hellkat9940 Posted November 6, 2010 Share Posted November 6, 2010 I'm contemplating making a perk pack, and I have very little experience with the GECK. In fact my only experience with it was making a previous perk pack for Fallout 3 more than a year ago, and tinkering with another mod to make it not require a power armor helmet. For the most part looking over things, I've already figured out how to accomplish all but a handful of the ideas I've had. Though there are a few that aren't immediately obvious on how to enact. 1) Powered By DeathThe idea I had for this one is closest to Grim Reaper's Sprint, except that it's not just in VATS, and rather than getting AP back, you regain a few HP (Was thinking to make it a solid 5 HP per kill, or 1-3% of player HP. Of course I poke around in the GECK and find that GRS uses an Entry Point, whatever that is, and it's some function that I can't seem to figure out how to make a new one of (and likely I can't.) So I was thinking that I could potentially use the Challenge system to do so. Essentially copying the Lord Death challenge, making it start out inactive and unlocked by the perk, and having the script add the HP upon every kill. The only problem with that would be the amount of message spam every time you got a kill. There might be another way to do the effect, though I'm thinking that I might be able to set the Interval to something really high, while the threshold is set at 1. I don't know if that would work or not. Heck, there might be a way to do that that I haven't thought of. 2) Innate PoisonThe overall idea for the perk pack is kinda-sorta Nanotechnology themed (except for PBD above), and the idea I had was essentially a genetic alteration to give the player an poison gland or something, and thus a Damge over Time effect would potentially be added to all melee and unarmed attacks. At least that's the idea. Looking at the in game poisons, I can't figure out how I would manage to make this one work. I was thinking to make it, essentially, 1/10th of the attack's damage, which would probably make things even more complicated. So something like maybe 1 or 2 damage per second, applied as a number of seconds equal to the player's level, perhaps? Would that make it even worse? I dunno... It'd probably be easier just to give a 10% damage bonus to Melee and Unarmed attacks, but I like the idea I came up with thematically. 3) External MaintainanceThe idea behind this one is, essentially, having the nanite's in the PC's body creeping out and fixing their gear. I know for a fact I can make this apply to the weapon the PC is using by cribbing code from the Repair Kit. But I haven't a clue on how to get it to apply to any of the armors. I'm also wondering what interval I ought to use. 1 percent per 30 seconds, 45, a minute, even longer? I want it to be short enough in interval to be useful, but not so useful that armoring up and sitting in place for a few minutes gets you some perfect condition armor to sell for lots of caps. 4) Multiple Regeneration EffectsLooking at the in-game perks that already have the effect, they all call up float MicroRegen. My guess is that it doesn't matter what the thing is called, but MicroRegen is used for consistancy? If I make several regeneration perks, do I have to use the MicroRegen float (I don't think I do), will having multiple scripts using the same float cause problems (I'm not sure since the rad reducer and solar powered ones both use it, and I doubt they'd conflict), and could I use my own float names in the same script if I want, for example, to have radiation get lowered and limbs healing on different time frames, but in the same perk? Oh yeah, that reminds me, how do I make a perk restore limb condition? Script with RestoreAllLimbs set up like the other regens, yes? Link to comment Share on other sites More sharing options...
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