2drunk2frag Posted October 29, 2010 Share Posted October 29, 2010 I've got a really interesting idea for a set of perks I would like to creake and put up for Fallout 3 and New vegas. However, I have never made any mods for Fallout/Oblivion before. I have actially done some extensive and innovative modding for Neverwinter Nights 2. See Wild Mage for NWN2 I don't wan't to say exactly what I have in mind yet, but It will essentially be a rankable perk that will add new gameplay elements. I need help getting started. I have GECK. I'm good at scripting. But thats about it. I would appreciate some guidance creating a new perk that, for example (not exactly what I intend to do), reduced radiation poisoning over time or changed the radiation penenties. Looking forward to any help. /reposted from FA3 forum Link to comment Share on other sites More sharing options...
ObLars Posted October 29, 2010 Share Posted October 29, 2010 If you're insecure on how to be able to make one. You could open the object window -> Perks -> Right Click -> New -> Make your perk :) Link to comment Share on other sites More sharing options...
2drunk2frag Posted October 30, 2010 Author Share Posted October 30, 2010 If you're insecure on how to be able to make one. You could open the object window -> Perks -> Right Click -> New -> Make your perk :) That's actually usefull. I played with this and looked at how some of the other perks work. It's a but confusing that everything in GECK seems to reference something else. Its going to take a some practice getting my head around the structure. Again any beginner tips on making perks, effects, or getting effects attached to objects would be helpful. Link to comment Share on other sites More sharing options...
Lingwei Posted October 30, 2010 Share Posted October 30, 2010 I would appreciate some guidance creating a new perk that, for example (not exactly what I intend to do), reduced radiation poisoning over time or changed the radiation penenties. penenties I can change the penalties if that's what you are after? 1. Create the perk - e.g LingLessHarmfulRadsPerk 2. Open the Radiation200 actor effect found in the actor effects tab. 3. Right click in the effects box, double click on the effect called reduced endurance. 4. Right click in the conditions box and select new, select HasPerk as the function, select LingLessHarmfulRadsPerk as the perk in function parameters, change the value to be equal to 0. 5. Click okay, click okay again, and save the mod. To reduce radiation poisoning over time just create an actor effect, add an effect that uses the 'restoreradiationlevel' effect, and set the magnitude to however much you want the radiation to reduce by (per second) e.g 1,2,3. Save the effect and then create the new perk. In the perk entries box create a new entry, choose the ability box and then choose the new actor effect that you created. Link to comment Share on other sites More sharing options...
2drunk2frag Posted October 30, 2010 Author Share Posted October 30, 2010 I would appreciate some guidance creating a new perk that, for example (not exactly what I intend to do), reduced radiation poisoning over time or changed the radiation penenties. penenties I can change the penalties if that's what you are after? 1. Create the perk - e.g LingLessHarmfulRadsPerk 2. Open the Radiation200 actor effect found in the actor effects tab. 3. Right click in the effects box, double click on the effect called reduced endurance. 4. Right click in the conditions box and select new, select HasPerk as the function, select LingLessHarmfulRadsPerk as the perk in function parameters, change the value to be equal to 0. 5. Click okay, click okay again, and save the mod. To reduce radiation poisoning over time just create an actor effect, add an effect that uses the 'restoreradiationlevel' effect, and set the magnitude to however much you want the radiation to reduce by (per second) e.g 1,2,3. Save the effect and then create the new perk. In the perk entries box create a new entry, choose the ability box and then choose the new actor effect that you created. Awesome info. I see how this works. However, this raises another question. I see the actor effect Radiation200, for example, and I assume the game just triggers this effect when the ~actors~ radiation is over 200 and less than 400. How do I add effects in the game that trigger for certian status condidions. For example, what if my perk gave a bonus for radiation under 200. I assume I would make an actor effect like "Radiation0" and have it look for the perk and apply bonuses if found, but how would you get the game to trigger the "Radiation0" actor effect when rads are under 200? Thanks in advance. Link to comment Share on other sites More sharing options...
Lingwei Posted October 31, 2010 Share Posted October 31, 2010 How do I add effects in the game that trigger for certian status condidions. For example, what if my perk gave a bonus for radiation under 200. If I'm going to do all your perks for you perhaps it would be easier if you just told me what you wanted to do... :P You would just create the perk and add a condition that the player have GetRadiationLevel < 200. However, this raises another question. I see the actor effect Radiation200, for example, and I assume the game just triggers this effect when the ~actors~ radiation is over 200 and less than 400. I assume I would make an actor effect like "Radiation0" and have it look for the perk and apply bonuses if found, but how would you get the game to trigger the "Radiation0" actor effect when rads are under 200? Thanks in advance. Not quite. The actor effect Radiation200 contains two effects. One is a damage endurance effect, the other is a regeneration effect. The effects will only apply if the conditions are met. In the regeneration effect you would (if you had double clicked on it at the very beginning) have seen that there is a condition that the player has a perk. All that the radiation perk you suggested does is add the same condition check to the damage endurance effect - only in this case it checks that the player doesn't have the perk. If you don't understand how objects reference different objects (e.g perks reference actor effects which reference base effects), and what you can do with scripting then it will very difficult for you to create your ideas. It would be a good idea if you go through every single perk and see if you can understand what the effect is and how it is achieved. If you do that then you will have a much better idea of what you can do with perks. Otherwise you will end up thinking that you need to do complex work arounds (Such as creating a 0 rad actor effect and adding the effects to that, and then writing a quest script that would check the players radiation level and add the perk when they are below 200 but remove it when they are above 200 - which is the answer to your question by the way), when really all you need is a simple condition check. Link to comment Share on other sites More sharing options...
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