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Gender-based Perks for Player help?


DocNewcenstein

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I've made a set of Perks for the Player that are Gender-based, with Conditions set to assign the Perks based on whether you choose Nate or Nora.

 

The Perks are added to the Spell List of the "Player" entry under Actor/Preset.

 

 

The male perks display in the PipBoy when playing as a male, but the female perks don't show when playing as a female, and the male perks display when playing as female.

 

The Perks affect SPECIALs differently based on gender, and that part of the mod does work.

 

There are 2 perks for each gender, and aside from the values, the settings are identical, so they should display according to the Conditions, correct?

 

The Conditions for the Male Perks are set to

Run On Player / Function GetIsSex Male == 1

 

For the Female Perks,

Run On Player / Function GetIsSex Female == 1

 

Would it make a difference if I change the Comparison to != ?

 

The Abilities attached to the Perks are ones I made (vanilla effects added into a custom stack), and also have the same Conditions in the Spell stack, since it was applying both sets of SPECIAL modifiers to either character instead of just their own.

 

From what I can tell in-game (at least up to getting the PipBoy), everything else is working, it's just the PipBoy display that's not working.

 

I tried adding the Female Perks to the Player Spouse Female preset, which I presumed to be the Female Player since she's the only one with Inventory items by default.

 

It's the only loaded mod in a New Game, so I doubt there's a conflict with another mod.

 

 

Any ideas? I'm assuming a Script would handle this better?

 

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Thanks, I forgot about Black Widow and Ladykiller :doh:

 

After looking through Black Widow, I'm not seeing anything different from what I'm already doing, other than how the Perk is applied (Entry Point>mod non-Actor Value vs direct application of an Ability). The Action Girl Perk (which I also forgot about) is similar to how mine is set up - Run On=Player, GetIsSex=Female == 1, but that doesn't enlighten me as to why my Female Player Perks don't show in the PipBoy.

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I tried adding the Female Perks to the Player Spouse Female preset, which I presumed to be the Female Player since she's the only one with Inventory items by default.

 

I'm confused by what you mean here and am wondering if this is a potential source of your problems. Could just be I'm misunderstanding badly. What method are you using primarily to apply these perks to the player?

 

Also, if you manually add the female versions of the perks VIA console I assume you get the desired results on the PipBoy?

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"... but that doesn't enlighten me as to why my Female Player Perks don't show in the PipBoy."

 

I think you will need a way to get the perk to your character, unless you're using console commands. I would say use a magazine template or something or other.

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Yeah, brainfart on me: I added it to the Player Actor in the CK rather than creating an event where the Perk is granted via magazine or other normal method. Sorry, should've made that more clear.

 

I'm guessing that's the problem - the Player starts with said Perk in their Spell List.

 

However, that still doesn't explain why only the Male perks are displaying whether I pick Nate or Nora. If Nate's Perks are showing for Nora, Nora's Perks should be showing for Nate, I would think.

 

Anyhoo, I'll re-do the whole thing so the Perks are assigned when you come out of the Vault. Can't really make use of them until then, anyway, and at that point the Player is set in stone for the most part.

 

Now, if someone can point me to a tutorial on how to do that........

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Ok, so I've rebuilt the mod, but didn't place the Perks in the Player Actor's Spell List.

 

I've also got the Level-Up Menu Conditions set to GetStageDone / MQ102, 6 - PipBoy Boot Sequence done, with the intention of adding the Perks to the Player when you pick up the PipBoy and turn it on (first time we get to see our Inventory and Stats).

 

Would I also add the following to the Fragment associated with this particular scene in order to add the appropriate gender-specific perks at that point?

 

 

ActorBase PlayerBase = Game.GetPlayer().GetBaseObject as ActorBase
If (PlayerBase.GetSex() == 0)
 Game.GetPlayer().AddPerk == (MalePerk1)
 Game.GetPlayer().AddPerk == (MalePerk2)
else
If (PlayerBase.GetSex() == 1)
  Game.GetPlayer().AddPerk == (FemalePerk1)
  Game.GetPlayer().AddPerk == (FemalePerk2)
endIf

 

 

Or is this laughably incorrect?

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Ok, so the script was indeed laughably incorrect, at least as a Fragment.

 

However, I added my custom Perks to the PlayerPerk which is already in the Player Actor's inventory, with Gender Conditions, and the bonuses apply correctly. Since the Player Perks did not appear in the PipBoy to begin with, it's not so great a loss (still would've been nice, but...).

 

The only other issue I'm dealing with now is getting those SPECIAL bonuses to appear in the SPECIAL Menu (where you set your name and assign Points). I'd rather have these numbers reflect the bonuses, so players know which stats they can assign more or fewer points to. I know if I edit the Player Actor's stats directly they'll display properly, but since my mod assigns each character their own bonuses and different stats, that won't work.

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As a note: I would avoid editing base records when you have the luxury of doing so. You could accomplish this by a script using a trigger volume just outside Vault 111, though it might be possible to create a hidden quest that just watches for when the character enters the overland map for the first time. This is so that you don't conflict with other mods that modify a record -- the fewer potential collisions you create, the better your compatibility with other mods.

 

 

As for the SPECIAL menu and displaying their stats correctly, here's a potential fix: if you know changing the player's SPECIAL stats will help it display properly you could set the SPECIAL stats just before they talk to the Vault Tec Rep and then remove your changes immediately afterwards.

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Yeah, I'm not a fan of altering base records directly unless I know it's a mod I won't upload.

 

I did find a possible solution: drop a DefaultActivator outside the bathroom for each character, with gender conditions for activation, with a DefaultSetAVOnActivate script attached to it. Just need to replicate and add to it.

 

The Prewar Playerhome is a mess of boxes, though. I thought the areas around Riften were too cluttered to build in, but this place is insane.

 

I'll give it a whack and report back. Gotta rebuild the mod from the ground up just to keep it clean.

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