Difference between revisions of "Talk:Main Page"

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== Fallout 3 guide ==
--[[User:911911199|Jacob Community Editor]] 00:27, 19 July 2009 (UTC)


Please note I did not create this guide all credit is to gamesradar.com
SPOILER ALERT: This guide covers some of the early quests, but doesn't reveal any critical story elements. Proceed with caution!
Whether you're unaccustomed to this crazy RPG business of stat-chi-ma-call-its and skill dongles, you're a bit rusty after years without a new Fallout to play, or you just want to design the most badassiest character ever, this guide will gently push you and your character in the right direction. You don't need a full walkthrough, just someone to put you in the right direction. That's why I suffered through hours and hours of low-level mudsuckery to determine exactly how to make sure you're not flailing around at level 10 with a master lockpicker who can't kill a regular sized ant, never mind a giant one (though honestly, it would be pretty difficult to make a completely useless character).
Since games like Fallout 3 tend to strongly divide players on strategy, if you vehemently disagree with any of my advice, feel free to let it be known in the comments.
Above: The magestic Wasteland
Quick Tips
• You always want to start with a high intelligence, as this affects the number of skill points you’ll receive when you level up.
• Don’t begin with any of your S.P.E.C.I.A.L. stats set to 10 – there is a +1 Bobblehead for every stat, you just have to find it.
• If you’re super serious about your stats, set your Intelligence to 9 (which saves one point for another stat), and as soon as you think you can make it, run to Rivet City and grab the Intelligence Bobblehead.
• If you don’t intend to use melee weapons or practice hand-to-hand combat, you don’t have to worry much about your Strength stat. The only other thing it affects is how much you can carry, but it isn’t tough to find a follower to carry your stuff for you.
• Always take the Educated (gives you three extra skill points when you level up) and Comprehension (gives you 2, instead of 1, skill points when you read a book) perks.
• You will thank yourself for not ignoring medicine and repair.
• Always choose a primary combat method and bring that skill up to 50 quickly – I recommend Small Guns, but Energy Weapons, Melee, and Unarmed also work.
• Get either science or lockpicking up to 25 quickly, it will make your life easier. Lockpick is especially useful for finding ammo and scoring some quick experience.
• I know it’s sort of cheating, but once Speech is up to a respectable level (25ish), you don’t have to worry about it too much. If you save just before attempting to persuade someone, you can reload and retry it as many times as you like.
S.P.E.C.I.A.L. Breakdown
Your S.P.E.C.I.A.L. stats affect certain attributes (such as your hit points) as well as various skills.
At 1, a S.P.E.C.I.A.L. stat affects its associated skills by two points. This effect is increased by two for each subsequent stat number.  For example, a Perception of 1 adds two skill points to the Energy Weapons skill, a Perception of 2 adds four, a Perception of 3 adds six, and so on. The only exception to this rule is the Luck stat, which increases all of your skills a little bit. If your luck is 1 or 2, it increases all skills by one, 2 or 3 and it increases all skills by two, 4 or 5 and it increases all skills by three, and so on.
Strength
Affects how much you can carry, how much damage you deal in hand-to-hand combat, and your Melee Weapons skill.
Perception
Affects how early threat markers will appear on your compass, the Energy Weapons skill, the Lockpick skill, and the Explosives skill.
Endurance
Affects the number of HP you start with, the Big Guns skill, and the Unarmed skill. The HP breakdown is as follows:
1: 120HP
2: 140HP
3: 160HP
4: 180HP
5: 200HP
6: 220HP
7: 240HP
8: 260HP
9: 280HP
10: 300HP
Charisma
Affects people’s disposition toward you, and your Barter and Speech skills.
Intelligence
Affects the number of skill points you receive when you level, and the Medicine, Repair, and Science skills. An Intelligence of 1 offers 11 skill points per level. This number increases by 1 for each level of Intelligence, so an Intelligence of two gives you 12 skill points per level, an Intelligence of 3 gives you 13 skill points, and so on up to 10, which gives you 20 skill points per level.
Agility
Affects your total number of Action Points (used by V.A.T.S.) and the Small Guns and Sneak skills. At 1 Agility, you are allotted 67 Action Points, and this number increases by 2 for each subsequent Agility level, for a maximum of 85 Action Points at 10 Agility.
Luck
Luck increases all skills slightly, and increases your chance of a critical hit. The critical hit chance begins at 1% with 1 Luck, and increases by one for each level of Luck, for a maximum of 10% at 10 Luck. More coming soon!
GameRadar.com Copyright (c) 2009 Game Radar All Rights Reserved (R)


