HillbillyDave Posted December 1, 2015 Share Posted December 1, 2015 I've never made a mod like this before and when I asked in the request forums no one seemed to be interested. What I want to do is rework the Local Leader perk by making setting supply lines and buildings shops and crafting stations standard fare for all wastelanders regardless of charisma and instead, Local Leader will increase the settler cap at settlements by 5 on the first and 10 in the second rank, meaning the low charisma player could still have supply lines and basic shops and the higher charisma player could potentially have up to 30 settlers per settlement. It's a win/win change that helps everyone. I've managed to edit the Local Leader perk descriptions to reflect that change, but that's as far as I've gotten as I don't know where to go from there to make the actual gameplay changes; it's not as straight forward as I had hoped. I don't know how to disconnect supply lines and shop/crafting functionality from the perk and instead have it change the settler cap formula. Can someone point me in the right direction? Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 1, 2015 Author Share Posted December 1, 2015 I figured out the shops and crafting stations. Still not sure how to disconnect the supply lines and add in the settler cap function. Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 1, 2015 Author Share Posted December 1, 2015 Scratch that. I've kinda' figured out the shops and stuff but I'm still not sure how to delete the perk condition. I tried the remove command on the condition line but then it seems that also removed the secondary condition that the shops can only be built in a workshop settlement, which I don't want to change. How to delete a specific condition? Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 1, 2015 Author Share Posted December 1, 2015 Ok I got all the shops and crafting stations edited but I still don't know how to give the Local Leader perk the effect I want it to have. Right now it's doing nothing I really need help with that part. I know the settler cap formula is "10 + Charisma" so what I want the perk to do is make it "10 + Charisma + 5" on first rank and "10 + Charisma + 10" on second rank. Can someone please help me out with that? Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 1, 2015 Author Share Posted December 1, 2015 Oh and I need to be able to disconnect supply lines from Local Leader 1 and idk how to do that either. I don't know where to look to find the conditions for supply lines. Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 2, 2015 Author Share Posted December 2, 2015 Anyone? Can anyone help me find what I'm looking for? I still need to change supply lines so they no longer require Local Leader 1 and I need to edit the settler cap calculation to add +5 for each rank of Local Leader but I can't find these variables in the editor. Link to comment Share on other sites More sharing options...
ShinraStrife Posted December 2, 2015 Share Posted December 2, 2015 They are likely stored in quests and scripts. As a new modder quests and scripts are going to be quite a challenge ultil the ck comes out Link to comment Share on other sites More sharing options...
HillbillyDave Posted December 2, 2015 Author Share Posted December 2, 2015 They are likely stored in quests and scripts. As a new modder quests and scripts are going to be quite a challenge ultil the ck comes out Well maybe I'll just have to put this mod on the backburner 'till the CK comes out. I was really hoping to get this mod up and running. I know changing perk functions is doable, as someone made a mod that changes how Idiot Savant works but those kinds of changes are beyond my ability at the moment without someone helping me learn how to do it. I blindly poked and prodded at FO4Edit till I figured out how to edit the shops and crafting stations and those are working as I want them too (yay me), but disconnecting supply lines from Local Leader 1 and then giving LL1 and 2 the function I want them to have are beyond my knowledge and I don't think any amount of poking around in FO4Edit is going to result in me figuring them out. Link to comment Share on other sites More sharing options...
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