KaPks8 Posted June 6, 2020 Share Posted June 6, 2020 Hi there. I created a new perk and a new trait. Both work as intended. The perk and the trait are exclusive, meaning, that players chosing the trait during character creation will not be able to later on choose the perk. Players not choosing the trait will be able to pick the perk. This also works as intended. There's only one thing left, which will confuse players (and it sticks out like a sore thumb to me), so I'd like to get rid of that. I am using "hasPerk" as a condition in the perk for checking, if the player already has the trait -- and as a result, the game displays the trait as being required for the perk in the perk selection screen, while of course it isn't. I have several workarounds in mind, but would like to know, if there's some trickery possible right in the perk conditions in the GECK as to stop the game from displaying a requirement the moment it sees "hasPerk" in a perk's conditions. Link to comment Share on other sites More sharing options...
KaPks8 Posted June 6, 2020 Author Share Posted June 6, 2020 I gave up fiddling and searching, bit the bullet, and am now using a (self stopping) quest script setting a global, if the player has the trait. I then check the global in the perk condition instead of using "hasPerk". If there's trickery available as asked for in my original post, I'm still very interested in learning about it. Link to comment Share on other sites More sharing options...
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