Zorkaz Posted March 16, 2020 Share Posted March 16, 2020 Does anyone know the proper line to add experience points to the player, without F4SE? Link to comment Share on other sites More sharing options...
SKKmods Posted March 16, 2020 Share Posted March 16, 2020 https://www.creationkit.com/fallout4/index.php?title=RewardPlayerXP_-_Game Int iValue = 1 Game.RewardPlayerXP(auiXPAmount = iValue, abDirect = True) Link to comment Share on other sites More sharing options...
Zorkaz Posted March 16, 2020 Author Share Posted March 16, 2020 Thanks, overlooked that entry completely Link to comment Share on other sites More sharing options...
anton6732 Posted February 15, 2022 Share Posted February 15, 2022 (edited) Well, this topic is to be dug out.My request is about editing "on kill" experience. The goal is either to disable it or put onto flat "1" rail, so you only kill when guided by need or crave. This and all other expierence gains are multiplied dramatically( quest rewards, charisma checks, bypassing, except building). This crossed part is easy to pull off. Main question, I would bet, requires scripting experience.Would anybody kindly point a finger into right direction?My best lead so far is entry point "Mod Kill Experience" on IdiotSavantXPBoost [PERK:001F6B02], looked up with fo4edit.Perk modifies it, so may be I can do it too... multiply it by 0.01? Work always? Haha quess I have a fine lead...Regardless, tips would be very welcome. Edited February 15, 2022 by anton6732 Link to comment Share on other sites More sharing options...
Zorkaz Posted February 15, 2022 Author Share Posted February 15, 2022 Yes, modifying the perk and adding it would be the best thing you could do.Create a quest, Check "Run on Start",add a script, Perk Property KillPerk Event OnQuestInit() Game.Getplayer().AddPerk(KillPerk) utility.wait(0.2) Self.stop() EndEvent or something more elaborate of course Link to comment Share on other sites More sharing options...
SKKmods Posted February 15, 2022 Share Posted February 15, 2022 I use the Perk entry point Mod Kill Experience in several of my EXP managment solutions. Note you have to consider if you need absolute (Multiply Value) or cumulative/stacking (Multiply Actor Value Mult). Works fine, for a template look at Dynamic Damage Manager. Link to comment Share on other sites More sharing options...
Recommended Posts