Jump to content

New perk has no effect.


Recommended Posts

scn scriptName

ref currentactor
ref numactors

begin gamemode

  set numactors to getnumrefs 42 1 0
  if(numactors > 0)
     set currentactor to getfirstref 42 1 0
     label 10
     if(currentactor)
        if(currentactor.hasperk Perk1 == 0)
           currentactor.addperk Perk1
           currentactor.addperk Perk2
           currentactor.addperk Perk3
           currentactor.addperk Perk4
           currentactor.addperk Perk5
        endif
        set currentactor to Pencil01
        set currentactor to getnextref
        set numactors to numactors - 1
        if(numactors > 0)
           goto 10
        endif
     endif
  endif

end ; gamemode

 

This script assumes that an actor will not have Perk1 without the rest. Attach it to a quest (as a quest script) and it will check all surrounding NPCs each time the script fires, at intervals set by the delay time for the quest.

 

Offhand, I'm not entirely certain that perks actually have effects on NPCs or which effects work while others do not. It was a subject of research when someone was trying to make ED-E avoid traps by giving him the Light Step perk.

Link to comment
Share on other sites

scn scriptName

ref currentactor
ref numactors

begin gamemode

  set numactors to getnumrefs 42 1 0
  if(numactors > 0)
     set currentactor to getfirstref 42 1 0
     label 10
     if(currentactor)
        if(currentactor.hasperk Perk1 == 0)
           currentactor.addperk Perk1
           currentactor.addperk Perk2
           currentactor.addperk Perk3
           currentactor.addperk Perk4
           currentactor.addperk Perk5
        endif
        set currentactor to Pencil01
        set currentactor to getnextref
        set numactors to numactors - 1
        if(numactors > 0)
           goto 10
        endif
     endif
  endif

end ; gamemode

 

This script assumes that an actor will not have Perk1 without the rest. Attach it to a quest (as a quest script) and it will check all surrounding NPCs each time the script fires, at intervals set by the delay time for the quest.

 

Offhand, I'm not entirely certain that perks actually have effects on NPCs or which effects work while others do not. It was a subject of research when someone was trying to make ED-E avoid traps by giving him the Light Step perk.

 

I think they do. I'm pretty sure legionarries have the "travel light" perk, because they all got a lot faster when I increased its effect.

 

So, now that I have NVSE... how do I implement this script? I can't just use the GECK, can I?

 

EDIT: Nevermind. Found it.

 

This work for creatures? Because I'm trying to use a feral ghoul for testing, and it's not working.

Edited by avianmosquito
Link to comment
Share on other sites

Change the 42 in GetNumRefs and GetFirstRef to 200. 42 only iterates through NPCs, while 200 iterates through all actors. You would use 43 for creatures only.

 

Alright, still not working. Feral ghouls are spawning with no DT, NPCs with bats are not bypassing my DT. Do I need to start a new game or something?

 

EDIT: Just tried starting a new game. Still doesn't work, and my new character's hands turned bright pink for no apparent reason.Worse yet, my new character is spawning without a DT, which means that the old script that gave them these perks doesn't work either.Thought I had that one working, but I think it only applies to existing games and doesn't work for new ones. Which is irritating, because I really need a way around that.

 

EDIT2: The issue with the hands is unrelated, but the rest still doesn't work, and it turns out the old player-specific script I've been using works fine, but for some reason when the perks are added to the player they don't do a damned thing if it's a new game, only if it's an existing one. Which baffles me. Meanwhile, think if I changed it from adding perks to directly adding the abilities themselves it would work?

Edited by avianmosquito
Link to comment
Share on other sites

Adding the abilities should work. Like I said, perks on anything but the player seem to be hit-or-miss.

 

Even with the player, they seem to be hit or miss.

 

Everything but the bludgeoning works for all actors. Tested with the goodsprings bighorners and the shopkeeper chet on a new game, as well as feral ghouls and Alice McBride on an existing one. In the mean time, the bludgeon system will just have to be left only working for the player until I have a way to make it work as intended.

Edited by avianmosquito
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...