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Question on editing esp's in FNV Edit.


Deagroth

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Alrighty, here's the situation:

 

I have multiple mods that add perks, unfortunately a few of them modify the same perks in different ways or add nearly identical perks. So I load up the mods in question in FNV Edit and take a look at the actual differences between them, but as I go to try and edit them I have second thoughts because I really don't know what I'm doing. (First baby steps into modding here).

 

For example, I've got FalloutNV.esm, Project Nevada Core.esm, and FO3 Perks.esp opened up and am looking at the perk "Grim Reaper's Sprint". The two have identical entries, but FO3 Perks.esp has both a different description and a different value for the effect (fully restores Action Points rather than just 20).

 

Am I able to manually edit the description in FO3 Perks.esp to be the same as the other two and have it stick (and not blow something up?) I guess I'm asking if it is possible to manually tweak mods in FNV Edit rather than using the G.E.C.K (for personal use) or making a merged patch?

 

There's quite a few perk and trait mods that I want to use (usually for only a part or two), but they'll have something that'll conflict with something I don't want to change.

 

Another example is FO3 Perks having a slightly modified version of the original Cyborg perk (with an EditorID of MyPerkCyborg, FormID 02000ADD ) and BR - Traits and Perks version of Cyborg (EditorID Cyborg, FormID 05001388) which is almost identical to the original perk. The differences being FO3 Perks gives you +3 Damage Threshold instead of +10% Damage Resistance and BR - TnP removing the Medicine skill requirement and leaving the Damage Resistance in.

 

Could I, in this second example, actually delete the FormID entry with no problems? Or could I set which ever one I want to unplayable by editing that field to "No"?

 

 

On the other hand I would like to ask whether or not it is possible add a method to purchase perks in game. For example: You pay an obscene amount of caps for a consumable item which then allows you to select a perk for which you already meet the requirements.

~Nanaka7777us

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The Other Method to get perks in game is to use console command:

player.addperk (formid) 1

player.removeperk (formid) 1

Perk levels 2+ use different formids and just replace lower levels (action boy 2 replaces action boy 1).

 

While editing .esp is possible and feasible, it causes one hell of a mess when you update given .esp to newer version. Merged patch is a much better way. Deleting the formid from file may cause problems in game, null references in dependant files or hidden conflicts. Just look if there is a kind of 'invisible' switch, in fnvedit or in geck. Such marked perk would not appear on levelup menu.

 

OTOH buyable perks exist in Project Nevada. Just use Project Nevada - Cyberware.

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Ah, thank you for the info. I doubt I'll be updating any of the mods that I'd be changing without deleting the old version first. I guess I'll just leave the formids alone then and just edit the playable field. The ones I'd be modifying are all standalone mods so nothing else should require them. If all else fails and I screw something up, good thing I backup all the zip files for mods I use.

 

Well for the other method of gaining perks I'd prefer to figure out a way to be able to either increase the number able to be chosen at level up (above one per level and NOT relying on the only 2 perks per level mod available that levels you a second time for another perk then removes the extra level). Or have a way to pay for something like a coupon: 1 Free perk of your choice type of thing. Use it and it brings up the choose a per page so you can choose one just like as if you'd leveled.

 

And I'm using Project Nevada - Cyberware, the 'perks' you get from that are all predetermined cybernetic enhancements, meaning you purchase a specific 'perk' or find the module and have a capable doctor install it.

 

Example of the purchase a perk method I'm curious about (whether it'll work or not). You buy a one time use consumable item or pay an npc a fee for 'training, upon either using the item or paying the fee you're taken to the perk select screen and can chose ANY available perk from which you meet the requirements, not just a predetermined one based on the item you purchase/install. More flexibility and freedom of choice, which would also prevent having to make a similar cybernetic style item for each of the many perks available in game and thru mods.

 

The reason I'm trying to find out if this type of method is actually feasible is because I'm bored to death of using the console to get all the extra perks I'd like and would rather have a more balanced and non-cheating method of obtaining them. Heck if this can actually be done it'd let anyone who has a level capped character purchase more perks rather than being forced to use the console (and having to find the actual codes for them).

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