EliteKill Posted May 28, 2016 Share Posted May 28, 2016 I'm looking for help creating a new perk. Haven't modded since FO3 so I'm getting used to the new concepts. Anyways, I want to make a perk that enables a new type of activity with locked containers. I've created a new perk, and attached a new Perk Entry to it, and chose Entry Point. This is how it looks: http://i.imgur.com/HH8YEce.png The new option appears on the locked containers, however when I try to use it nothing happens. I tried to get it working by attaching a Perk script to the base Perk and listening to the OnEntryRun event, but that didn't do anything either. Anyone know what I can do? Link to comment Share on other sites More sharing options...
Maduin81 Posted May 28, 2016 Share Posted May 28, 2016 (edited) This may sound silly, did you compile the script? Edit: Also, I've noticed certain debug methods don't always work with activations. You could try to enable papyrus logging and use debug.trace instead. Or a quick and dirty Game.GetPlayer().Additem(Game.GetCaps(), 50), if you need to check multiple states, just change the cap amount to a set amount (1 is a success or 'if' branch 1, 2 is failure or branch 2, etc.) Edited May 28, 2016 by Maduin81 Link to comment Share on other sites More sharing options...
Magicockerel Posted May 28, 2016 Share Posted May 28, 2016 I've made a mod that unlocks doors and containers (and will optionally be bound to your Locksmith perks), which appears to be along the same lines as you. Haven't released it yet because I have been and will continue to be busy over the next few weeks, and therefore don't have the time to make a polished version and set up the mod page. I've uploaded part of it to dropbox in another thread as I was/am still having issues getting the game to recognise all sources of stealing (they only register something as stealing when it has an owner as far as I can tell, despite it still being a crime to pick locks on doors in Diamond city that don't have owners), here's the link: https://www.dropbox.com/s/u12dc13yhc0ij5n/QuickUnlock.rar?dl=0 What I've uploaded works perfectly fine, though it was something made in all of 2 minutes for demonstration purposes. I've added the perk to the player via a quest, as you can see in the source provided. Yes, you do compile the script. Link to comment Share on other sites More sharing options...
EliteKill Posted May 28, 2016 Author Share Posted May 28, 2016 This may sound silly, did you compile the script? Edit: Also, I've noticed certain debug methods don't always work with activations. You could try to enable papyrus logging and use debug.trace instead. Or a quick and dirty Game.GetPlayer().Additem(Game.GetCaps(), 50), if you need to check multiple states, just change the cap amount to a set amount (1 is a success or 'if' branch 1, 2 is failure or branch 2, etc.) I've made a mod that unlocks doors and containers (and will optionally be bound to your Locksmith perks), which appears to be along the same lines as you. Haven't released it yet because I have been and will continue to be busy over the next few weeks, and therefore don't have the time to make a polished version and set up the mod page. I've uploaded part of it to dropbox in another thread as I was/am still having issues getting the game to recognise all sources of stealing (they only register something as stealing when it has an owner as far as I can tell, despite it still being a crime to pick locks on doors in Diamond city that don't have owners), here's the link: https://www.dropbox.com/s/u12dc13yhc0ij5n/QuickUnlock.rar?dl=0 What I've uploaded works perfectly fine, though it was something made in all of 2 minutes for demonstration purposes. I've added the perk to the player via a quest, as you can see in the source provided. Yes, you do compile the script. Thanks for the replies! I recompiled the scripts, checked KermalsEgg's esp and saw it was pretty much the same, did everything... Nothing worked. However, I then started a new save without mods, activated my plugin and it did work. Strange, probably corrupted it somehow. Thanks again for the replies! Link to comment Share on other sites More sharing options...
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