[WIP] Experimental Bounty from the Capital Wasteland

Post » Wed Dec 07, 2011 4:27 pm

This is, I suppose, both a brief plea for help as well as an announcement of sorts.

In the interest of making my Lone Wanderer from Fallout 3 into my Courier in New Vegas, I realized the only thing I genuinely miss are a few of the quest-based perks that really embodied my character - a highly intelligent if not emotionally unstable scientist willing to experiment on himself routinely.

Ant Might / Ant Sight, Barkskin, Wired Reflexes, the Guru and Radiation perks from the Wasteland Survival Guide, hell, the bonus radiation resistance Booster Shot from The Pitt.

I found all the variables for these actually locked away neatly inside the New Vegas data files but my knowledge of perk creation is kind of.. limited. At best.

If someone could give me a crash course in this I'd love to release a package that allows you to add these old "experimental" favorites to your Courier if you, like me, wish you could have traveled from D.C. to California.
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Jeff Tingler
 
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Post » Wed Dec 07, 2011 1:28 pm

Well, for http://fallout.wikia.com/wiki/Hematophage:

1. Create a base id of RickRollHema and a name of Hematophage.
2. Then go to the item Bloodpacks, you can use edit at the top bar (next to file) then Find Text then pick the Objects tab and double click on it.
3. On the "Results" window you'll find one that has Magnitude 4 and Duration 5, double click on that one.
4. It already has HasPerk on Condition Function so just click on the Function Paramiters and find RickRollHema and choose that one.
5. Now save the effects, go back to your perk, set it's level requirement and (if you want to) SPECIAL and skill requirements and you're done.

But before you go through this very very opposite of a shortcut:

1. go to Perks.
2. Double click on MS09Hematophage
3. Change it's level requirement to 2 and click the Playable box.
4. Start the game, level up and pick it.

Or just use console command to directly add it. (player.addperk 35E04 <--- for barkskin according to the wikia)

Actually, if those two below works then just do that for all of them.
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Nadia Nad
 
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Post » Wed Dec 07, 2011 6:17 am

Actually it turns out all the old FO3 perk IDs are still active in New Vegas and thus no mod is actually needed. Guess I should have experimented in game a little bit more instead of just combing through variables in Fallout 3 and New Vegas and seeing what would "stick."

[Edit] Actually, while the IDs are still in the game they don't seem to actually grant you the perk. Would switching it to Playable fix this or is an ESP fix going to be needed?
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Lifee Mccaslin
 
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Post » Wed Dec 07, 2011 10:21 am

Oh well. :P

If you're ever interested in creating your own perks for one of your playthroughs to fit your role better then give me a PM, my memory of perk modding is still fresh. ;)
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Laura Mclean
 
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