Greevar Posted June 7, 2012 Share Posted June 7, 2012 I'm very new to scripting in Papyrus, but I do understand basic programming logic (if, then, else, looping, etc.). What I'm looking to do is to create a perk that I call "Master Smith" that essentially does what the "Warmonger" perk did in Fallout 3, which is to add all of the perks that smith weapons and armor. I've had a hard time searching for the information I need. In fact, the Creation Kit Wiki is severely lacking in clear documentation. Do I need to use an Event that adds them when I get the perk or is it as simple as calling player.addperk PerkFormID? Help, I'm stuck. Link to comment Share on other sites More sharing options...
tg08096 Posted June 7, 2012 Share Posted June 7, 2012 You can create a perk that includes the functionality of all the perks you want by simply looking through all the perks you want to combine, and inputting that data into the new perk, then it is as simple as player.addperk xxxxxxxx. No scripting needed Link to comment Share on other sites More sharing options...
Greevar Posted June 7, 2012 Author Share Posted June 7, 2012 I wish it were that simple. The problem is that every crafting recipe references a "HasPerk Perk:xxxxxSmithing == 1". There's no functionality to copy, it's purely "Do I have the perk? Yes or no." I need a way to enable a group of smithing perks (e.g. Daedric smithing, steel smithing, etc.). Link to comment Share on other sites More sharing options...
Greevar Posted June 8, 2012 Author Share Posted June 8, 2012 I figured it out. I had to create a magic effect for each smithing perk, insert them into an ability, and then assign that ability to my new perk. It works just find now. Link to comment Share on other sites More sharing options...
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