rickerhk Posted April 21, 2011 Share Posted April 21, 2011 Just don't waste your time on perks - perks only work on the player. I don't believe so. Here is a segment of script that runs when the mother deathclaws babies are killed and the mother is enraged; QJDeathclawMotherRef.AddPerk PsychoPerk QJDeathclawMotherRef.AddPerk AdamantiumSkeleton QJDeathclawMotherRef.AddPerk BetterCriticals Its actually what gave me the idea to sort of turn it around a little on the player. A chance for the player to battle a opponent thathas abilities like him or herself. Although to be fair by far the majority of perks wouldn't make sense on a npc.You can addperk to any actor - the script compiles. You can even do it at the console with the formID. If you leave the console, then go back and use 'HasPerk' with formID it comes back zero. It doesn't stick. It's easy enough to test. Link to comment Share on other sites More sharing options...
rickerhk Posted April 21, 2011 Share Posted April 21, 2011 Just don't waste your time on perks - perks only work on the player. What about actor effect I have seen quite many for instance ranger toughness used on npcs? actor effects work fine. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 21, 2011 Author Share Posted April 21, 2011 Just don't waste your time on perks - perks only work on the player. I don't believe so. Here is a segment of scriptYou can addperk to any actor - the script compiles. You can even do it at the console with the formID. If you leave the console, then go back and use 'HasPerk' with formID it comes back zero. It doesn't stick. It's easy enough to test. Weird you think the developers would have picked up on that. But in any case, so I could just make actor effects that have the same bonuses as the perk (where possible) and they should do the trick? Link to comment Share on other sites More sharing options...
rickerhk Posted April 21, 2011 Share Posted April 21, 2011 Weird you think the developers would have picked up on that. But in any case, so I could just make actor effects that have the same bonuses as the perk (where possible) and they should do the trick?Yes. I would just make a script on the actor that applied/maintained/removed actor effects to itself depending on what holotape was in it's inventory. The reason I say 'maintained' is I've seen actor effects on NPCs go away when going from an interior cell to exterior sometimes. Just have a part in the script that checks (IsSpellTarget) to make sure they still have the effect that they are supposed to have. If not, then re-apply it. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 22, 2011 Author Share Posted April 22, 2011 (edited) Weird you think the developers would have picked up on that. But in any case, so I could just make actor effects that have the same bonuses as the perk (where possible) and they should do the trick?Yes. I would just make a script on the actor that applied/maintained/removed actor effects to itself depending on what holotape was in it's inventory. The reason I say 'maintained' is I've seen actor effects on NPCs go away when going from an interior cell to exterior sometimes. Just have a part in the script that checks (IsSpellTarget) to make sure they still have the effect that they are supposed to have. If not, then re-apply it. Wasn't aware I'd have to keep an eye out for them no longer being in effect :pinch: Sometimes I get this feeling the geck is just held together with duck tape and spit.Thanks for the info I appreciate it Edited April 22, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
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