![]() I'll admit I never liked systems where everything in the world gets harded and stronger the stroger your character gets. anyway, their use will still improve these same skills. Unarmed-2 possible types: Boxing or Unarmed WeaponsĮach of the sub-categories have its own level, and 1 of each line concurs in the "final" skill you will have with a certain weapon.Example: the final skill for Laser Rifles will be the mean of your Rifles skill, Energy Weapons skill, Non Scoped skill, and Non Automatic skill.This applies to every weapon, even mod-added ones, since they're detected through dedicated scripting.For this reason though, some weapons can use counter-intuitive levels.Melee Weapons:-2 possible types: One Handed or Two Handed-Automatic or Non Automatic.Explosives:-2 possible types: Grenades and Mines.Big Guns:-3 possible types: Launchers, Heavy Weapons or Flamers.Small Guns / Energy Weapons:-3 possible types: Pistols, Rifles or Shotguns/Multi Beam Weapons-2 possible techs: Small Guns or Energy Weapons-Scoped or Non Scoped-Automatic or Non Automatic.Like the name says, this features extends the vanilla combat skills: You can verify if one action is taken into account by simply opening the Stats Menu of this mod, which can be hotkeyed for easier use through the mod's menu, and checking if any of your skill is increasing in that menu, partial skill advancements are shown. It is possible to set each skill progression, to make their setting automatic, to bind your level advancement to XP gained or to disable the XP system and get levels based on your skill advancements, or to use an hybrid system instead.Īfter enabling this feature you will still get the Level-Up dialogs, but you will not be able to use skill points.Īnything else is left untouched: Perks, derived stats, et cetera, everything remains as usual. This feature is what makes it possible to level up through the actual use of the skills you are going to improve, like in the games of The Elder Scrolls series (Skyrim, Oblivion, Morrowind.). ![]() Then, select aaaPMP2enablerScript from the list and follow the instructions there.Īll the features can be enabled independently from the others except Extended Skills, which needs the core Practice Makes Perfect to be enabled. It is possible to customize these "default settings" by using the GECK: just load "PracticeMakesPerfect.esp" in the GECK, then follow Gameplay -> Edit Scripts -> Script -> Open These "default settings" consist in all the features being enabled. This mod is highy customizable for ease of use, it is possible to enable the default settings through Practice Makes Perfect's menu, by getting and using the Default Settings Enabler. No, DLCs are not required, but the script can use their content if you have any installed.ĭepends on what features did you enable and how did you set them.Įvery feature starts out disabled by default. You may notice a fake XP gain whenever you level-up or load a game: this is normal, it's just the mod trying to detect XP-altering perks - even those added by other mods. Usually, it is a good idea to wait for after the Tutorial section of the game before enabling any of this mod's features. Then, you can install the newest version of the mod. To upgrade from any of the 1.xx, disable the mod through its own menu, save the game, then uninstall the mod, then load the savegame you just created and save again. You if you get problems with it, as I barely remember its code afterįrom version 2.00 onward, Practice Makes Perfect is no longer compatible with the 1.xx versions of itself. It may still work, but I can't say that for sure, and neither I can help Update - Warning: this mod is no longer maintained. (Sadly, personally I don't know anything about the russian language this translation was done by magnumspec from ) Link to the russian translation of Practice Makes Perfect for Fallout 3: Link to Practice Makes Perfect for Fallout New Vegas:
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