Would this work?

Post » Thu Oct 21, 2010 8:12 am

I was just thinking about the Computer Whiz perk and the corresponding Lockpick one, I forget the name right now. They're completely useless right now since you can just exit on your last attempt and you never have to break a lock or get locked out of a terminal. I was thinking that one way to make those perks useful would be to lower the lock value of all locks/terminals in the game, so that Very Hard becomes Hard, Hard becomes Average etc. I was thinking that I could go through the list of all the base locks and terminals in the game, put them in a form list and use the Lock function to adjust their levels. Do you think that would work? So I'd have a form list of all the Very Hard locks in the game, then use the Lock command and set them all to Hard. Something like this:

if isinlist VeryHardLocks    Lock 75


Or do you need to have a specific reference for the command to work?
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Thu Oct 21, 2010 1:21 pm

http://geck.gamesas.com/index.php/Lock

Yes, it needs a reference.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Thu Oct 21, 2010 2:57 pm

Yes, I was looking at that page, that's why I asked. I just wondered if that was a hard and fast rule. I guess if I intend on doing it, I'll have to put every reference in a script individually. That seems like too much trouble considering I never bother with that perk anyway.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Thu Oct 21, 2010 2:34 pm

If the script is running 'on' the object, then you do not need to specify the reference.

So, if the script is attached to the locked container, you just need to code the lock as you have it above. The reference is taken from the object the script is running on.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Thu Oct 21, 2010 5:25 am

If the script is running 'on' the object, then you do not need to specify the reference.

So, if the script is attached to the locked container, you just need to code the lock as you have it above. The reference is taken from the object the script is running on.


Well that's good to know, maybe I'll tackle that then. I don't know why Bethesda handled lockpicking/hacking like they did, it's really quite silly. You'd have to be really foolish to take those perks with the way things work. At least doing it this way will make them worth something. I'm planning on making a no VATS perks package and maybe I'll throw those in there as well.

Speaking of which, I've been thinking about the Mysterious Stranger. Is it possible to have him spawn out of VATS close to the player during combat, then set up a timer which would remove him when the time ran out? I've managed to come up with alternative ideas for the VATS only perks, but that's one that still eludes me. Grim Reaper Sprint is another. I'm thinking maybe I can do something with IsKiller but I'm not sure. Right now I just have 100% damage if I hit something in the head, but I'd like something a bit closer to the original now that I've managed to make Action Points useful out of VATS.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am


Return to Fallout 3