martyryum Posted June 7, 2014 Share Posted June 7, 2014 Hey Fellas,i have some basic questions about geck, specifically the inner workings of perk system and challenges. I am working on a little mod for myself which would distribute perks to various events throughout the game, not limiting it to leveling system. I´ll go through them one at a time, since it seems that whenever i solve some issue few more are arising :smile: : 1. I would like to add perks as a rewards to some quests. I seemed to have found the script responsible (in dialogues), but i am thinking specifically about e.g: Bleed med ry quest, i would like to add some perks as a reward for the fights ONLY AFTER the quest itself is completed. To be precise, you would get a perk for succesfully defeating first pack of deathclaws after the quest is completed. Do i need an extensive script for that? Or is there some place in dialogues where it can be done? 2. Second, i am reworking some of the perks, and cant seem to make the sex-based perks (black widow etc.) do what i want. I would like to make the perk so that anytime you would interact with an opposite sex, you would get substantial bonus for speech and barter skills. Problem is, that even after i have set up the conditions of the bonuses correctly (to the best of my limited knowledge) ,GetIsSex on male, run on target, etc, i just cant get it work. Am I missing something? Can it be even done so that it would dissapear when you are out of the dialogue again? 3. Updating Travel Light perk: I am trying to make it that the perk would depend on the actual carry weight rather then type of armor you are wearing. I would like it to work like this: carryweight(CW)<50=1.50 multiplier, CW<100=1.30, CW<150=1.20, CW<200=1.10, etc. Problem with this is that when i setup conditions like this, it adds the values together:e.g. CW<50=1.50+1.30+1.20+1.10=total speed increase 2.10, which is insane of course. Any advice on how setup the conditions so that it would cancel each other(or something like that)? I was thinking that it could have been done by making cca 200 perk entries with the each exact value of CW and adequate speed increase, but i dont feel like doing that before checking whether it does make even sense or whether it will work... 4. and while we are at the conditions subject, could somebody explain what does the comparison != means, and also how is it different from ==? 5. Updating alertness perk to be of a little more use: I seem to have succeded in updating it to grant me some skill bonuses which i was after, but some effects just wont trigger, like cateye or stealthfield, despite them having exactly same conditions as the ones that work perfectly (the skill bonuses)... 6. Last i would like to ask about challenges. Is there anyway how to make a challenge which would award e.g, crafting an item but only at campfire? Or reloading bench only? There does seem to be a function to award for crafting anything anywhere, but thats no good for me. I was thinking about acquiring an item from a list, but than it counts towards item acquired from anywhere, not just crafting...so it is no good again. Can i somehow reward crafting of specific item (not just weapon)? 7. Is there a way to make a challenge for picking up (like from the ground or boxes) certain items only? Or is the "acquire an item" function only one that could work for this again? Thank you for reading my newb questions, advice on any of them would be greatly appreciated Link to comment Share on other sites More sharing options...
joshua121 Posted June 8, 2014 Share Posted June 8, 2014 The only one of those I might be able to really help you with is number 1. To accomplish that I would use a quest variable, and I dont know how familiar you are with scripting, so I will over explain. Set up a quest and make a quest script for it, inside the script you can make variables that are accesible from other scripts. It would look like this. Scn MyQuestScript Short MyQuestVar So for example if the player is killing 3 deathclaws you would need to know that they have been killed, so put a script on the deathclaw that uses the "OnDeath" function to set a count of the dead ones, kinda like this Scn MyDCscript Begin OnDeath Set MyQuestName.MyQuestVar to MyQuestName.MyQuestVar + 1 End When you kill the deathclaw it will add 1 to the counter. So then you can check that quest variable to see if its condition has been met via a script or a dialogue condition So via script... Scn MyQuestScript Short MyQuestVar Begin Gamemode If MyQuestVar == X Do stuff EndifEnd If you're accessing that variable from another script you have to name which quest it is in like this Scn MyOtherScript Begin Gamemode If MyQuestName.MyQuestVar == X Do stuff EndifEnd Also make sure you add other conditions to the scripts so they do not perform the action constantly. And also "!=" means not equal to. Hope that helps. Link to comment Share on other sites More sharing options...
martyryum Posted June 8, 2014 Author Share Posted June 8, 2014 thanks a lot, i´ll get right on it Link to comment Share on other sites More sharing options...
EsvDefcon Posted June 8, 2014 Share Posted June 8, 2014 2. Second, i am reworking some of the perks, and cant seem to make the sex-based perks (black widow etc.) do what i want. I would like to make the perk so that anytime you would interact with an opposite sex, you would get substantial bonus for speech and barter skills. Problem is, that even after i have set up the conditions of the bonuses correctly (to the best of my limited knowledge) ,GetIsSex on male, run on target, etc, i just cant get it work. Am I missing something? Can it be even done so that it would dissapear when you are out of the dialogue again?Don't run it on target, run it on a reference, and set that reference to player. That will get the sex of the player for you. Link to comment Share on other sites More sharing options...
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