==Wiki as PDF==
==Wiki as PDF==

Revision as of 20:41, 18 July 2009

Tips and Tricks

Any possibility of having the Tips And Tricks article added to the list ? --Daedalus 02:18, 13 December 2008 (UTC)

Might go well here: Getting Started under Helpful Articles
--Quetzilla 02:26, 13 December 2008 (UTC)


Wiki as PDF

Is there Any way to get ALL of this in PDF?

No there isn't, but Lord Gannondorf is compiling a modmaker manual you may be interested in. Here's the thread on the GECK forums.
--Qazaaq 21:54, 12 January 2009 (UTC)

Load Doors

Is there any possibility of someone creating a page pertaining to them? They're fairly important aspects, yet are barely touched upon, and I'm not the only person having trouble with them.

Editor Warnings and Solutions

Is there a list of editor warnings and solutions anywhere? I've been looking, but I can't seem to find one. I know that many of the warnings can be ignored, but some of them are important, and some of them can be fixed. If there isn't a list already, it might be worthwhile to add one. People who have questions about these warnings should be able to look them up on the wiki instead of googling them or asking on the forums, which wastes everyone's time. It might also be useful as a bug list for non-benign errors which could be corrected in a patch. Truant 17:04, 6 May 2009 (UTC)

I have an incomplete document that lists many scripting-related warnings and what to do about them. I was planning on completing, or at least doing a bit more work on it, before uploading it anywhere, but if you'd like I suppose I could upload it to the Wiki now.
-- Cipscis 23:24, 6 May 2009 (UTC)
After giving the matter some thought, here are some tentative suggestions.
The wiki has a 'Solutions' category which can be used as an umbrella category for the following subcategories:
  • Editor warnings and solutions. A more or less comprehensive list of editor warnings and how to correct them. Whether or not specific warnings can be safely ignored or should be corrected before releasing a mod should also be clearly indicated. These should be copied and pasted directly from EditorWarnings.txt so that they can be easily searched for by users. (An exception should be made for warnings which refer to specific references--like warnings which include specific cell coordinates or the names of missing textures--in which case generic warnings should be used instead.) These should probably be listed alphabetically on their own page and linked to from other pages so that all of the editor warnings are listed in a single document.
  • Editor bugs and workarounds. These are glitches like rendering issues in the render window, difficulty saving input to text input fields in the region editor, problems saving heightmaps without saving the plugin first, etc. These are run-of-the-mill bugs that won't show up anywhere as warnings and should probably be listed by tool: heightmap editor bugs, region editor bugs, render window bugs, etc. It is probably best if this information is actually included on the wiki pages for each of these tools and then linked to from this list rather than duplicated.
  • Common modding errors and how to avoid them. These are 'best practices' for releasing clean mods that work as intended without errors. These should be organized by task: generating heightmaps, generating regions, generating LOD, etc. It is probably best if this information is actually included on the wiki pages for each of these tools and then linked to from this list rather than duplicated.
  • Solutions to common modding tasks. These are workflows or scripts that solve common modding tasks like the ones that are already listed on the solutions page.
  • FAQs for common questions about platform compatibility, etc. The existing FAQs page is fine as is.
The solutions category currently has the last two items, and information is available regarding some of the issues for the second and third items in various places on the wiki, but the first item is completely absent and a source of a great deal of concern and confusion for a lot of people.
Including all of this information in a single location (even if much of it consists merely of links) should go a long way toward solving a lot of these problems for a lot of people, cut down on the frequency of requests for help on the forums, and improve the overall quality of mods. (It might also be a good idea to include redirect pages for 'troubleshooting' and similar terms to lead people directly to the Solutions category.) Truant 12:58, 9 May 2009 (UTC)

Need More Examples

Some script examples only show you some of the function, and not other options that go with the function.

For example:

Syntax


Enable FadeIn:Int{Default = 1}


Example


TerminalRef.Enable


It does not show anything about "FadeIn" in the example.