It takes the smartest individuals to realize there's always more to learn."

You learn things easier from experience


Agility

"Never be afraid to dodge the sensitive issues."  

Your Vault-Tec Assisted Targeting System

needs less time to recharge


Luck

"There's only one way to give 110%."  

You can hit them where it hurts


Skill Bobbleheads:


Barter

"Never forget to walk away with more than you've brought."

Traders in the wasteland tremble when they see you


Energy Weapons

"Arrive at peaceful resolutions by using superior firepower."

Armored enemies are easier using energy weapons


Explosives

"The best way to solve a problem is to make it go away."  

You can have more explosions in VATS

 


Guns

"Because it's easier to have courage from a safe distance away."

You can attack with Guns faster using your Vault-Tec Assisted Targeting System


Lockpick

"Always strive for the unobtainable."   *Not implemented yet* Higher chance of finding good things in safes

Note: Since it's not implemented it is still giving the +10 Lockpick.

No Spoilers for this one.


Medicine

"The smart man knows a bandage only hides his wounds."

You're harder to get hooked


Melee Weapons

"It's important to do business up close and personal."  

You swing your weapons faster  



Repair

"Why go down with the ship when you can try to fix it?"

Your weapons need repairing less often.


Science

"Always be prepared to explain the hows and whys."  

Robots are easier to destroy  


Sneak

"The safest distance between two points is a shadowy line."

You're more dangerous from the shadows


Speech

"Let words be your weapon."  

People find it easier to like you


Survival

"The best way to win an argument is to be the loudest."

Explore more in less time


Unarmed

"When words fail, there's always fists."  

You punch faster in VATS

while bare handed

 

 

Post edited due to changes made to some Bobblehead effects .

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Edited by: Risewild on 05/19/2015 - 00:00 Reason: Changed the Charisma Bobblehead effect to the one used in newer versions of TTW
JaxFirehart
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The lockpick one about safes

The lockpick one about safes is unimplemented at the moment. The speech one that boosts reputation is not dynamic and so does not work with mod-added factions. The unarmed bobblehead halves AP only when completely unarmed.

Some of these need to be tweaked (+5 DT is insane...)

So feel free to offer suggestions and criticism on these.

And Risewild, thanks for taking the time to do this!

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JaxFirehart wrote:

JaxFirehart wrote:

+5 DT is insane...

+15-20 HP for example

Art holds unity that history does not.

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I like the Perks but I think

I like the Perks but I think the values they give are to big:

They should not be stronger than a normal perk.

For exampe:

Toughness adds + 3 DT so Endurance Bobblehead should not add more than 3 maybe 2.

The same for the rest just lower the values. The style is good.

 

HTML confuses me...

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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Yes I thought that the

Yes I thought that the bonuses are too high on many of those too, I was going to suggest some lower values for them but then the post was taking too long to make that I decided to skip it old lazy me .

Obscurantist I agree with you in the +15-20 Hp for the Endurance one, I think the game already allows the LW/Courier to get a crazy DT value without any other bonuses anyway .

Now my suggestions for the other Bobbleheads:
 

And Jax, no problem I needed something to do in the DC wasteland while I am testing the challenges, and collecting bobbleheads was one of the things I did .

*First Post Edited to reflect the new info Jax offered on his post.*

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Could somebody please

Could somebody please elaborate a bit more on the Luck bobblehead's bonus? Increasing critical chance by 50% doesn't actually mean a straight up increase in the same vein as 50 Luck levels right?

 

Is it multiplicative, something like (haven't looked at the formula in a little while):

( ((Luck_lvl + bonuses + VATS_bonus) * weapon_modifier) + flat_bonuses ) * (150%)

 

Or maybe additive after the fact? Like:

( ((Luck_lvl + bonuses + VATS_bonus) * weapon_modifier) + flat_bonuses ) + (50%)

 

I'd check myself but the structural differences between NV's master and the (gutted?) Fo3 master still have me a bit confused, compared to the demo/RFCW setup.

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It is multiplicative, but I

It is multiplicative, but I just looked at the other look boosting perks, and they are as well. I assumed they were additive. So it should probably be cut down to 5 or 10%.

