kpurl2219 Posted October 18, 2017 Share Posted October 18, 2017 Hello everyone, I have two questions. First let me add that I mod on PC, Xbox & PS4 right now so I don't use external assets. I do this mainly because there are a lot of amazing modders who do use external assets so I felt like I could make more of an impact modding on PS4. So I must solve my problems without scripts. Problem 1 - How can I add a faction to a player in-game without scripts? Let's say that I want to give the player the ability to buy an item that will instantly make them friendly with all spiders in the game. Does this require scripts and if not how in the world could I do it? Problem 2 - Regarding perks, is there any way to add them in-game? I did try adding some perks to the PC item in the CK under starting perks. For example I added a perk that gives the player +30 armor rating. Then I added a magic effect which is really just a dummy effect. I put that effect into a spell and spell tome for sale. Then the armor perk had a condition that they player have that active dummy magic effect. The idea is that they player can buy the spell that gives them a permanent +30 armor rating. IF I am able to do this then I could add a lot of new magic effects or spells without the need of scripts. Sadly this did not work in my experiment however I did not try on a new game. Would I have to start a new game for that "hidden" perk to actually be on my PC? IF so is there any other way to add perks in the game? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 18, 2017 Share Posted October 18, 2017 RE #1. Adding an actor to a faction requires a script. There might be a useable hack involving the script DA08FriendshipEffect or VoiceAllegianceFactionScript which are default vanilla ones so you could use it on PS4. It adds the faction when a magic effect starts and removes it when it ends. So you could possibly use it for your needs depending how you implement the effect. For giggles there's also VoiceCharmFactionScript which adds to faction AND makes them a teammate. There's also ChangeFactionsOnActivate which can be placed on, you guessed it, an activator. It then swaps the faction on and off. Slightly less useful is defaultAddToFactionOnLoad which adds a faction in the OnLoad. You may also use dunCrystaldriftStaffEffectScript for magic effects and have it add a caster and target to the same faction. RE #2. Adding perks without the use of the built in perk tree generally requires scripts. It sort of can be done using a magic effect also. Though I've never done it that way. I believe the idea is that while the effect is active the perk is added to actor. Then when effect expires the perk is removed. In your example you said you make the perk and put a condition for the magic effect. That would never work unless you used a script to add the perk to the actor and then cast the spell to have it check if the perk was active or not. If you added the perk statically to the player record then yes you would need to start a new game to potentially see the perk on the player. It won't get added retroactively without script. For perks there's a magic effect script MGR21EffectScript which adds and removes 2 perks upon effect start/end. If you wanted to use a weapon or armor for adding and removing a perk based on equip status there's SilverSwordScript and WuuthradScript. Hope these help get you where you desire to go. Sadly you'll probably find (very shortly) that you can't do too much without custom scripts. Link to comment Share on other sites More sharing options...
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