NPC perks

Post » Wed Jun 20, 2012 12:44 am

Trying to add perks to some of the followers for a difficulty mod I'm working on. When I add perks to the NPCs in the CK, they are enabled from the first moment you hire the follower. Anyone know of a way to have perks disabled until the follower actually meets the skill requirement?

I was hoping that the built in checks (i.e. Requires 50 Destruction) in the perks themselves would disable them until the follower leveled up, but sadly this is not the case.


Any help is appreciated!
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Ash
 
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Post » Wed Jun 20, 2012 12:29 am

if you put that check in the entry point conditions (instead of in the main perk conditions) it should do what you're looking for. works on the player anyway...

the main perk conditions are only used for choosing perks on the level up screen as far as I can tell
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Len swann
 
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Post » Wed Jun 20, 2012 2:03 am

Ah, I'm an idiot, and that makes perfect sense. Thanks. Gonna go test that now.
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Everardo Montano
 
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Post » Wed Jun 20, 2012 4:46 am

Works, thanks. It actually shows that they have the perk, but the effects of the perk don't kick in until they have the required skills.
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Oceavision
 
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Post » Tue Jun 19, 2012 10:33 pm

Works, thanks. It actually shows that they have the perk, but the effects of the perk don't kick in until they have the required skills.

Exactly, and as far as I know, thats the only way to achieve that sort of thing on NPCs. Add/RemovePerk doesn't work on those wily buggers so only perks they start out with can affect them.
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ILy- Forver
 
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Post » Tue Jun 19, 2012 6:22 pm

Works, thanks. It actually shows that they have the perk, but the effects of the perk don't kick in until they have the required skills.
Hi,
which perks have you used?
Because when i attach a perk to an actor he never use it.
I tried with ShieldCharge.
Thanks
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.X chantelle .x Smith
 
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