Bit of help with editing et cetera

Post » Thu Sep 30, 2010 3:32 pm

After installing a large waft of mods I've decided I want to change and add a few things of my own to the game. Sadly I have zilch experience with modding Fallout but the things I need a hand with should be relatively simple (Hopefully)

Anyway, the first thing I want to do is edit the base carry weight without affecting the bonuses gained from strength, to make using backpacks a tad realistic. I assume this is as easy as changing a number?

Second thing I want to do is add a few traits of my own (the things that you pick 2 of at the start) Any tips? One I had in mind involves a -2 Decrease in Perception but a 10+ in Guns & Energy Weapons, while also forcing the character to have an eyepatch (unremovable) on their model.

I thought I'd ask as knowing my luck, the game would break if I was left to do my own thing.
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Noely Ulloa
 
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Post » Thu Sep 30, 2010 9:39 am

After installing a large waft of mods I've decided I want to change and add a few things of my own to the game. Sadly I have zilch experience with modding Fallout but the things I need a hand with should be relatively simple (Hopefully)

Anyway, the first thing I want to do is edit the base carry weight without affecting the bonuses gained from strength, to make using backpacks a tad realistic. I assume this is as easy as changing a number?


Yes. Go to Gameplay > Settings and find fAVDCarryWeightsBase.

Second thing I want to do is add a few traits of my own (the things that you pick 2 of at the start) Any tips? One I had in mind involves a -2 Decrease in Perception but a 10+ in Guns & Energy Weapons, while also forcing the character to have an eyepatch (unremovable) on their model.

I thought I'd ask as knowing my luck, the game would break if I was left to do my own thing.


The first part is pretty simple. Just create a new perk and check Trait and Playable (or edit an existing trait). The -2 Perception and +10 Guns/Energy should be easy to figure out (just look at other perks that have similar abilities). The eyepatch is a bit more difficult. You'll need to have the perk http://www.gamesas.com/index.php?/topic/1134631-adding-items-through-perks/ that adds the eyepatch to the player. Then the eyepatch itself would need a script to prevent it from being removed (make it a quest item so it cannot be dropped and force it to re-equip when it is unequipped?).

Edit: Or, actually, for the eyepatch, you may be able to make it non-playable ("invisible" in the inventory) so it couldn't be re-equipped. But there might be cases where other game scripts unequip everything from the character.
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Kelvin
 
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Post » Thu Sep 30, 2010 4:33 am

You could make it a quest item (so that it can't be taken away by RemoveAlItems or something like that) and use a script command to force it to be equipped and stay equipped (Player.EquipItem EyePatchFormID 1, after you add the eyepatch to the player's inventory). This'll prevent you from equipping anything else in the slot that the eyepatch takes up, though.
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Mrs Pooh
 
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Post » Thu Sep 30, 2010 3:50 am

Thanks for the help guys, I'll get fired into this in a few hours and see what I come up with :P
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Cameron Garrod
 
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