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Simple is subjective.


Alanedelawn

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So I'm trying to make a "mod" that makes the skills start at zero. I've already talked with one of the gods of FNV modding/scripting, Roy Batty, which is how I've gotten as far as I have. Using FNVEdit I copied the record(as override info) into a new plugin. I'm not sure what I'm missing with this, any help is appreciated.

Edited by Alanedelawn
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You are having problems game side ? Umm have you tried a new game / save ?

 

I'm not exactly sure with altering it there ... But a script at run time could definitely alter those for you. Albeit I'm not sure about the engine handling zero values there.

Try 1 for a test value at least.

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ActorValues for Skills are "derived" (calculated) from S.P.E.C.I.A.L. stats and game settings. As such I wouldn't think the game engine will permit them to actually be set at "zero" unless the formulas it uses permit that. You might find the best you can do is have your script treat them as (derived value - 1).

 

-Dubious-

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You are having problems game side ? Umm have you tried a new game / save ?

 

I'm not exactly sure with altering it there ... But a script at run time could definitely alter those for you. Albeit I'm not sure about the engine handling zero values there.

Try 1 for a test value at least.

Thank you for your reply, i tried setting the values to 1, nothing changes. I do not know how to write a script to do this, I've looked at various scripts in mods via the GECK and haven't been able to make heads or tails of them.

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ActorValues for Skills are "derived" (calculated) from S.P.E.C.I.A.L. stats and game settings. As such I wouldn't think the game engine will permit them to actually be set at "zero" unless the formulas it uses permit that. You might find the best you can do is have your script treat them as (derived value - 1).

 

-Dubious

Thank you for that info. There is no script, I was under the impression that this could be done solely through FNVEdit.

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FNV edit would be the same as changeing those values in geck . Hence they are done before run time.

A script would detect an event during runtime , then change those values.

 

But like Dubious mentions , those are derivatives of other numbers used in a formula.

 

So setting those to 0 pre having the derivative numbers ... is probably the same as what the engine already does. Err , it just won't understand having a 0 value ... so who knows what it might produce run time.

 

And then also ... skills are numbers put in formula's that produce other results in game. They themselves do not solely directly effect things.

 

So I guess it would be good to know first and foremost ... what is the game render outcome you wish to see ?

 

I would guess you need to leave the foundation stuff alone , but impose detriments at the outcome level to get what you want. And of course you can scale that.

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I want the skills to be set as low as possible at character creation, so I need to find a way to make the skill values ignore the bonus points from special stats until after they're changed. Any idea how i would write the script that alters the formula as such?

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I want the skills to be set as low as possible at character creation, so I need to find a way to make the skill values ignore the bonus points from special stats until after they're changed. Any idea how i would write the script that alters the formula as such?

 

You mis understood what I said. Which I guess needs this question for clarification.

 

Why do you want the skills to be set to zero ? Why is 10 not good enough ? What in game result do you expect to see other than seeing a 0 next to the skill levels?

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I want the skills to be set as low as possible at character creation, so I need to find a way to make the skill values ignore the bonus points from special stats until after they're changed. Any idea how i would write the script that alters the formula as such?

 

You mis understood what I said. Which I guess needs this question for clarification.

 

Why do you want the skills to be set to zero ? Why is 10 not good enough ? What in game result do you expect to see other than seeing a 0 next to the skill levels?

 

Oh I see, I apologize for my misunderstanding. I want it to be set as low as the engine allows because, to me, being able to start nearly a quarter of the way through the skills you haven't spec'd for isn't how an RPG should work. I don't have any expectations other than the skills starting from as low as possible. I would like to alter how the special stats work, so that they weren't primarily just +X to X skills but that's a fair bit more ambitious in scope.

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Well skills starting out from 10-20 is the zero point of this game. You just wanting to see zero's is superfluous.

The fact that the skill start with a varied line. Is that every character is not created equal ... and you have to make choices.

So if there is not anything more than you just have a penchant for seeing zero's ... I think we are done here. Things being harder ... has been thought of already ... it is called hard core mode.

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