Help: Creating a perk that activates other existing perks

Post » Thu Jun 21, 2012 9:00 pm

I'm very new to scripting in Papyrus, but I do understand basic OOP logic. What I'm looking to do is to create a perk that I call "Master Smith" that essentially does what the "Warmonger" perk did in Fallout 3, which is to add all of the perks that smith weapons and armor. I've had a hard time searching for the information I need. Help, I'm stuck.
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courtnay
 
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Post » Thu Jun 21, 2012 4:18 pm

you can have it add an ability that has a bunch of magic effects attached that all add perks?

that would be a more permanent option though, not really sure what you're going for
You could always add conditions to the ability's effects to tailor it to your needs
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Samantha Wood
 
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Post » Thu Jun 21, 2012 4:33 pm

Thanks, I think that's just what I was looking for.
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Blessed DIVA
 
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Post » Thu Jun 21, 2012 9:19 am

It's pretty easy. Just add conditions to your perks effects. They should be hasperk conditions running on the subject. For boolean conditions like hasperk, remember that true is 1, false is 0. So hasperk (MyPerk) == 1 on the subject. Put this condition on every perk effect that you want to only be active when the player has another perk.
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Nienna garcia
 
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Post » Thu Jun 21, 2012 6:47 pm

Well, here's the thing. I've found that every piece of armor or weapon crafting recipes has a keyword attached to it looking for the status of its related perk (i.e. HasPerk SteelSmithing == 1) and the actual items have a material keyword assigned to them (i.e. SteelMaterial). So I can't just copy the conditions and move them to a new perk; it won't work. So I had to do cscottydont suggested. It worked by the way.
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Elisha KIng
 
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Post » Thu Jun 21, 2012 10:01 pm

glad to hear it
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Cedric Pearson
 
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