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Perk exposing new activity


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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?

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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 by Maduin81
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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.

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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!

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