Yes I found out how to add skills to an object for example with a use procedure, like in this instance:
procedure use_p_proc begin
display_mstr(100);
give_xp(EXP_NEW_RENO_USE_DERMAL);
critter_mod_skill(dude_obj, SKILL_CONVERSANT, 10);
dude_floater(200);
scr_return(1);
end
but I...
Do you know where to find the scripts or files for items? Like the doctor's bag or the first Aid Kit?
They both give bonus skills to the player character.
If I can just find one such file I'll be ok to figure it out but can't seem to find it.
I am using sFall, it is awesome.
Hi, I'm trying to understand how to make item's give skills to the player. The motion sensor for example gives 20% of outdoor skills but I can't see this bonus in the Mapper editor.
In which file can I see this? I have no idea.
The line of code is this, but I'd like to see it applied to the...
I'm also trying to understand how to make item's give skills to the player. The motion sensor gives 20% of outdoor skills but I can't see this bonus in the Mapper editor.
In which file can I see this? I can't find it.
the line of code is this, but I'd like to see it applied to the motion...
Yes, it seems to be a simple script line since all I intend to do is to reward the player with an existing perk after the quest is completed (or embedded in the dialog options).
In KCSMILEY.SSL, Smiley the Trapper's script file, I found this line of code:
#define Add_Skinner...
Hi, new to the Fallout modding scene. Was just wondering if it was possible to make a mod where some perks are earned from quests given by certain NPCs.
I know that Pariah dog gives you the Jinxed perk when joining you as well as you can learn the Gecko skinning perk from Smiley the Trapper...