Devs, please read this -- will you fix AddPerk in SE?

Post » Mon Aug 15, 2016 12:57 am

Apparently the Papyrus AddPerk function is fixed in FO4 and works as expected with NPCs as well, contrary to Skyrim where the function works for the player only, rendering it pretty much useless.
Having it working for NPCs in the Special Edition would be awesome, it would allow great flexibility when working with NPCs stats.

I don't know if devs are still around here but if you are, SmkViper or anyone, please, PLEASE fix this.
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Steve Smith
 
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Post » Mon Aug 15, 2016 3:58 am

I second that!!!!!!



Good to hear that it is possible because I had thought there was a technical reason that it could not be done. I had thought this because I know one can easily CTD the game when using some conditions incorrectly, and it is very hard to track down sometimes especially if the miss-used condition is somewhat a rare occurrence. But that is up to the modder to be careful with it.



Good to hear because that means it WILL BE in the next TES.



Adding perks to NPC would almost give the modder the same power that SKSE can. Almost every feature in my combat overhaul mod could have been done without SKSE using new npc perks that could be added dynamically.



...and I made a HECK of a lot of unique combat features that no other combat mod/modder has had the stupidity to try to do with scripting in Skyrim. Took me years to get the script delay to a manageable level with everything I do in the mod. Even complicated features drowning in variables that are done with perks (and it's conditions) happen near INSTANTANEOUSLY!



Now combine that WITH SKSE, wow the mind boggles...

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luis dejesus
 
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Post » Sun Aug 14, 2016 8:05 pm

Yes, it would be pure win, and now imagine this along with working custom "Actor Values" (already fixed in Fallout 4)!



Giveeee pleeease...

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Carys
 
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Post » Sun Aug 14, 2016 9:18 pm

I really hope that this is possible...

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Tom
 
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