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Perk problems...


Subject96

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So I decided to overhaul a bunch of vanilla perks to make them more friendly for DK_Bullettime and just to make them more interesting for me as someone who does not use VATS much if at all. (But still be good for VATS)

 

So far I am only having trouble with one perk where I added AP perk rank based (I thought...) on what weapon type was equipped. What I did to accomplish this (I thought...) was to apply the IsWeaponSkillType Condition Function to the Actor Effect that adds the AP to the perk.

 

I thought this would work perfectly but as I discovered it does not. What happens in game is the AP is applied regardless of what weapon type is equipped if any at all. Which leads me to believe that the other effect I used with the perk is also being applied regardless of weapon type.

 

So now I am planning to try applying these effects through perk entries/entry point effects. (I would much rather have a AP reduction effect vs bonus AP honestly.)

 

 

Also I would like to make a perk similar to Travel Light from New Vegas that increases movement speed for the PC slightly. Long ago I discovered a thread that discussed using a script and SpeedMult function to apply this effect to armor. I am thinking I can use a modified version of this same script to apply the desired effect permanently via the perk but I am unsure how to set it up.

 

Any help or tips on these matters would be greatly appreciated.

 

Ohh and I am wondering if it is remotely possible to increase attack speed somehow?

Edited by Subject96
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By using IsWeaponSkillType, you are telling the perk to apply the AP boost if your skill in that weapon type is at the specified value.

 

Try using GetIsUsedItemEquipType Unarmed == 1, run on Subject.

 

And as far as I understand it, the SpeedMult for player only can be set under the Player's settings in GECK, but can only be applied before exiting Vault 101, as that's when all the stats are confirmed.

Edited by AxlDave
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Tried those neither work through perks it seems. IsWeaponSkillType just applied the AP globally and ignored the weapon type I specified. The other did not seem to work at all. SpeedMult can be set at any time on the player via script, I have used it attached to an armor script in the past.

 

Honestly I think I am about done trying to mod for vanilla FO3, I will wait till I can get the GOTY edition on the cheap and just mod it and NV with TTWL.

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