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Do perks affect mods?


ThePlagueDog

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Hello, I have a question. I have tried to do a bunch of searches to find my answer using these forums, Bing, and DuckDuckGo, but I just can't seem to line my words up or something.

 

I would like to know if Perks like "Cowboy" also affect mods like those made by Millenia.

 

Thanks for any help!

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So your question is if a mod-added weapon - for example Millenia's MP412 REX (.357 revolver) - is added to the list of weapons affected by certain perks?

 

The answer is "maybe". Depends on if the modder in question added in a script/quest to add the weapon to the perk's list. It's -really- simple to do, and literally impossible to screw up unless you simply have no idea what the hell you're doing.

 

On that note. If it's a weapon from Millenia, MTindle or Naky, then it's added to perk lists, etc etc.

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Nice, then I will download their stuff. I have never even opened the GECK, I don' think I even have it downloaded. I have hard enough problems trying to get the Mod Managers to work for me.

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The answer is "maybe". Depends on if the modder in question added in a script/quest to add the weapon to the perk's list. It's -really- simple to do, and literally impossible to screw up unless you simply have no idea what the hell you're doing.

 

 

It is very simple and is used by the dlc's. But keep in mind ThePlagueDog, that there are certainly mods that simply add them to the form list via drag and drop in the geck. This results in replacing the formlist (instead of adding a form). This means you could have 60 well behaved mods that add to a formlist via script and play nice with each other, then have one ill behaved mod that replaces teh fromlist in it's entirety when it loads (effectively F'ing it all up) :(

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Me too. I simply do not know how to add a given weapon to a perk list via a script. I have seen posts which explain it but I am apparently too dense to understand the explanations. I have several mods which add weapons which I know are not added to various lists by the modder so I have just been doing the drag and drop thing and using a merged patch to resolve conflicts.

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Here are some crib notes, they may help.

 

1. Make a new quest (right click on some white space and choose new under the quest category). You don't have to do much, just give it an ID (maybe name it similar to the mod for easy record keeping), set priority to 55, tick start game enabled and tick script processing delay default. Jotdown/type/remember the ID.

 

2. Put together a little script (same right click on some white space under the script category, and select new). Under script type select quest. Copy and paste the code below into the script;

 

scn Xname

	 Short DoOnce													


Begin GameMode		


	If ( DoOnce == 0 ) 												
		AddFormToFormList Yformlist Zitem
		Set DoOnce to 1
                StopQuest Z
	EndIf

END
Replace Xname with the name you'd like the script to have, and jot/type/remember it's ID

Replace Yformlist with the formlist your adding a item too (lets say cowboy)

Replace Zitem with the base object id of the item your adding (lets say new colt cowboy shooter).

Replace the Z after the StopQuest function with teh name of the quest you just made

Save the script and exit.

 

You can add as many lines of "AddFormToFormList Yformlist Zitem" as you need (for instance a weapon that is under the following formlists; everything, weapons, professional, cowboy, etc).

 

I don't think the "Set DoOnce to 1" is necessary, since the script is terminated along with the quest, but it's good "general cleanup" practices.

 

3. OK last quick step. Open the quest you just made and in the script box select the script you just finished. Your done.

 

Shout if you have any questions.

 

Also if you don't want to muck around with placing the item in the gameworld, this script is a good place to just add it to teh players inventory

 

scn Xname

	 Short DoOnce													


Begin GameMode		


	If ( DoOnce == 0 ) 												
		AddFormToFormList Yformlist Zitem
                PlayerRef.AddItem MyItem 1
		Set DoOnce to 1
                StopQuest Z
	EndIf

END
You can also have a stage that completes the quest and will display a quest complete message (like "cold cowboy shooter mod has loaded").
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Thanks for the help. I assume that you need to have the mod containing the weapon as the active file when the GECK is opened?

Oh sure, yeah, you don't want to create a dependency by using another mod for the script (it requiring a master to be aware of the item(s)). You can also go into a poorly behaving mod and fix it with the same quest script.

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