Nocturneko Posted November 7, 2010 Share Posted November 7, 2010 First-time F:NV modder here... only ever made mods for Oblivion. Anyways, I'm trying to build a trait/perk that does two things: 1. Increases X damage by an amount equal to Y skill (divided by Z if possible, can work around if not).2. Disables the ability to equip Q weapon class. I think I can figure out number 2 eventually, but I've hit a brick wall trying to figure out number 1. Link to comment Share on other sites More sharing options...
Lingwei Posted November 7, 2010 Share Posted November 7, 2010 In the box for the perk entry, you can choose entry point - calculate weapon damage, add value (eg 1), and then in the conditions for perk owner put getactorvalue skill (eg guns) >= 10. Then in the weapon tab choose IsWeaponSkillType parameter (eg energyweapons) and set it to !=. That way the extra 1 point of damage will only occur so long as the player isn't using energy weapons. It might make more sense for you to just set it to guns == 1 however, so they don't get the extra damage while wielding melee weapons for instance. It's a rather clunky method since you would have to individually go through and set all the extra damage levels and conditions (provide ten entries each doing 1 extra damage each with a getactorvalue check of the skill 10 points higher for each level). Alternatively you can try and do something with a quest script variable that will find the value of the actor's skill level, then you can divide that by 2 or 3 or 4 or whatever. Then you would just reference the getquestvariable number rather than the actual getactorvalueskill level number. Link to comment Share on other sites More sharing options...
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