daverboon Posted August 7, 2011 Share Posted August 7, 2011 Spent the day so far scanning geck, fnvedit and the threads here trying to find some info on how to call up the "Choose a perk" page. I wanted to make a mod that will bring up this page and let you choose a new perk. I have the cheat terminal mod but it doesn't update to show perks you haven't chosen. I need a scipting example to see how this screen can be called up. I apreciate any help on this, Skyrim is comming and I want to have some good modding experience under my belt ahead of time. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted August 7, 2011 Share Posted August 7, 2011 From what I've been able to tell, the Perk selection menu is tied directly into leveling, and is also associated with the skill distribution menu. The only way I know of to get to the menu is the workaround done in the XFO Two Perks Per Level mod. Basically you detect a level up (set a variable when the game goes into MenuMode 1027. Then when the menu exits, then you check XP and level, and level the player up again, but before you do, you add a perk with the Adjust Gained Skill Points perk entry set to either a large negative number, or if possible, just multiply by 0 (will then add 0 skill points). The level up happens, but the player has no skill points, so they just click through the skill selection screen and go into perk selection. Once they exit the menu block again, then you remove the perk, and reset the level/XP back to what they were before. Link to comment Share on other sites More sharing options...
daverboon Posted August 8, 2011 Author Share Posted August 8, 2011 From what I've been able to tell, the Perk selection menu is tied directly into leveling, and is also associated with the skill distribution menu. The only way I know of to get to the menu is the workaround done in the XFO Two Perks Per Level mod. Basically you detect a level up (set a variable when the game goes into MenuMode 1027. Then when the menu exits, then you check XP and level, and level the player up again, but before you do, you add a perk with the Adjust Gained Skill Points perk entry set to either a large negative number, or if possible, just multiply by 0 (will then add 0 skill points). The level up happens, but the player has no skill points, so they just click through the skill selection screen and go into perk selection. Once they exit the menu block again, then you remove the perk, and reset the level/XP back to what they were before. Hmm that sounds complicated for my level of scripting, what if I set it up as a time based challange? A script that maybe checks how many days have passed then opens a menu of perks, selecting an option gives that perk to the player. I think I read some stuff on setting timed events, I'm thinkin since challanges are already set up for this kind of thing I figure the automatic reward could be switched up with an option menu. I dunno I've seen some crazy stuff done in mods. Well thanx apreciate it, that challange stuff is new light bulb Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted August 9, 2011 Share Posted August 9, 2011 Challenges run when you do something like us a certain object, kill a certain creature, etc. They're event driven. You'd need to do it in a quest. The issue with the list of perks is that: 1) it'll be a lot of messages and, 2) it won't take into account mod added perks (which I assume you'd want). If you're not planning on releasing it, I'd say just rip the code from the XFO mod, and change it to be on say, an activator or something. If you DO want to release, ask for permission to do that. An issue that might arise from doing it this way is that the current script in the XFO version doesn't take into account the XP in the new level, so it sets you back to the level you just earned. In the case of having it on a switch, this would mean if you used it at say, 90% of the way to your next level, you'd get reset back to the beginning for that level. Link to comment Share on other sites More sharing options...
daverboon Posted August 9, 2011 Author Share Posted August 9, 2011 Challenges run when you do something like us a certain object, kill a certain creature, etc. They're event driven. You'd need to do it in a quest. The issue with the list of perks is that: 1) it'll be a lot of messages and, 2) it won't take into account mod added perks (which I assume you'd want). If you're not planning on releasing it, I'd say just rip the code from the XFO mod, and change it to be on say, an activator or something. If you DO want to release, ask for permission to do that. An issue that might arise from doing it this way is that the current script in the XFO version doesn't take into account the XP in the new level, so it sets you back to the level you just earned. In the case of having it on a switch, this would mean if you used it at say, 90% of the way to your next level, you'd get reset back to the beginning for that level. Your 2nd point there is what made me think of it, I think the "more perks" mod adds 75 new ones. Being a greedy guts I wanted to try out atleast all of the ones I liked. I read about the XFO mod and I'm not likeing how it handles the problem. My skill level in modding is far too amature to publish anything but when Skyrim enters the scene perhaps I'll have had enough experiments to put something together for others to try. No release plans for new vegas. I just want the understanding and workflow knowledge to practice on. I know Beth use's a different engine but the methods should be similar. There's a lot of great info here for me to play around with so I thank you and the rest for taking the time. Link to comment Share on other sites More sharing options...
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