DarkHoof Posted July 12, 2016 Share Posted July 12, 2016 (edited) Basically, I'm new to the G.E.C.K. and I wanted to make a small mod that would add different small quest-rewarded perks for completing the quests that are already in the game. I don't know how to make them work without changing the quest reward, as I don't want to mess up any mods that change it.I wanted to make some kind of a script that'd check if the quest is completed that means the perk is rewarded. Edited July 12, 2016 by DarkHoof Link to comment Share on other sites More sharing options...
clanky4 Posted July 12, 2016 Share Posted July 12, 2016 http://geck.bethsoft.com/index.php?title=GetQuestCompleted Link to comment Share on other sites More sharing options...
DarkHoof Posted July 12, 2016 Author Share Posted July 12, 2016 (edited) Wonder how to put that function of 1 and 0 to "player.addperk <base id>"P.s. Yes, I'm really, really dumb.Update: got a vague idea. scn <scriptname> Begin GameMode if [GetQuestCompleted <questname> == 1] player.addperk <perkname> endif End Edited July 12, 2016 by DarkHoof Link to comment Share on other sites More sharing options...
Ladez Posted July 13, 2016 Share Posted July 13, 2016 I'd add a HasPerk condition as well to make sure it only runs once. if getQuestCompleted SomeQuest && player.hasPerk != 1 player.addPerk SomePerk endif Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 13, 2016 Share Posted July 13, 2016 I'd also put this in a quest, and add StopQuest it in your script so it doesn't stay running at all. Link to comment Share on other sites More sharing options...
DarkHoof Posted July 13, 2016 Author Share Posted July 13, 2016 I'd also put this in a quest, and add StopQuest it in your script so it doesn't stay running at all.Like, an unmarked quest? Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 13, 2016 Share Posted July 13, 2016 Yeah, quests can be hidden from the player. They run silently in the background. Link to comment Share on other sites More sharing options...
DarkHoof Posted July 15, 2016 Author Share Posted July 15, 2016 (edited) Made a perk, a quest and a script attached to it. However, there are a few problems -the script won't do the thing and when in-game I type "player.addperk 13000add" (ID is totally correct) the console says that it's an "Invalid perk". Also, I have GECK Power-up installed and when I try to save the script after I add "showmessage GainSurvivorPerk" to it, a warning pops up, saying that there isn't a "MessageBox parameter". And until I deleted the message part it didn't let me save.P.s. I have to remind that the console says "Invalid perk" when I try to add the perk, not "There isn't a perk". The message differs from "There isn't a perk" one, I checked that, Edited July 15, 2016 by DarkHoof Link to comment Share on other sites More sharing options...
clanky4 Posted July 15, 2016 Share Posted July 15, 2016 Do you have the quest set as Start Game Enabled? Link to comment Share on other sites More sharing options...
Ladez Posted July 15, 2016 Share Posted July 15, 2016 Please paste the script so we can have a look. The invalid perk error in the console is because you're using the AddPerk function with something that isn't a perk. Make sure that both the form ID and the load order index is correct. The error about a missing messagebox parameter is because the message you're trying to show has a format specifier in the text and you didn't provide the parameter that it requires. You can read more about format specifiers on the GECK wiki. Link to comment Share on other sites More sharing options...
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