Risewild
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And also maybe in the future

And also maybe in the future each bobblehead could give an actual perk so players could see it and have the description available anytime they open the pipboy (for example when I made this list I had to wait till I got a bobblehead and quickly write it's bonus down because otherwise I would forget what they did ).

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It gives an actual perk, but

It gives an actual perk, but its hidden. If you want to come up with names and descriptions for the perks that would be awesome. I left it out for the moment is all. The names need to be fairly short so it shouldn't have "Agility Bobblehead Perk" or anything like that for the name, its too long. Wish I could give an exact character count. The descriptions have a pretty un-restrictive limit. So if you can come up with some clever names for the perks and just put [Given by xxx Bobblehead] in the beginning of the description, that should do both!

In other thoughts, I was considering boosting the power of the bobblehead perks BUT only allowing the player to use one Skill and one Special bobblehead at a time. I might have to remove the skill point boost from the intelligence bobblehead to prevent people from grabbing it when they are about to level up and then just switching back to another bobblehead (of course if you are willing to go through that hassle, maybe I should just let you). Thoughts? Just something I have been brainstorming to make the bobbleheads a bit more interesting.

Or maybe even a combination? Finding them gives a minor permanent boost, choosing one as your active bobblehead increases that boost to perk level rather than trait level.

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That's an interesting thought

That's an interesting thought, I rather like that. what exactly were you thinking cause that would make them alot more fun and probably useful without being OP.

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Well I have put almost no

Well I have put almost no thought into it, so my previous post basically said as much as I have thought of. Just come up with two strengths for each bonus and force you to pick one SPECIAL and one skill which uses the higher strength.

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Wow that's a great idea I

Wow that's a great idea I will start thinking about those stuff from now on

About the names I don't know how many characters is the limit but I assume that the name can have the same amount of letters as the biggest perk name already used in game so I will think about names too.

Will post here if I come up with anything .

OK I thought of a couple bonuses for the SPECIAL bobbleheads, this is just a draft so I am posting it here to get some feedback about the bonuses I thought and to collect any suggestions other people might have for them too . I kept the current bonus and added two other ones to make the count be three, this doesn't means I wont have more suggestions in the future for a particular bonus.

Also the values are just a random value I thought of (usually 10%) they are just there for an idea, I need feedback of actual values so help me out . And to end this I thought of bonuses that might relate (kinda, some were just impossible) to the phrase the bobblehead has.

So don't be shy and speak out your opinions . Still thinking of names for the perks .

 

Also just thought that to avoid players exploiting the changing bobblehead bonuses maybe restrict to be able to change them only outside or only where and when we can fast travel (so no changing when there are enemies nearby), or maybe you can change bonuses once each 24 hours or only when the player sleeps or even all of those xD.

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While I think the pick-a-few

While I think the pick-a-few bobbleheds that give bigger bonuses is cool, I would much rather have many smaller bonuses that add up over time, my character's experience creating layers (like an onion) that individuate him/her. It seems more realistic (the bobblehead is a "sign" of a great idea you had while adventuring in this or that place, or a "mark" of the trials you went through, etc) and less like finding a magic item that is exterior to yourself.

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So what about the combination

So what about the combination?

You get a minor bonus for each bobblehead.

AND

You get 1 major SPECIAL bonus and 1 major SKILL bonus

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You mean...have my cake...and

You mean...have my cake...and eat it too?!

(I always disliked that phrase...I mean, what in the sam hill-*timestop* I just looked up the whole cake and eat it thing and it seems that we've got it wrong today, as the phrase originally went along the lines of You can't eat your cake and have it, too (because you already ate it), not as we like to say like I used it above/*timestop*

Actually, Jax, that's a cool idea going both routes at the same time if it were possible. This way, I personally wouldn't view the big bonuses given as the result of having a magic item in my inventory, as I for one am not likely to switch from one big bonus to another with great frequency and therefore the big bonus would still indicate a direction I am going in my life at that time based on recent events or symbolic of my personal backstory, because having the small bobblehead bonuses at the same time sets the stage for the whole concept of bobblehead bonuses to begin with (as in markers in personal journey through the Wasteland, for me at least).

