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a2937
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Return of old mechanics mod potential?

I dislike how the entire skills system was removed from Fallout 4, but I hope it might be possible to bring it back in a mod.

I was wondering that maybe certain private integers can be linked to the player object. These integers could represent values pertaining to the old skills:sneak, big guns, science, medicine etc... These integers would have set and get functions with a sanity check(like it being greater than 100 or less than 0). Maybe a custom menu could open within a few minutes of a player gaining a level allowing the player to add values to these integers. The perk chart (aka Vault-Tec approved perks) would be linked from a special menu(by clicking on a option) containing perks like the originals.

I do not know that much about Papyrus but it looks like it has all of the primitive types available. I am only making assumptions so take this with a grain of salt. 

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Mystical Panda
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I think almost anything is

It's all really good ideas!...

I think almost anything is possible and generally worth a try, but you might consider whether it's efficient to do so (not saying it is or isn't, but in a game that requires a decent frame rate it's definitely a factor). The scripting engine is slower than the core game functions (the scripts are  run in an in-game type VM- an interpreter of sorts); doing processing in scripts outside of the context of the game and things start to slow down. I believe that's a metric Bethesda uses to "fine tune" their games- it's taking to long to do this, so let's do this instead, or add more code for that, heck we're outta' time, let's just cut it altogether.

By the time we get the game, it's pretty much as is (engine wise); often Frankenstein coded (made to work however possible). Modders can add tons of very useful functions on the script extenders (I'm very glad they do), but all the additional scripts and extra processing through the extenders start to take it's toll on cpu usage and framerates will start to suffer. Or what should work as it's intended doesn't, because Bethesda (not picking on them in particular, but most game developers do this) didn't want to spend anymore development time on a project, so they got it to work in a round-about-way. We change something, as intended, and !BOOM!, the game is broken.

You can only, reasonably, buff a pc to a certain point, then there's nowhere else to go except back to the game designers hoping they'll come up with another, more efficient engine (32bit -> 64bit was a start, but the engine really need more). When developers simply implicates someone could use a $12k high end machine to get the most out of their game is rediculous for the average person (which is why games come with graphics settings from very low to very high); taking into consideration that games do get more complex and require a more "friendly"  and less steep upgrade slope over time.

jlf65
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Actually, being able to

Actually, being able to choose where to put your skill points is silly once you're past the initial character generation. Example: you earn a bunch of experience by KILLING EVERYTHING THAT MOVES, and then you put all your points into speech or barter. WTF!! If you gain experience via combat, the skill points should only go into combat skills. I think that was half the reasoning behind removing skills from FO4 - but then they ruin that by allowing you to pick perks from any area using the experience you gain. One step forward, one step back... nothing gained from the changes.

Mystical Panda
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Maybe one day, someone will

Maybe one day, someone will come up with an open source "interpreter" engine... allowing people to build around the existing data.

a2937
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It is an interesting thought.

It is an interesting thought. Jlf how do you suggest that problem be remedied? I would find it a little awkward to store some variable into an array tracking what ways the player earned experience, and then calling the function prior to a level up to decide what skills are available. Also I imagine you are a fan of the perk books and magazines from Fallout 3 and New Vegas respectively. For the record I think the choose anything from the experience style fits very well in Fallout: A Post-Apocalyptic Role-Playing Adventure and its sequels. 

jlf65
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Well, I actually would make

Well, I actually would make categories for experience points, and at level up you'd get certain numbers of points that can only be applied to certain skills. Not sure how hard a mod for that would be (if at all possible), but it would nice to see. I like skill books and skill related perks. Not a big fan of the magazines - I usually use a magazine mod that makes them a bit more like the books, and a book mod that makes the benefits more logical.

 

paragonskeep
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So something like was done in

So something like was done in Oblivion? You had to use a skill to advance said skill?

If life is but a test, where's the damn answer key?!?!?

jlf65
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paragonskeep wrote:So

paragonskeep wrote:

So something like was done in Oblivion? You had to use a skill to advance said skill?

Yeah, mostly. One of the few things I preferred about Oblivion. If you want to run faster or jump higher, you have to work on your physical skills, not your speech.