Dedischado Posted March 24, 2019 Share Posted March 24, 2019 Hello all, long time lurker, first time poster (and hopefully, modder). I am trying to either mod Idiot Savant or create a new perk that can be manually activated to achieve the same effect at a desired time (such as before a quest reward or when a Queen Mirelurk gets to 1% health). I have gotten the Creation Kit and am playing with it, but I cannot seem to find a way to change the way the perk activates. If I have to, I am open to creating a new perk or a new level of Idiot Savant to achieve this. Has anyone got any ideas? Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 24, 2019 Share Posted March 24, 2019 Nice one, well, how are you wanting to activate the new perk exactly? You could make a consumable that fires a script to add the perk and then remove the perk after (x)seconds,You could make a ring or other accessory that adds the perk when worn,You could make a quest that will add the perk if the target is under (x) health,You could make a certain ammo type or grenade that adds the perk on hitting the target (x) amount of times. I think it will all depend on how you want to manually activate it ^.^ Link to comment Share on other sites More sharing options...
Dedischado Posted March 25, 2019 Author Share Posted March 25, 2019 I would prefer to use a Key command so timing is more precise, perhaps something like Animal Friend? Except without the targeting and with a unique key assignment. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 25, 2019 Share Posted March 25, 2019 Ah, well someone else will be able to give you much better advice on this than me, I've only just gotten into making quests, but I think what you want is a quest that has a script that looks for OnKeyDown event and add the perk with a timer or something and that should do it nicely ^.^ Link to comment Share on other sites More sharing options...
Dedischado Posted March 25, 2019 Author Share Posted March 25, 2019 Thanks, I'll look into that. Link to comment Share on other sites More sharing options...
Dedischado Posted March 26, 2019 Author Share Posted March 26, 2019 SO, to summarize, I need to create a quest (that is always active) with a script that looks for the OnKeyDown for F1 (for example) and activates the IdiotSavantSpellEffect when it detects it. Do I have that right? Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 26, 2019 Share Posted March 26, 2019 (edited) Yep :) that's about it :)You might want to add the perk directly rather than casting the spell/effect, but that would be an option. (I'm on my phone right now, so I can't insert code here, but the script will look something like...) Scriptname F1keyscript extends Quest int F1Timer = 10Perk Property IdiotSavant Event OnInit() RegisterForKey(100) EndEvent Event OnKeyDown(int key) If (key == 100) If !Game.GetPlayer().HasPerk(IdiotSavant) Game.GetPlayer().AddPerk(IdiotSavant) StartTimer(10, Timer) EndIf EndIf EndEvent Event OnTimer(int aiTimerID) If aiTimerID == Timer Game.GetPlayer().removePerk(IdiotSavant) EndIf EndEvent :)(and don't forget to fill properties before testing) Edited March 26, 2019 by SandMouseAnarchy Link to comment Share on other sites More sharing options...
Dedischado Posted March 26, 2019 Author Share Posted March 26, 2019 Thanks, I'll let you know how it goes Link to comment Share on other sites More sharing options...
Dedischado Posted March 27, 2019 Author Share Posted March 27, 2019 Will the AddPerk command activate the perk or will it just give it to me. I am wanting to have the actual effect fire for a few seconds whenever I hit the key. Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted March 28, 2019 Share Posted March 28, 2019 Well I believe Idiot savant is a constant effect spell, so as soon as it's added to the player it will be active :) Link to comment Share on other sites More sharing options...
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