

Step 2: maxed_special_stats_count is looped.All S.P.E.C.I.A.L stats assigned during this step are removed from the rest of the calculation. For each iteration, max_special_stats_count is decreased by 1, and total_stat_points is decreased by (max_special_value - 1). Step 1: maxed_special_stats are looped and assigned a level of max_special_value.Total_stat_points = total_point_pool - 7 (by default this value will be 31) Maxed_special_stats_count = random(minimum_maxed_specials, maximum_maxed_specials + 1) (by default this value will be between 0 and 2) When stats are assigned, two new input variables are calculated: maxed_special_stats (a list of S.P.E.C.I.A.L stats that will be maxed, default: "proficiency" stat.There are five starting input variables that presumably change according to legendary/rare/normal status (unfortunately, I have not been able to find that information): Two maxed parents will produce a child with an Intelligence proficiency.child, and a ~13.3% chance of producing a rare child.Two fully maxed out parents (S.P.E.C.I.A.L 140) will have a ~6.6% chance of producing a legendary.


S.P.E.C.I.A.L-boosting gear does not affect this calculation.Ĭhildren have a 50/50 chance of inheriting the "proficiency" (highest stat) of either parent. Children have a small chance of being born either rare (28 S.P.E.C.I.A.L) or legendary (40 S.P.E.C.I.A.L) if the parents' total S.P.E.C.I.A.L is high enough.
