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Making items that give perks?
Posted: Sun Nov 10, 2002 8:48 am
by vorien
I'm trying to make armor (excuse me, armoUr) that will give the perk Awareness. I noticed that the power armours are supposed to give 40 rad resistance, but I can't get it to give any other perks.
Suggestions?
Vorien
Re: Making items that give perks?
Posted: Sun Nov 10, 2002 6:20 pm
by Forty-six & Two
vorien wrote:I'm trying to make armor (excuse me, armoUr) that will give the perk Awareness. I noticed that the power armours are supposed to give 40 rad resistance, but I can't get it to give any other perks.
Suggestions?
Vorien
From my expirience assigning perks to armor and other items does not work
You could simulate some perks though, by giving bonuses in the derived section.
That's not good news...
Posted: Sun Nov 10, 2002 6:32 pm
by vorien
Drat!
There go the nightvision goggles, as well...
Unfortunately, there are some things you can't really duplicate without a perk. It still seems odd to me that the stock Power Armour gives radiation resistance via the perk, and that seems to work. I'll test with other perks that affect that section, like criticals, and see if that's the only area that works.
UPDATE: It actually looks like -no- perks work with armor. (I haven't tested other items, but it seems unlikely that it will be any different.) They used the Derived section to up the radiation resistence for the power armour, and just put a junk number in the perk field for no particular reason.
Vorien
Posted: Mon Nov 11, 2002 4:50 am
by OnTheBounce
You
can make an item that assigns a bonus to skills or something similar, although I'm not sure if you can make armor items that do.
If you want to set up such an item, simply do the following:
- Create a new "Skill Consumable" entity. This is the same type of entity as FA kits, Doctor's Bags, Tool Kits, etc.
- Set the skill that the item is supposed to anything but "None". If you leave the skill at "None" the game will crash if the player clicks on the item while in an active item slot and then clicks on another entity.
- Set both the "Uses" and "Uses Remaining" to "0".
- Put whatever bonuses to skills/perks/whatever under "Effect" you desire.
- Save the entity after having filled in appropriate field like description, weight, value, etc.
What this type of work-around yields is an entity that will only confer its bonus(es) when it is in an active item slot. It will display the AP cost for the appropriate skill, but clicking on an entity will yield a "Does Nothing" message when the character performs the "Magic Hands" animation. It will also not use any AP when you do this.
Play around w/this work-around and you should be able to come up w/most types of items that you are trying to simulate. You may want to include some notes in your map's/mod's ReadMe explaining how these items are used, however.
Cheers,
OTB
That only does skills/stats.
Posted: Mon Nov 11, 2002 5:12 am
by vorien
Actually, armor works fine for skills, stats, resistances, etc. It does not work for perks, tags, or talents. I was looking to make custom armors that do things like silent running, or glasses that do nightvision, etc.
Unfortunately, a lot of those things can't be simulated with stats/derives/skills, but actually require perks.
Vorien
Posted: Mon Nov 11, 2002 1:28 pm
by Max-Violence
Armor works fine too - in Revenge1, I made an armor (a kind of "wet suit") that gave a 100% boost to Sneak (yes, I only made one available).
Bummer how Perks can't be added via items.
Re: That only does skills/stats.
Posted: Tue Nov 12, 2002 4:59 am
by OnTheBounce
vorien wrote:Unfortunately, a lot of those things can't be simulated with stats/derives/skills, but actually require perks.
That is -- it seems -- unfortunately true. This is why I haven't been able to come up w/a work-around for Night Vision Goggles, or found a use for the Reaver Scanner sprite. The problem is that you can't confer either the Night Vision perk, nor the Death Sense perk w/an item and simply having the items confer a PE bonus would simply give a character an unwanted bonus when shooting.
I am using the Motion Sensor as a Generic Item in my current map that jams/unjams the mini-map based on whether the player has a character who has it equipped or not, but that's the best I've done in that department.
OTB