Plarux Posted February 22, 2019 Share Posted February 22, 2019 (edited) Hello, This time I'm looking to figure out how I could add an effect to armor that while worn, gives the player bonus experience when they discover a new location. I've recently updated my mod Plarux's Stash, but I'd like make a new armor with this discovery effect. Any help or information is appreciated! Thank You, Plarux Edited February 22, 2019 by Plarux Link to comment Share on other sites More sharing options...
DieFeM Posted February 22, 2019 Share Posted February 22, 2019 From https://fallout.fandom.com/wiki/Piper_Wright:At maximum affinity Piper awards the Gift of Gab perk, which doubles experience from persuasion successes and finding new locations. So if you look at this perk (CompPiperPerk) you'll find out there's "Perk Entry" configured to an "Entry Point" called "Mod Exp Location" which uses a function called "Multiply Value" that modifies its value by the same value multiplied by 2. So you can duplicate this perk, remove the unwanted perk entry (for persuasion), and apply it to the player by adding a script to the armor that adds and removes this perk by using the events OnEquipped and OnUnequipped. Link to comment Share on other sites More sharing options...
terrymatrix Posted February 23, 2019 Share Posted February 23, 2019 You will need awkcr, check my 770 perk overhaul mod in the ck, i think the grenades,gun nut and pain train perks are all linked to work when worn,i think lock pick is linked to extra exp when finding a location. It should save on scripting ,you just need a keyword reference for the armor. (It has been many months since i did it) Link to comment Share on other sites More sharing options...
terrymatrix Posted February 23, 2019 Share Posted February 23, 2019 oh and if you have nuka world two of the armors are linked to lone wanderer, can't remember if it's pack,operator or diciple. Link to comment Share on other sites More sharing options...
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