How would it be set up? Would all bobbleheads have two sets of bonuses, one major and one minor, and then you could pick and choose which one among your found bobbleheads would you activate as the Big Bobblehead, thereby relegating all other found bobbleheads to Minor status, or what?

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Basically as you described it

Basically as you described it. I will allow two bonuses though, one from the special set and one from the skill set.

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That sounds really nice, Jax.

That sounds really nice, Jax. That is an even higher level of personal customizability than either option could have done alone. 

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I think its a nifty idea

I think its a nifty idea myself! Somewhat reminds me of the Skyrim standing stones... just had a mod idea!

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Yeah, you're right. That's

Yeah, you're right. That's not a bad parallel. What's the mod idea?...unless you don't want to spill the radioactive beans...

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Skyrim, make it so that the

Skyrim, make it so that the standing stones give you a basic boost when you discover them and you can still pick one as your "totem" to get a bigger boost.

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So you can go collecting

So you can go collecting Standing Stones like Bobbleheads? Nice.

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To give the unarmed skill a

To give the unarmed skill a bit of a kick, can I suggest that the ability applies to all weapons that theoretically would use just the characters strength. Like I could have a bunch of uses if this applied to boxing tape/gloves. 

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As long as it is optional esp
As long as it is optional esp then It is good. Since I can select to use it or not. I prefer current esp than original fallout3 bobblehead though.
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Well since I haven't seen

Well since I haven't seen anyone try for a Perk Name + Description yet, I'll offer my beginners take on them.

Strength: "Mule of the Wastes" You've learned the most important lesson in the wastes, the one with the most gear does not die.

Perception: "Eagle Eye" You have found it easy to pick just the right point in which to make your move.

Endurance: "Tough-as-Nails" Your body has been put though some harsh wasteland punishment, as a result is has come back for more!

Charisma: "Team Player" You and Your Companions have formed closer bonds, and they react faster to danger.

Intelligence: "Brainiac" You're always coming up with new ideas and putting them to use.

Agility: "Move-By-Wire" You are blindingly fast on your feet.

Luck: "Critically Inclined" Careful study has shown you where to make your point most felt.

Barter: "Winning Personality" People tend to give you the shirt off their backs, without them even realizing it.

Big Guns: "Big Mover" Getting there is half the fun, though you prefer to spend less time doing it.

Energy Weapons: "Frick'in Laser Beams!" You're Energy Weapons always make their mark.

Explosives: "Time Delayed" 0:01 on the Clock is your specialty.

Lockpick: "Arm O' Gettin' " Subtlety has gotten you more for your trouble.

Medicine: "Head Rush" Holding on to that high without the nasty side effects has become second nature for you.

Melee Weapons: "Riddle of Steel" What good is steel without the hand that wield's it?

Repair: "Mr.(Mrs.) Fix-it" You have become an adept with tools and the finer art of: 'Duct tape can fix anything'.

Science: "Ghost of the Machine" SCIENCE! has taught you how to make spare parts out of your robotic foes.

Small Guns: "Sharpshooter" You've learned to keep your eyes on the prize and hone in on your targets.

Sneak: "From the Shadows" Your enemy won't know what hit them, before it is too late.

Speech: "The Dude" Yeah, well, that's just like, their opinion, of you, man!

Unarmed: "Knuckle Sandwich" When the need arises you are capable of ordering up a side of fist-to-go.

I did these without the gameplay descriptions attached to give people a feel for how they might be worded. While making them in line with the current proposed gameplay effects. Opinions? Comments? Suggestions? Are welcome.

Anvil,

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lockpick ability bobblehead

lockpick ability bobblehead of "Faster Lockpicking" enabled would be good; and "Faster Hacking" for science would also be good. Think of all that time saved not hacking and picking locks, lol... 

 

Would have to glean permission from the authors though...

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Anvil, you left off survival,

Anvil, you left off survival, and big guns doesn't exist anymore. I like the idea of small bonuses as well as selecting a large bonus from each side. Would need a more compatible way to do it, for players who don't use the vanilla houses? Or maybe just let someone else handle that, idk.

