Jayer117 Posted February 23, 2021 Share Posted February 23, 2021 Hi, like the title says I have a question and want to know if it's at all possible. A little background, there are game settings where you can change certain percentages at a successful hack or lockpick. Like making it so that there is only one password when hacking or lockpicking is 100%. I've been messing around in GECK, learning about Perks and I had an idea. Is it possible to add a perk where, when the right conditions are met, a game setting is changed? Take this mod as a reference: Easy Unlocking - Easy Hacking - Guaranteed Pick Pocket -> https://www.nexusmods.com/newvegas/mods/34829 For example, with Science at 100 and perception 8 (condition) every time you hack a computer the correct password shows. Is that possible? I've been messing around in GECK for awhile now and I've given up hope. I think it would be a cool perk to make, any help and I would be grateful. Thanks! Link to comment Share on other sites More sharing options...
GamerRick Posted February 23, 2021 Share Posted February 23, 2021 Sure it's possible, but game settings do not get saved in your savegame. So, you need to set them at game load and restart (getGameLoaded and GetGameRestarted). How does that other mod do it? Start from there. Link to comment Share on other sites More sharing options...
Jayer117 Posted February 23, 2021 Author Share Posted February 23, 2021 The other mod goes into the game settings in GECK and changes the values. The issue I'm having is I don't know how to implement that into a perk. I see no way on how to do that. I have very basic scripting knowledge, if it's something to do with creating a script I wouldn't know how to do that. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted February 23, 2021 Share Posted February 23, 2021 I would search around the GECK wiki for functions that allow you to edit game settings through script. There are some game settings that can be changed through perks, like output damage but those are usually hardcoded as soft-functions and are atypical. Link to comment Share on other sites More sharing options...
Jayer117 Posted February 23, 2021 Author Share Posted February 23, 2021 Ok, I'll look through the wiki Link to comment Share on other sites More sharing options...
Jayer117 Posted February 23, 2021 Author Share Posted February 23, 2021 (edited) Would either of these NVSE functions achieve what I'm after? https://geckwiki.com/index.php?title=Con_SetGameSetting https://geckwiki.com/index.php?title=SetStringGameSettingEX https://geckwiki.com/index.php?title=SetStringSetting Edited February 23, 2021 by Jayer117 Link to comment Share on other sites More sharing options...
ashtonlp101 Posted February 23, 2021 Share Posted February 23, 2021 All of them would work. except Con SetGameSetting. Looks like that's only in FOSE (Fallout 3 Script Extender). Link to comment Share on other sites More sharing options...
Jayer117 Posted February 24, 2021 Author Share Posted February 24, 2021 (edited) Great! Now what's my next step? how do I create the script and implement that so that it works when I create "so called" perk? I'll use the 3rd link, "SetStringSetting" As mentioned before, I have a very basic understanding of how scripting works. Thanks. Edited February 24, 2021 by Jayer117 Link to comment Share on other sites More sharing options...
ashtonlp101 Posted February 24, 2021 Share Posted February 24, 2021 I'd start by referring to the wiki pages on both perks and perk entry Link to comment Share on other sites More sharing options...
Jayer117 Posted February 24, 2021 Author Share Posted February 24, 2021 I understand perks and perk entry in GECK, what I don't know how to do is compile a script using "SetStringSetting" and implement that into a perk entry. Any help with that? Thanks. Link to comment Share on other sites More sharing options...
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