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Adding in new Skills?

actor values skills

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#1
ashtonlp101

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Hello all,

 

A few discord members and I were messing around in the GECK and noticed that you should theoretically be able to add in new skills under the Characters\Actor Values tab in the GECK. The problem is, right clicking "New" and typing in your Actor Value ID results in said new actor value not appearing in the AV list. Is there a workaround to this, or even an .ini edit that must be made? Thanks.



#2
Radioactivelad

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I think bare minimum it'd need some kind of NVSE Plugin magic, as with the mods that re-implement the Big Guns skill.



#3
ashtonlp101

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I'm currently running the GECK through XNVSE with JIP and various other NVSE plugins and it's still not allowing me to add new Actor Values. There must be something in the INI preventing me from doing it - still not sure.



#4
Radioactivelad

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What I meant is that someone would need to develop this feature.

 

By default it definitely cannot do it.



#5
GamerRick

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Well, I never heard of this before, but I always thought you can't add new Skills in their games.   But, just for the heck of it, I had to see what happens when I try it.

 

I tried to do a New command and then I tried to Duplicate an existing one.  Nothing happened that I could see.  So, I went to close the GECK, but it asked me if I want to save my changes.  Since that was all I opened the GECK to do, I didn't think I changed anything.  I saved it and looked at it in FNVEdit.  My two new Skills were there.  So, I tried to open it in the GECK and see if anything showed up that way, but the GECK crashed.  I could not get it to open that esp. 

 

So, I fired up the game with that mod activated, to see what would happen, and nothing different happened.  No crash, and my new skills weren't in the pip-boy.

 

I think the moral of the story is: Just don't do that!







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