Jump to content
ℹ️ Intermittent Download History issues ×

Simple edit not working


bct18181

Recommended Posts

According to this:

http://geck.bethsoft.com/index.php?title=ActorValue

http://geck.bethsoft.com/index.php?title=Stats_List

Throwing is used in FO3 not FNV.

 

Depending on what it is you're trying to do, perhaps an object script would give you a usable script trigger or you'll have to use Melee as throwing is now based on that.

Link to comment
Share on other sites

You're mistaken.

1. Survival and throwing never worked together. No value of throwing in Fallout 3 helped survival. Neither did any value in survival ever help throwing.

2. Throwing is not referenced by slapping an AV in front of it. There is no such as AVthrowing, not in any version of fallout or skyrim. So that bit never worked either.

3. According to Bethesda Throwing is not included in FNV (or at is least unused). So no reference to any spelling of throwing did anything.

 

I have no idea what you mean by survival is useless nor what you mean by run speed being a reason to get survival. Again, not related.

More to the point I doubt anyone reading this has any idea what you are trying to do.

 

A bit different reply then my first. I originally assumed cut and paste error. Now I think it is something else. That you don't really know what you are doing, and so are guessing wildly how it might be done. I'm not trying to pick on you, but your post makes no sense.

 

So why not start with:

What are you trying to do, then maybe someone can give you advice on what stat or whatever to use.

Link to comment
Share on other sites

You're right, I don't know what I'm doing. I'm learning through trial and error. I'm attempting to make a mod that boosts your speed based on your survival stat.

 

My initial thought was to boost fmovebasespeed (which I didn't think through since the enemies are based on it too) which worked by editing the following code:

scn GhostifishBarterRepairScript

float modifier

begin GameMode
    set modifier to (BRbase - (player.getav barter *BRmulti))
    SetNumericGameSetting fItemRepairCostMult modifier
end

This is based on the mod BarterRepair. I ended up with a script that worked and looked like this:

scn GhostifishBarterRepairScript

float modifier

begin GameMode
    set modifier to (BRbase + (player.getav AVthrowing *BRmulti))
    SetNumericGameSetting fmovebasespeed modifier
end

I initially used survival instead of AVthrowing but nothing happened so I googled it. The wiki showed the internal name for survival was AVthrowing so I edited it and it worked.

 

So you can see why I tried AVthrowing when editing a different script which uses perks to boost stats. The mod I edited next was Perception based Accuracy and the code looks like this:

scn PerkPerceptionAllScript

begin GameMode


    if player.GetActorValue Perception == 1
        player.addperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 2
        player.addperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 3
        player.addperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 4
        player.addperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 5
        player.addperk PerkPerceptionBonus
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25

    endif

    if player.GetActorValue Perception == 6
        player.addperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 7
        player.addperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 8
        player.addperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 9
        player.addperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionBonus

    endif

    if player.GetActorValue Perception == 10
        player.addperk PerkPerceptionBonus25
        player.removeperk PerkPerceptionPenalty20
        player.removeperk PerkPerceptionPenalty15
        player.removeperk PerkPerceptionPenalty10
        player.removeperk PerkPerceptionPenalty5
        player.removeperk PerkPerceptionBonus5
        player.removeperk PerkPerceptionBonus10
        player.removeperk PerkPerceptionBonus15
        player.removeperk PerkPerceptionBonus20
        player.removeperk PerkPerceptionBonus

    endif

end

Since the perks can modify use Modify Run Speed I was going to edit this mod to enable faster running at each 10 of survival interval. This is where my initial question came in.

 

I tried replacing Perception with AVthrowing but the script wouldn't save. Then tried survival, which saved, but showed no effect in game, just like the last mod I tried.

 

So there ya go. If anyone can help me with a survival based run speed mod, thanks in advance.

Edited by bct18181
Link to comment
Share on other sites

I have tested and confirmed that player.getav survival works.

 

Assuming you are modifying the travel light perk to get the faster run-speed, did you remember to remove the conditional check for 'bad armor'?

 

Also with multiple conditions, did you use something like val1 >= 45 or you use IF( val1 >=20 && val1 <=45)

 

Just a stray thought have you thought about using menumode instead of gamemode? The survival skill seems unlikely to change in game play but in level-ups. And so having the script run all the time during gameplay seems an un-needed game burden.

 

Just curious why have survival change run speed? Why not either agility or (agility+endurance)/2, (agility+strength)/2, or something like that? Survival is being able to find and eat stuff (cooking/camping).

Link to comment
Share on other sites

Not editing travel light, just that perception mod. I replaced Perception with Survival in the code and edited the perks to modify run speed and I saw nothing in game so I"m at a loss.

 

menumode and gamemode mean absolutely nothing to me, I basically know none of the scripting language.

 

Agility is already good enough. Survival in my opinion, is useless. Even with survival based rates on PN and having the daily rate 400 food and 800 water I still have no problems keeping up.

 

Would you throw together a mod for me? heh...

 

I appreciate the responses.

Link to comment
Share on other sites

Would you throw together a mod for me? heh...

Well, I don't really have the time to make 'one-off' mod requests. But I am working on one for public release (see siggy). The old is, amongst other things, available as a companion. The perk he gives is called prospector; I'll give some to have the benefits of his perk scale with survival (since I agree it does next to nothing right now). But if I do, it won't have anything to do with movement rate since (to me) tying MR and survival together makes my brain feel funny. I'd probably be looking at a mild boost to resistances.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...