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Skill Boost While Crafting


Radioactivelad

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I'm making a companion mod, and for their perk they allow you to access Campfire crafting through dialogue, just like how Veronica lets you access Workbench crafting.

 

But, I was thinking it'd be more interesting if the player also gets a Skill boost to Survival *just* for the purposes of crafting, so you could access more advanced Crafts at lower Survival levels. Sells the idea the companion is actually helping you craft items a lot better I would think.

 

The flow chart for this idea is basically:

 

1. Talk to Companion.

2. Ask them to "set up a campfire"

3. Player gains Survival skill boost.

4. Player crafts items they otherwise wouldn't be able to.

5. Player exits crafting and their Survival skill returns to normal.

 

I don't want to just give the player a constant Survival boost, because that would make the items themselves more effective. I just want the player to be able to craft them, with the companions assistance.

 

Any ideas of what the most efficient way of handling this would be?

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The MenuMode function can detect the crafting menu if you use "MenuMode 1077".

Use this in a MenuMode block, if it yeilds true you apply the effect otherwise you remove it if active. On a GameMode block you also check if the effect is active and remove it if necessary. And that's about it

Alright, I didn't have much luck with my Menumode scripts. I just can't seem to get the player's Skill to update for the crafting menu. (Plus I want to avoid Gamemode blocks as much as possible)

 

I do have a kludgy method that does work: Adding and equipping a skill-boosting consumable on the player via result scripts when they ask the companion to start a fire.

This wouldn't create Save Bloat would it?

 

 

What happens after "2. Ask them to "set up a campfire""? I mean, how do you end up in the crafting menu?

The crafting menu just opens after the player asks them to start a fire, same as Veronica's workbench dialogue.

There is no Frostfall-esque building of an actual campfire.

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Well if that didn't work you could use an Activate Entry Point on a hidden perk. That entry point is the one that cannibal perk uses but you can set it to run immediately instead of by a menu option. You will have to make sure that the conditions option react to all possible campfire-like crafting station. Then when the player interacts with them you apply the effect and open up the crafting menu through ShowRecipeMenu command.

edit: Adding items and equipping them in the same frame causes crashes for me. I just use CastInmediatlyOnSelf instead. And it shouldn't cause save bloat unless the player somehow drops the item.

Edited by UnvalidUserName
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Ah I didn't know CastImmediateOnSelf that was a thing. Thanks!

 

Edit: Well it seems that using CIOS has the same problem as the menumode scripts. The skill bonus doesn't apply until the player has returned to Gamemode.

 

With my consumable method, I tried splitting the Add and Equip between the Begin and End result scripts and it still works, so maybe that should help with people who get crashes in that situation?

Edited by Radioactivelad
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OK, where the ShowRecipeMenu command is located, you could add a new item to the player's inventory that boosts the skill you want. You may have to equip it on the player to make its effect work though.

 

For removing that item later, you would need to have a quest script's gamemode block remove it. Or (maybe) you could have an object script on the item you add have the gamemode block.

 

If adding an item to the inventory doesn't work (and I see you already tried casting a spell), then you may have to try doing a "player.modav" command before the ShowRecipeMenu and another in the gamemode block of your quest script. Could be dangerous though. Never tried it.

 

You may just do what the game does now with Raul. You get a +10 boost to repair when he becomes your companion, you lose it when you dismiss him.

Edited by GamerRick
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