Chambermade Posted January 22, 2009 Share Posted January 22, 2009 Hey there!Is it possible to add a second "Mysterious Stranger" to the game? I mean, it is possible to edit the existing one, but i it also possible to create a new Perk working like the existing one with another NPC (even have two perks working like this with two different NPCs)?Didn't find a script or something to edit the called NPC. Think it's controlled by the Entry Point, but I didn't find a way to add custom Entry Points. Is it a non-changeable script or something like that? Thx in advance Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 22, 2009 Share Posted January 22, 2009 Best way is to look into the existing mysterious stranger Perk.It is managed by an Entry Point, which you can easily add into a new Perk (GECK:Perk - LINK), but I dont know how the "Mysterious Stranger"-NPC appearance is managed, so Ill have to look into that. Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 22, 2009 Share Posted January 22, 2009 emm..ok.The Perk-entry is called "Mysterious Stranger" and sets a value to 1.00.That´s all I can see there...strange Perk.So maybe it´s better to use an ability that spawns a NPC with a random chance, when you enter combat... Link to comment Share on other sites More sharing options...
Chambermade Posted January 22, 2009 Author Share Posted January 22, 2009 emm..ok.The Perk-entry is called "Mysterious Stranger" and sets a value to 1.00.That´s all I can see there...strange Perk.Well, that's exactly how far I came before posting this topic ;) thx anyway Link to comment Share on other sites More sharing options...
GodofAlcohol Posted January 22, 2009 Share Posted January 22, 2009 An Idea:- Create a new Perk, which adds a new Player Ability- The Ability uses a script, which has something like this:short help begin OnStartCombat if(getRandomPercent < 25); chance for support =25% <TheNewStrangerREF>.moveTo Player;The new NPC should wait in an empty new Cell or somewhere set help to 1 endif end begin OnCombatEnd if(help==1) <TheNewStrangerREF>.moveTo SomeWhereMarker;Gets back to his little cell set help to 0 endif end Maybe something like this will work. Link to comment Share on other sites More sharing options...
Chambermade Posted January 23, 2009 Author Share Posted January 23, 2009 Hm ok, thank you. I now created a Perk, an Actor Effect, a Base Effect and a Script similar to your proposal. I get the Perk ingame when I should get it, everything looks ok. The problem that's left now, is that the Effect or Script don't trigger/start when it should (i.e. entering combat). Do I have to do something special with effect scripts? Link to comment Share on other sites More sharing options...
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