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Companion Perks Permanent after...


DaemonGrin

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I don't like toying with vanilla scripts etc (unless I make a dup and edit it for something else) cause I'm not that good yet XD so was wondering if someone could make it so Companion perks become a permanent perk after completing their respective companion quests. None NVSE if possible.

 

Thanks for reading,

Geoff

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so was wondering if someone could make it so Companion perks become a permanent perk after completing their respective companion quests. None NVSE if possible.

 

Every companion perk? It shouldn't need NVSE. I'd imagine it's probably added and removed from the companions script or (less likely) perk conditions. Both of those can be edited pretty easily. But have you already completed your companion quests, because editing teh quests after your already done with them, won't help you. If that's the case a little script or just adding them in the console might be the way to go. Let me take a look and I'll get back to you.

 

Grab Lutana's NVSE plugin, along with the Item Browser mod, both on the Nexus here, and you can go into it via MCM and add the perks to yourself manually.

You won't need the companions around and can still have Boone's Spotter Perk, ED-E's Enhanced Sensors, etc.

 

Adding a companion perk is one thing, you can do that through the console, you don't necessarily need item browser. Editing it so it is no longer dependent on the companion (fired, dead etc), is something different, and that's what the OP wants.

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so was wondering if someone could make it so Companion perks become a permanent perk after completing their respective companion quests.

OK just took a look. As far as I see all the perks are added and removed by one main script and each companion's own script, so shouldn't be a problem to edit that (didn't look at the LR perks for ED-E though). After the edit it won't matter if companions are hired/fired or killed the perks won't be added/removed. As I mentioned in the first post, if you havn't finished the companion quests then it will be fairly easy to add teh perk at the final stage of each quest. If you have complete them, or some of them, I can look via getQuestCompleted and see which are done (and then add the perk). So I think it's all do-able.

 

In case I don't get time to do it, the main script is VNPCFollowersQuestSCRIPT and each companion script is shown in the actors individual form. Not much to it, just look for player.removeperk XXX and player.addperk XXX in all the scripts and comment them out. Then check all the NPCs hired topics result scripts in the same quest (VNPCfollowers) for the same (add/remove perks). I'm not sure that you even have to worry about the addperks since I think all the companion perks in the base game (ie not the LR ED-E perks) are single tiered, and adding them again (when you already have the perk) may not do anything. But I don't know that for sure, and it stops the addperk msg from popping up as well.

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Grab Lutana's NVSE plugin, along with the Item Browser mod, both on the Nexus here, and you can go into it via MCM and add the perks to yourself manually.

You won't need the companions around and can still have Boone's Spotter Perk, ED-E's Enhanced Sensors, etc.

 

Thanks but I can as Devin said add the perk easily without NVSE and MCM as the method you mention. I am looking for more of a RPG element. After doing their quests it stands to reason you would be good friends and they would teach you, that kinda thing.

 

 

so was wondering if someone could make it so Companion perks become a permanent perk after completing their respective companion quests.

OK just took a look. As far as I see all the perks are added and removed by one main script and each companion's own script, so shouldn't be a problem to edit that (didn't look at the LR perks for ED-E though). After the edit it won't matter if companions are hired/fired or killed the perks won't be added/removed. As I mentioned in the first post, if you havn't finished the companion quests then it will be fairly easy to add teh perk at the final stage of each quest. If you have complete them, or some of them, I can look via getQuestCompleted and see which are done (and then add the perk). So I think it's all do-able.

 

In case I don't get time to do it, the main script is VNPCFollowersQuestSCRIPT and each companion script is shown in the actors individual form. Not much to it, just look for player.removeperk XXX and player.addperk XXX in all the scripts and comment them out. Then check all the NPCs hired topics result scripts in the same quest (VNPCfollowers) for the same (add/remove perks). I'm not sure that you even have to worry about the addperks since I think all the companion perks in the base game (ie not the LR ED-E perks) are single tiered, and adding them again (when you already have the perk) may not do anything. But I don't know that for sure, and it stops the addperk msg from popping up as well.

 

 

Yeah I looked at the script before I posted. Quests aren't done, been doing a lot of exploring and finishing the DLC's. Not concerned with DLC companion perks. I can have unlimited companions but just makes it ridiculously stupid enemies die before I even know I've been shot XD. If I remove the add/remove from the script then I won't have the perks until I finish their quests. I think I figured it out but again I'm no expert with scripting.

 

Can quest stages be determined with comparison operators? if they can then adding an if statement to check if quest stage is less than or equal to the quest stage before 100 would remove perk. If it's completed the perk should remain. So

 

If GetStage QuestID <= 90

removeperk.perk

 

Something like that possible?

 

Thanks,

Geoff

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Can quest stages be determined with comparison operators? if they can then adding an if statement to check if quest stage is less than or equal to the quest stage before 100 would remove perk. If it's completed the perk should remain. So

 

If GetStage QuestID <= 90

removeperk.perk

 

Something like that possible?

 

Thanks,

Geoff

 

 

Yeah that's totally possible. I can probably cook that up pretty quick but it won't work with custom companions.

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Can quest stages be determined with comparison operators? if they can then adding an if statement to check if quest stage is less than or equal to the quest stage before 100 would remove perk. If it's completed the perk should remain. So

 

If GetStage QuestID <= 90

removeperk.perk

 

Something like that possible?

 

Thanks,

Geoff

 

 

Yeah that's totally possible. I can probably cook that up pretty quick but it won't work with custom companions.

 

 

Awesome! No worries about custom companions.

 

Thanks,

Geoff

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If GetStage QuestID <= 90

removeperk.perk

 

Something like that possible?

Yeah, so essentially placing a condition (getStage or getQuestCompleted) on all add and remove perk functions, so that until you complete the quest the companion perks function as normal (gain perk when hired, loose perk when fired or companion killed) but are filtered out once the companion quest is complete.

 

Then tack on a final addperk to the last stage of a companion quest, so you have the perk permanently regardless of the status of the companion. I'd also add a 2nd quick script to check for completed companion quests in case anyone else wants to use the mod, but they may have completed some of the companion quests.

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