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Manual activation of perk effect


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Hello all, long time lurker, first time poster (and hopefully, modder).

 

I am trying to either mod Idiot Savant or create a new perk that can be manually activated to achieve the same effect at a desired time (such as before a quest reward or when a Queen Mirelurk gets to 1% health).

 

I have gotten the Creation Kit and am playing with it, but I cannot seem to find a way to change the way the perk activates. If I have to, I am open to creating a new perk or a new level of Idiot Savant to achieve this.

 

Has anyone got any ideas?

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Nice one, well, how are you wanting to activate the new perk exactly?

You could make a consumable that fires a script to add the perk and then remove the perk after (x)seconds,

You could make a ring or other accessory that adds the perk when worn,

You could make a quest that will add the perk if the target is under (x) health,

You could make a certain ammo type or grenade that adds the perk on hitting the target (x) amount of times.

 

I think it will all depend on how you want to manually activate it ^.^

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Yep :) that's about it :)

You might want to add the perk directly rather than casting the spell/effect, but that would be an option.

 

(I'm on my phone right now, so I can't insert code here, but the script will look something like...)

 

 

Scriptname F1keyscript extends Quest

 

int F1Timer = 10

Perk Property IdiotSavant

 

Event OnInit()

RegisterForKey(100)

EndEvent

 

Event OnKeyDown(int key)

If (key == 100)

If !Game.GetPlayer().HasPerk(IdiotSavant)

Game.GetPlayer().AddPerk(IdiotSavant)

StartTimer(10, Timer)

EndIf

EndIf

EndEvent

 

Event OnTimer(int aiTimerID)

If aiTimerID == Timer

Game.GetPlayer().removePerk(IdiotSavant)

EndIf

EndEvent

 

 

:)

(and don't forget to fill properties before testing)

Edited by SandMouseAnarchy
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