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Gribbleshnibit8 wrote:

Gribbleshnibit8 wrote:

 

Anvil, you left off survival, and big guns doesn't exist anymore. I like the idea of small bonuses as well as selecting a large bonus from each side. Would need a more compatible way to do it, for players who don't use the vanilla houses? Or maybe just let someone else handle that, idk.

I know that the Big Guns skill doesn't exist anymore Gribb, it was more just naming the already existing perks given from the already existing TTW bobbleheads esp. Since that esp. doens't alter the names of the bobbleheads, rather just the effect they give. In which they are also currently "hidden" perks without any Icon under the pipboy. I was only trying to give some names/flavor to the already changed esp's perks. Since Jax had asked but I didn't see any other replies towards that goal. :)

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Wouldn't it make more

Wouldn't it make more thematical sense for Small Guns to be "You do 5% more damage with guns weighing less than 6 or less pounds" and for Big Guns to be "The strength requirements of all 6+ strength guns is reduced by 1" ?

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It's difficult to do that

It's difficult to do that because it would have to be scripted, and work with any mod.

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also, big guns was replaced

also, big guns was replaced with survival, just like they did with the skills.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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I know the skill was replaced

I know the skill was replaced, but it's my understanding the bobbleheads still represent the old skills, so having them interact in a manner that is in spirit with the old bobblehead would feel less strange to me.

Also I'd picked those effects because it would be pretty easy to take the scripts of other, similar perks and just re-write them a tad. Regardless, still more work I'd imagine.

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no, we've got a survival

no, we've got a survival bobblehead instead of big guns now.  it's pretty nifty.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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talked to roy, seems like a

talked to roy, seems like a good idea.

for LP:  scrounge perk for junk.  chancenone 75% - 90%.  LL filled with the purest junk around and some useful junk.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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Puppettron wrote:

Puppettron wrote:

 

talked to roy, seems like a good idea.

for LP:  scrounge perk for junk.  chancenone 75% - 90%.  LL filled with the purest junk around and some useful junk.

Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked just my opinion.

Some Ideas:

  • Increases the chance of finding more Bobby Pins in containers and dead enemies.
    • Can't remember when it was that I lost a bobby pin trying to unlock something, the mini game is so easy.
  • Increases the chance of successfully forcing any lock by 25% .
    • Never used the force lock option ever...
  • 15% of lowering the difficulty of the lock by one level the first time the player activates it.
    • Don't even know if this is possible to make.
  • Some chance of automatically open locks based on their difficulty the first time the player activates it. Example: 20% easy, 15% medium, 10% hard, 5% very hard. Also it could be linked to how much skill the player has, for example it could only work if the player has the lockpick skill necessary to unlock the lock, or increase the values by 5% if that is the case.
    • Don't even know if this is possible to make.
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Quote: Just a question? What

Quote:

Just a question? What part of getting more junk out of containers have to do with being able to pick locks? Most containers are not even locked 
 just my opinion.

very little.  what's the science skill have to do with destroying robots?  or the survival skill with your runspeed?

lockpicking is a horribly narrow skill that is hard to work with here because so much of it is hardcoded into that stupid minigame.  the forcelock option is based on your skill and the lock's difficulty, for example, so forcelock would require changing those values, but forcelock is only available in the minigame so changing those values would change how the minigame performs -- essentially making forcelock 25% easier would require making lockpicking itself 25% easier.  bobbypins are too insignificant to be attached to a bobblehead -- they're supposed to be half-perks, not 1/8th perks :P.   the last two look so difficult to make that it's pretty much not worth it, like inventing an engine that runs bodyheat to run your kids' powerwheels

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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part of the problem with

part of the problem with setting up a scrounger imitator is that it would require modifying leveled lists, or heavy scripting. Modifying tons of lists in both wastelands is out, so the scripting would work. As far as loot, I would be happy to see it spawn a few extra lockpicks sometimes, but I agree that's somewhat pointless. Of course, if we are going to go heavy scripting, we may as well do something interesting, like lowering lock levels or, if that's a pain, (lock level vs skill chance based)insta-unlock.

When all is said and done, I'm actually okay with the LP bobble just giving +10 LP, since they don't ALL do it anymore it makes it unique.

