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Check for level up?


Teresiel

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I'll get straight to the point with this as to cut down confusion and hopefully get an answer for a question that has been killing me for days now.

 

 

Where in the GECK is the actual "Level Up event" handled? Not the "XPForNextLevel." Not specifically changing the amount of experience needed to level up. Not even the ability to add "SpecialPoints;" but rather than actual even that occurs when the "XPForNextLevel" is surpassed.

 

I'm attempting to add a perk that will specifically give the player a boost to unarmed/melee damage as well as increasing health and carryweight with each and every levelup that occurs since the perk was obtained. This would mean that getting it at level 2 would give the user a huge advantage over one who obtained it at level 29.

 

Any help would be appreciated and any follow-up questions will be answered. After scouring Google, Bethesda, the GECK itself, and even attempting improv scripting have only come up with more false leads and dry results.

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You're close; but just not quite there.

 

See the problem isn't finding out the level. The problem isn't changing the stats. The problem is, exactly as I'm going to say it, being able to have the player's stats increase during each "level up event" automatically. - As in when they're level 2, and gain this new perk before the next level up, and ascend to level 3 they'll gain (for example) +1 unarmed damage. If they were level 28 when they obtained that perk then when they ascend to level 29 they still would only gain +1 unarmed damage. (and still gain just another +1 unarmed damage when they become level 30.)

 

Unlike the "Iron Fist" perk, and I think at least one other, I don't want the player to gain their boosted stats by choosing this perk from the "perk list" every time they level up. I want it to be obtained just once and from then on it effect them automatically anytime they gain a level.

 

 

For example, let's say you chose the "Life Giver" perk and instead of it giving you an automatic 30HP boost, it gave you an extra 5HP automatically each and every time you leveled up after gaining it. The only part the player would have to do is chose it once and it would always take effect upon gaining a level while letting them chose another perk regardless.

 

Unless I'm mistaken, the player's HP is actually a stat that already does what I'm trying to accomplish. After each level up it increases by a small amount without the player having to invest any new points to make it do so. What I want to do is have other stats increase the same way.

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That may be exactly what I was looking for. I didn't realize MenuMode had the levelup screen tied to it.

 

I'm going to attempt to use this. Should I have any luck I'll be sure to post the details in case someone comes along later with the same idea.

 

Thanks.

 

 

EDIT: It only took about an hour to research and test using MenuMode before I finally got it to work perfectly. The script simply needed to start with "Begin MenuMode 1027" and be used as the script of a Quest in order to keep it running in the background.

 

It was this simple to make it so that anytime you level up, and also have the "Nen Perk," your basic strength will increase.

Scriptname NenScript

Begin MenuMode 1027

if(player.hasperk Nen == 1)
	player.modav UnarmedDamage, 1
	player.modav MeleeDamage, 1
	player.modav Health, 10
    	player.modav CarryWeight, 5
endif
End

 

And yeah, it will take a serious overhall of difficulty to keep this specific script from making a "Deathclaw/Paralyzing Palm Style" player from being more overpowered than a fully-automatic alien blaster.

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