spammster Posted October 16, 2009 Share Posted October 16, 2009 I am working on a Perk, that changes the players SPECIAL stats (was thinking of doing a Supermutant perk, that turns you into a supermutant, making you a supermutant isn't all that big a problem, its just a change in factions and after that its only textures) but my problem is this: the Perk is supposed to be something like this: You have been abducted by Supermutants and they turned you into one of them !!Strength +2Intelligence -3Rad Res. 100% the change in rad resistance wasn't a problem (borrowed me some ghoul scripting for that) but the strength and intelligence change does nothing, here is the script i'm using (it does compile without error) Short STRESet STRE to (2 + player.GetAV Strength)if STRE >= 8player.modAV Strength 10else player.ModAV Strength STREendif Short INTELSet INTEL to (player.GetAV Intelligence - 3)if INTEL <= 3player.modAV Intelligence 1else player.modAV Intelligence INTELendif my question would be: WTF am i doing wrong ? Link to comment Share on other sites More sharing options...
Branimirzg Posted October 16, 2009 Share Posted October 16, 2009 you can just do new ability +2 str, -3 int and attach it to perk...you don't need that part scripted Link to comment Share on other sites More sharing options...
spammster Posted October 16, 2009 Author Share Posted October 16, 2009 DOH okay, so I'm gonna try that now, but still do you have an idea why that isn't working ? Link to comment Share on other sites More sharing options...
Branimirzg Posted October 16, 2009 Share Posted October 16, 2009 sorry... no Link to comment Share on other sites More sharing options...
Cipscis Posted October 17, 2009 Share Posted October 17, 2009 From the look of that code, I'm guessing it's a result script? Only "ref" variables are legal in result scripts, although I don't think declaring other variables will cause compiler errors, so your "short" variables won't work properly in that context. If you need to use non-"ref" variables in a result script, I recommend declaring them in a "Variable Reservoir" quest script (i.e. a quest script consisting entirely of variable declarations) and accessing them via this syntax:QuestEditorID.VariableNameCipscis Link to comment Share on other sites More sharing options...
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