shavkacagarikia Posted November 6, 2016 Share Posted November 6, 2016 After you create a new quest, open it and go to scripts tab, add a new script there and place that code inside. Or... If you dont want to create a new script and want to use fragement - there should be a checkbox which makes current stage to be run automatically when quest starts, its called "start up stage" or something similar in meaning, just check that checkbox. And inside the fragment just write Game.getplayer().addperk(yourperkproperty) Link to comment Share on other sites More sharing options...
Deleted477949User Posted November 7, 2016 Author Share Posted November 7, 2016 thanks it's working fine now. Well at least I've learnt a little about making perks now. Link to comment Share on other sites More sharing options...
LX6R Posted June 25, 2017 Share Posted June 25, 2017 (edited) I don't really get it. When I try to create a quest I cannot create a new script. When I edit other quest I can. Could I just add the script to an existing quest? Edit - I figured it out but now I have this problem with the script, which is not compiling: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "PlayerNoFallDamage"...C:\Users\celco\AppData\Local\Temp\PapyrusTemp\PlayerNoFallDamage.psc(4,29): variable NoFallingPerkProperty is undefinedNo output generated for PlayerNoFallDamage, compilation failed. Edited June 25, 2017 by JohnnyTest91 Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 25, 2017 Share Posted June 25, 2017 (edited) When creating new quest give it id and then click Ok. After open it again and script tab will be visible Edited June 25, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
LX6R Posted June 25, 2017 Share Posted June 25, 2017 When creating new quest give it id and then click Ok. After open it again and script tab will be visible Thanks for that, now I have problems compiling the script: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "PlayerNoFallDamage"...C:\Users\celco\AppData\Local\Temp\PapyrusTemp\PlayerNoFallDamage.psc(4,29): variable NoFallingPerkProperty is undefinedNo output generated for PlayerNoFallDamage, compilation failed. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 26, 2017 Share Posted June 26, 2017 That's because you haven't defined the property. Write after script name: Perk Property NoFallingPerkProperty Auto Then compile, go to properties and fill it with needed perk. Link to comment Share on other sites More sharing options...
LX6R Posted June 26, 2017 Share Posted June 26, 2017 That's because you haven't defined the property. Write after script name: Perk Property NoFallingPerkProperty Auto Then compile, go to properties and fill it with needed perk.Seems like I am too dumb for this :D Gives me an error every time I try. Gosh why does this have to be so complicated... Link to comment Share on other sites More sharing options...
shavkacagarikia Posted June 26, 2017 Share Posted June 26, 2017 Which error you get after adding property? Link to comment Share on other sites More sharing options...
LX6R Posted June 29, 2017 Share Posted June 29, 2017 Which error you get after adding property?some dll error, I can tell you when I try it again, atm I gave up with it -.-* Link to comment Share on other sites More sharing options...
Deleted477949User Posted December 6, 2017 Author Share Posted December 6, 2017 (edited) So I'm digging out this topic over a year later to share a new workaround for this.I basically created a constructible object for the existing legendary no fall damage object modification and changed the attach point to armor lining. I added a mod assosiastion for my armor piece and boom it was available at the crafting table. You have to have a PAIR of freefall legs for it to work. Which may explain why it doesn't work on outfits.So its still not perfect but you can mod this on to armors. Maybe create a special attach point for it and away you go. While our previous workaround was fine this feels like a little less of a hack to me. Edit- scrub the condition about the mod needing to be on both legs. Just one is fine. Edited December 6, 2017 by Guest Link to comment Share on other sites More sharing options...
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