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Replacing perk in perk tree?


FinalFrog

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I'm trying to remove the immunity to tripwires and landmines provided by the sneak perk tree and am having some issues.

 

After some investigation I determined that Sneak02 PERK entry doesn't apply the immunity as an effect, but rather the trip-wire activators check whether the player has the perk Sneak02. Unfortunately both Handmade Tripwire and Laser Tripwire ACTI entries appear to not be read successfully by the current version of FO4Edit and have keyword references that can't be copied into a new esp.

 

I tried removing the "Calculate Mine Explode Chance" effect from the Sneak03 PERK entry, but when I tested this in game and they still wouldn't explode. This might be because dud/no-dud gets determined when the landmine spawns (The landmines I tested were very close to my last save), but I'm concerned there might be a similar perk check for Sneak03 somewhere I haven't looked.

 

 

To work around the perk Editor ID checks I copied both these PERK entries to a new ESP with new EditorIDs "Sneak02_NoImmunity" and "Sneak03_NoImmunity" in a new esp, modified them to remove the landmine chance effect and edited their descriptions. Next I linked them into the Perk tree by changing the Next Perk data on Sneak01 to point to the FormID for Sneak02_NoImmunity and the Next Perk data for Sneak02_NoImmunity to point to Sneak03_NoImmunity. Since Sneak03_NoImmunity still pointed to Sneak04 I expected this to complete the loop and fit in seamlessly.

 

Unfortunately this seems to break the Sneak perk tree completely. The animated perk doesn't work and mousing over the perk shows the description for Sneak02_NoImmunity and 5 perk levels but doesn't allow me to Next or Previous to see any of the other perks in the tree. This happens even if I load a character who doesn't have any points in Sneak. It looks like the game is assuming that Sneak02_NoImmunity is the new root of the Sneak tree and can't connect it to the other perks through the Next Perk data, but I have no idea how it is determining this. The perks are identical to the existing perks besides having a different FormID/EditorID and one of them having a single effect removed.

 

 

Any advice? I've uploaded my esp as it currently stands if someone wants to check my work.

 

Edit: Looks like I was right about when the Calculate Mine Explode Chance is applied. I went to a new region while using a mod to remove the effect from Steam03 and got blown up by a mine! :D I'll post the mod to Nexus tonight. Removing the immunity to Tripwires will have to be added later when it becomes possible.

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