Nocturneko Posted November 7, 2010 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.
Lingwei Posted November 7, 2010 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.
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