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Remaining Perks That Provide Skill Bonus

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DeadDocMurder
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Joined: Wed Mar 01, 2023 7:21 pm

Remaining Perks That Provide Skill Bonus

Post by DeadDocMurder » Wed Mar 01, 2023 7:53 pm

Howdy, it's my understanding that Tale of Two Wastelands seeks to alter all perks which give bonuses to skills into providing alternative bonuses (A great idea by the way!). Furthermore, a patch note for Update 3.3 states that, with the changes made to the Covert Ops perk, all such skill perks have been removed. Sadly, to my knowledge, this is not the case.

The number of such remaining perks is somewhere between 2 & 9, depending on how such things are counted. They are as follows:

Impartial Mediation: This perk gives a plus 30 bonus to speech when one has neutral karma. This was the single largest skill bonus in Fallout 3, and clearly meant to be a huge bonus to characters. My best suggestion is introducing having it allow you to recruit up to 3 followers when it is active (which Fallout 3 originally let you do), or perhaps something to do with not losing followers for bad rep scores, like Boone or Arcade (though this seems far too niche)?

[Junior] Surviv[or/al] [Guru/Expert] (Smart & Sly versions): Gives a plus 2/4/6 to science & medicine or speech & stealth. These perks carry multiple benefits, so maybe they were considered unnecessary to change. I included them because Cyborg functioned similarly - providing multiple bonuses on top of their skill boost - but was still altered to not include its skill bonus. The smart version does act similarly to the "Daddy's Girl" perk, perhaps a similar bonus could work here?

Broad Daylight: This perk gives a plus 15 to stealth when the Pip-Boy light is on. Of course this comes from New Vegas and as such might be 'grandfathered in' as it were. It is also a difficult bonus to change. However, it is also a perk of questionable utility, given that it is available at level where characters likely to take will likely also have already maxxed out their stealth score. Perhaps it could somehow change the lighting effect activated by the Pip-Boy such that it illuminates the space around the player without illuminating the player themselves?

Special Mention, Yew's Bear Charm: Provides a +10 to speech. Functions very similar to the speech bobble head, which was changed. Could boost companion nerve? That would be thematic as it is given for befriending Yew and not betraying Harold by burning him.

Thanks for the great mod, & thank you for your time!

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RoyBatty
Gary
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Re: Remaining Perks That Provide Skill Bonus

Post by RoyBatty » Tue Mar 07, 2023 10:44 am

Items with temporary boosts weren't changed.

Impartial Mediation was left as is because many players actively use that perk in their playstyles.

Broad Daylight, NV perks were mostly left as is. The perk offsets the pipboy's sneak penalty when the pipboy light is on.

I didn't feel like Survival perk from WSG really needed changing.
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DeadDocMurder
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Joined: Wed Mar 01, 2023 7:21 pm

Re: Remaining Perks That Provide Skill Bonus

Post by DeadDocMurder » Thu Mar 09, 2023 12:37 am

Good to know! I hope I didn't come across as pushy, I was merely trying to identify some potential oversights. Obviously, those are all valid points.

However, Yew's Bear Charm does not provide a temporary skill bonus - it is a permanent modifier that occurs when it is added to the inventory. Unless it was changed by TTW without me noticing, it does literally work exactly like the Speech Bobblehead in the base game.

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RoyBatty
Gary
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Re: Remaining Perks That Provide Skill Bonus

Post by RoyBatty » Thu Mar 23, 2023 10:32 pm

Yeah there are object that boost stuff, I don't mind. They are inventory objects.
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