Mktavish Posted March 5, 2017 Share Posted March 5, 2017 Regarding your perk not showing in the pip-boy; make sure the perk isn't flagged as hidden. Ya that is a good point ... maybe the OP didn't have those set correctly.But the perk would clearly not apply to the player with just "AddPerk" since that is an internal command pretty much just saying to add the perk to the item. Hence he needs "Player.AddPerk" Starting to think the OP needs Geck power up Link to comment Share on other sites More sharing options...
JimmyRyder Posted March 5, 2017 Author Share Posted March 5, 2017 (edited) Ok guys, thanks for your help. I got the book to add the perk on the list when I read it. BUT Just a few things : I got your advices. It works again (message+book removed+perk added)! But when loading (via F9 or menu) before reading, doesn't work.I guess it must be the issues with F9/loading menu you all talking about. If there's no way to fix this... I guess it's done. EDIT: Waw, I haven't touched anything and now using the manual doesn't work anymore... The game just make the script works whenever he wants. Do you think Geck power up would help me? Edited March 5, 2017 by JimmyRyder Link to comment Share on other sites More sharing options...
Mktavish Posted March 5, 2017 Share Posted March 5, 2017 Needing geck power up is a given ... I was insinuating you appeared to not have it , therefore you need to get it.And this would solve a lot of your scripting problems. Link to comment Share on other sites More sharing options...
rickerhk Posted March 5, 2017 Share Posted March 5, 2017 player.Equipitem EnglishBook01 ;redundant/problematic? ; Ya that should be "If GetEquipped ==1" player.addperk EnglishBookPERK setobjectivecompleted MamboQuest01 75 1 showmessage EnglishBookMESSAGE 0 ; Are you sure he needs this flag set ? endif endif end begin menumode if (bDoOnce == 1) set bDoOnce to 2;skip a frame elseif (bDoOnce == 2) set bDoOnce to 3 removeme endif end player.Equipitem EnglishBook01 ;redundant/problematic? ; Ya that should be "If GetEquipped ==1" But specifically "If Player.GetEquipped EnglishBook == 1" ; he needs the condition question showmessage EnglishBookMESSAGE 0 ; Are you sure he needs this flag set ? Sorry had to add edit to make sure you saw my additions/question within the script. No, the line should be gone all-together. Since the 'On Equip' block means it is indeed equipped. The OP script is excursively equipping the book. That's why I asked if it was the same book or a different object for that equipitem function Link to comment Share on other sites More sharing options...
rickerhk Posted March 5, 2017 Share Posted March 5, 2017 Ok guys, thanks for your help. I got the book to add the perk on the list when I read it. BUT Just a few things : I got your advices. It works again (message+book removed+perk added)! But when loading (via F9 or menu) before reading, doesn't work.I guess it must be the issues with F9/loading menu you all talking about. If there's no way to fix this... I guess it's done. EDIT: Waw, I haven't touched anything and now using the manual doesn't work anymore... The game just make the script works whenever he wants. Do you think Geck power up would help me? Could be a dirty save. Especially after using F9. Do your testing from a save that doesn't have your modded book in it yet. Link to comment Share on other sites More sharing options...
JimmyRyder Posted March 6, 2017 Author Share Posted March 6, 2017 Yes it's the same book. And I don't know, I just added the book in Ralph's Merchant box and I load from any save, then buy the book and try to read it: it's working randomly. Link to comment Share on other sites More sharing options...
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