Custom Weapon Skill Requirements
⚪ Last updated 2009🔍 Analysis
- 🏆 #274 of 396 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Custom Weapon Skill Required by MangoMan (Dave Cousineau) v1. 0 ====================================================== Installation: ============= Simply copy the .esp file to your Fallout3/Data directory, and then select it in your data files window from the Fallout 3 loader. Description: ============ The point of this mod is to increase character variability (which is something greatly lacking in vanilla F3) by limiting the construction of the custom weapons to characters that have attained enough skill in related areas. This mod adds skill requirements to the seven standard custom weapons. Everything requires at least 60 repair, and also: Bottlecap Mine: 60 Explosives Nuka Grenade: 60 Explosives DeathClaw Gauntlet: 60 Unarmed Dart Gun: 60 Science Railway Rifle: 60 Small Guns Rock-It Launcher: 60 Big Guns Shishkebab: 40 Explosives, 60 Melee Note that there is no restriction on using the items, only on building them. Conflicts: ========== This mod changes the main workbench script, and the failed-to-make-weapon message boxes. This means it would probably conflict with mods that add new custom weapons. This mod will not conflict with mods that change the standard custom weapons, since it doesn\'t change them.
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- MangoMan
- Version
- 1.0
- Downloads
- 93
- Endorsements
- 2
- Category
- Gameplay Effects and Changes
- Created
- 3/14/2009
- Updated
- 3/14/2009
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