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HELP: Adding Spotter Perk to Lucky Shades?


Starscream84

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Float,

 

With the "Community Bugfix Pack" (found here: http://www.newvegasnexus.com/downloads/file.php?id=38326) enabled, your mod doesn't seem to activate correctly. "Spotter" will show up in the perks list of the pipboy, but enemies will not be highlighted while aiming. However, the "Spotter perk" will function correctly while having Boone as a companion instead of the glasses (even with the bugfix pack enabled). With the bugfix pack disabled, your mod works perfectly (confirmed with my current save as well as a new game).

 

If it's something easy to fix then that's great, but if it's going to be a major pain then don't worry about it (I'll just uninstall the bugfix pack).

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Float,

 

With the "Community Bugfix Pack" (found here: http://www.newvegasnexus.com/downloads/file.php?id=38326) enabled, your mod doesn't seem to activate correctly. "Spotter" will show up in the perks list of the pipboy, but enemies will not be highlighted while aiming. However, the "Spotter perk" will function correctly while having Boone as a companion instead of the glasses (even with the bugfix pack enabled). With the bugfix pack disabled, your mod works perfectly (confirmed with my current save as well as a new game).

 

If it's something easy to fix then that's great, but if it's going to be a major pain then don't worry about it (I'll just uninstall the bugfix pack).

 

 

Hey star, I will look into this immediatley.

 

It saves me the trouble of shooting all the NPC's in my real mod when I get fustrated because they arent doing what I asked them to do, so this is kind alike a rebreather.

 

If you wou;dn't mind though, please have a real run through my place in my signature, and if you see anything out of whack report back. PM is fine. Just involved with quests, and holy crap, its a mess. I mean for what I want to do, it's a little complicated. Well its a lot complicated, and Im still stumbling on dialog.

 

Anyway this fix is like a break for me, so no problem would like it to work as advertised,

 

Cheers mate.

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I just wanted to point out that when adding and removing perks you should always check to see if they have the perk already or not. Logic like the following:

 

To add the perk:

 

integer GavePerk
if (player.HasPerk "The Perk Name")
Set GavePerk to 0
else
Set GavePerk to 1
player.AddPerk "The Perk Name"
endif

 

To remove the perk:

 

if (GavePerk == 1)
player.RemovePerk "The Perk Name"
Set GavePerk to 0
else
Set GavePerk to 0
endif

 

 

This is to prevent you accidentally removing a perk they already had since the add will fail silently but the remove will succeed in the case of them having the perk before you tried adding and removing it.

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