EvilDeadAsh34 Posted May 14, 2011 Share Posted May 14, 2011 I'm want to attach the Terrifying Presence perk to a helmet and i'm not succeeding. So that it's basically and equipable perk, Is this even possible? It looks like it should be but it just doesn't work. I tried adding it to my helmets enchantments template and then i talked to a person (the ranger near Nelson) who was affected by that perk and... nothing. Should i abandon this? Link to comment Share on other sites More sharing options...
sagittarius22 Posted May 14, 2011 Share Posted May 14, 2011 (edited) Begin OnEquip player player.addperk TerrifyingPresence End Now if you want the perk to be removed after unequipping the armor, create a new perk with the same effect as Terrifying Presence - basically you change the ID to duplicate it - and attach this script to the armor: Begin OnEquip player player.addperk PERK_ID End Begin OnUnequip player player.removeperk PERK_ID End EDIT: But I am not sure that this second one will actually work with dialogues... So maybe another script should be done: Make a quest with this script. Quest must be enabled by default. scn YOURSCRIPTNAME short PlayerPerk ; 1 = player already the perk via levelling short HelmetPerk ; 1 = player has perk via the helmet Begin Gamemode if player.hasperk terrifyingpresence && HelmetPerk == 0 set PlayerPerk to 1 endif End Then this script attached to your armor/helmet: Begin OnEquip player if NAMEOFTHEQUEST.PlayerPerk == 0 player.addperk PERK_ID set NAMEOFTHEQUEST.HelmetPerk to 1 End Begin OnUnequip player if NAMEOFTHEQUEST.HelmetPerk == 1 player.removeperk PERK_ID endif EndNot sure it will work though. You may have to add some conditions in order to work properly... Edited May 14, 2011 by sagittarius22 Link to comment Share on other sites More sharing options...
EvilDeadAsh34 Posted May 14, 2011 Author Share Posted May 14, 2011 (edited) Begin OnEquip player player.addperk TerrifyingPresence End Now if you want the perk to be removed after unequipping the armor, create a new perk with the same effect as Terrifying Presence - basically you change the ID to duplicate it - and attach this script to the armor: Begin OnEquip player player.addperk PERK_ID End Begin OnUnequip player player.removeperk PREK_ID Awesome. One question though. Is this completely achievable in GECK? I'm sorry i'm asking but sometimes my idiocy knows no bounds. That, and i'm not familiar with scripting yet. :) Edited May 14, 2011 by EvilDeadAsh34 Link to comment Share on other sites More sharing options...
sagittarius22 Posted May 14, 2011 Share Posted May 14, 2011 Begin OnEquip player player.addperk TerrifyingPresence End Now if you want the perk to be removed after unequipping the armor, create a new perk with the same effect as Terrifying Presence - basically you change the ID to duplicate it - and attach this script to the armor: Begin OnEquip player player.addperk PERK_ID End Begin OnUnequip player player.removeperk PREK_ID Awesome. One question though. Is this completely achievable in GECK? I'm sorry i'm asking but sometimes my idiocy knows no bounds. That, and i'm not familiar with scripting yet. :) Yes, all this stuff must be done with GECK and only GECK ;)I hope I understood your question, my native language is French... Link to comment Share on other sites More sharing options...
EvilDeadAsh34 Posted May 14, 2011 Author Share Posted May 14, 2011 Begin OnEquip player player.addperk TerrifyingPresence End Now if you want the perk to be removed after unequipping the armor, create a new perk with the same effect as Terrifying Presence - basically you change the ID to duplicate it - and attach this script to the armor: Begin OnEquip player player.addperk PERK_ID End Begin OnUnequip player player.removeperk PREK_ID Awesome. One question though. Is this completely achievable in GECK? I'm sorry i'm asking but sometimes my idiocy knows no bounds. That, and i'm not familiar with scripting yet. :) Yes, all this stuff must be done with GECK and only GECK ;)I hope I understood your question, my native language is French... Yes, you understood perfectly. Thank you for the help :) Link to comment Share on other sites More sharing options...
th3t3rr1bl30n3 Posted December 16, 2011 Share Posted December 16, 2011 I found this post searching for a similar answer and am wondering if anyone is still keeping tabs on it to reply. I just started using GECK recently but have been playing Fallout for years so I'm familiar with using console commands to unbug quests and buff characters, etc... My question is, how do I "tag" a script to an item? I would like equipping an armor to run the console command player.setscale 2, and then unequipping the armor to run player.setscale 1 I'm not a fan of setscale but it's for a mod that I'm developing for replay value basically, where the character is quickly transformed into a superhero of sorts. The script I have written so far is this, scn TestScript1Begin OnEquip playerplayer.setscale 2EndBegin OnUnequip playerplayer.setscale 1End I'd like to link this to Armor1 Should I instead write, Begin OnEquip Armor1player... etc? Or can I use a script effect on the armor's object effect and link to this script through one of the condition functions? Or do I have to use script extender? Thanks. Link to comment Share on other sites More sharing options...
FMod Posted December 17, 2011 Share Posted December 17, 2011 (edited) My question is, how do I "tag" a script to an item? It's right there. Open it in GECK and you'll see a big "Script" dropbox right under Name.Use the first version. Except, let me upgrade it: scn th3t3rr1bl30n3Script1 float oldscale Begin OnEquip player set oldscale to player.getscale player.setscale 2 End Begin OnUnequip player player.setscale oldscale End You could even go further: scn th3t3rr1bl30n3Script1 float oldscale float newscale float ratio short button Begin OnEquip player ShowMessage th3SuperheroMessage ; here you could include a menu to select the scale set ratio to 1.5 set oldscale to player.getscale set newscale to oldscale*ratio player.setscale newscale End Begin OnUnequip player player.setscale oldscale EndI wouldn't recommend using a scale of 2, it's too monstrous, 1.5 or so should be better, fewer problems with not fitting through arches and such, and it's still huge. Your choice of course. Edited December 17, 2011 by FMod Link to comment Share on other sites More sharing options...
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