isathar Posted March 14, 2016 Share Posted March 14, 2016 (edited) The keyword cap seems to involve keywords that have a type set in the editor and are used as menu or modification categories. There's a lot of conflicting information out there, and people seem to have their own opinions on which keywords are involved, so I won't go any deeper than this. You can create a Magic Effect form that serves to temporarily add a perk to the character it's applied to (check out ModArmorPenetrationAddPerkEffect [MGEF:001F4423] for an example) . If you link the magic effect to an Object Effect, you can make an object mod add the effect when the weapon is equipped and remove it when unequipped. You can add an Object Effect to an OMOD by adding a property with the following:Value Type: FormID, IntFunction Type: AddWeapon Property: EnchantmentsValue 1: effectIDvalue 2: 1 Edited March 14, 2016 by isathar Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 14, 2016 Share Posted March 14, 2016 Add the perk to the "Player" NPC in their perk list, will add it upon loading the game. Link to comment Share on other sites More sharing options...
PoliteRaider Posted March 14, 2016 Share Posted March 14, 2016 (edited) The keyword cap seems to involve keywords that have a type set in the editor and are used as menu or modification categories. There's a lot of conflicting information out there, and people seem to have their own opinions on which keywords are involved, so I won't go any deeper than this. Honestly I don't really understand the keyword cap fully, even the experts in it have had some strange results with testing what it affects from what I've seen. For now, I just try not to use one if there's another way around it which seems the safest approach when I don't fully know/understand the risks. (Edit: Just my personal approach, I'm not recommending this to anyone). Isathar's method above looks good to me for a way of implementing the perk, I wasn't sure exactly how to do it myself without trying some experiments. Edited March 14, 2016 by PoliteRaider Link to comment Share on other sites More sharing options...
vindr20 Posted March 14, 2016 Author Share Posted March 14, 2016 Seriously, thank you isathar. If I ever make this into a working mod, I'm giving you some hefty praise in the credits. Speaking of, isathar's method seems the best to me, even if it does mean altering the modification records where a keyword based approach possibly wouldn't, just because the keyword system doesn't seem well built for this. Some mods share keywords, but not the ammo reduction effects, and my attempts to make the perks understand the subtleties there mostly failed. Short of understanding the limits of the keyword system, I'm steering clear. Besides, the object effect method seems to be working, and I like progress. Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 17, 2016 Share Posted March 17, 2016 Any way this info could be used to make magazines for weapons? I hate just "having" bullets for the gun.. There a way to make it so if you have 30, then you have a magazine, and the ammo type is the magazine, but has only 1 or 2 magazines with a 30-round size clip? Link to comment Share on other sites More sharing options...
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