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Sounds good to me, or maybe

Sounds good to me, or maybe reduce it to +5

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I'd be down with +5, since NV

I'd be down with +5, since NV made skills harder to come by.

Of course, if we ever come upon a great perk for lockpick, no reason we can't use it.

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Sounds like a plan for now,

Sounds like a plan for now, and if some brilliant idea happens we can indeed replace it later.

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Could the Lockpick Bobblehead

Could the Lockpick Bobblehead be used in some form of pick pocket chance perk?

It fits the theme of getting things.

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maybe, have to discuss that

maybe, have to discuss that one.

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I have a quick question about

I have a quick question about the Bobblehead rebalance, and I figured I'll ask here first. Please let me know if I need to take this to the tech support forum, and if so, I'll be glad to.

Anyway, I'm a good few hours into the game, and had started with the bobblehead rebalance off. I'm thinking I'd like to start using it now, rather than the base options, but turning it on now doesn't seem to be affecting my skills or SPECIAL any. Is there any way for me to get the benefits of the rebalanced bobbleheads, instead of the base versions, at this point in my game, or is it a one and done thing where whichever option is in place when you pick up the bobblehead is what you get?

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You'll have to console

You'll have to console yourself the perks.

Creror
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Just picked up the Speech

Just picked up the Speech Bobblehead in Paradise Fall.

I'm positive that the Bobblehead-changes are active, as the Medicine Bobblehead gave me the addiction-chance reduction and the Strength Bobblehead the additional +25 Lbs carry weight, but the Speech Bobblehead gave me the vanilla +10 Speech instead of the stated +20% reputation bonus.

Was the Bobblehead changed again in one of the last patches or is the *.esp faulty? It was the modified ttwoptions.esp regarding the very long loading times.

Puppettron
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the OP here is faulty, i'm

the OP here is faulty, i'm pretty sure we reverted it to +10 speech for reasons.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

Creror
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Puppettron wrote:the OP here

Puppettron wrote:

the OP here is faulty, i'm pretty sure we reverted it to +10 speech for reasons.

 

Ah, okay. Alright, thanks for the quick reply.

 

Thenryb
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Are the bobblehead perks

Are the bobblehead perks supposed to be displayed under the perks tab when you open the pipboy? I assume not since I cannot see them. Is there any way to test if they are working? I ask because the luck bobblehead seems to have stopped affecting my chance to crit. When I use the command "player.getav crit chance" the number displayed is the same number I would have had I not picked up the bobblehead.

My computer specs are too embarrassing to reveal, but the game still runs.

WastelandAssassin
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wouldn't it make more sense

wouldn't it make more sense for the lockpicking bubblehead to give you a slight increase to loot find from locked containers or something? i mean, it's not like you can't reach 100 in all skills if you play to level 50.....

also, could the medicine bubblehead perhaps grant you a bit of better effects from healing items, like 5-10%, either instead or along the addiction resist? personally i never used chems in my playthroughs, so i can't consider the effect to be of any use......

also, if there could be some patch with Project Nevada, to allow bonuses to VATS also count for bullet time, that would be quite good

all in all, some of these perks seem to be a bit underpowered, while others seem rather overpowered. i would try to keep balances a bit better, and try to think of ways to make gameplay a bit more interesting (also considering the challenge needed to acquire some of these bubbleheads)

RoyBatty
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http://geck.bethsoft.com

JaxFirehart
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Lockpick giving extra loot

Lockpick giving extra loot would require modifying every container in the game, which we don't want to do (though perhaps an NVSE refwalk could get around that). Medicine giving bonus healing would again require us to change every healing item in the game, IDK if an NVSE script could work around that. A Project Nevada patch wouldn't be hard, IDK who is maintaining PN currently.

That last paragraph is full of vague, common sense advice, some specific examples might help us come up with ideas, otherwise it just sounds like whining.

Remember that the bobbleheads are supposed to be half perks. So they SHOULD feel underpowered compared to perks.

Puppettron
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just look at grib's PNxEO

just look at grib's PNxEO option for vats bonuses to bullettime stuff and do the reverse

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

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