Fallout 2 mod Earning perks from quests

Bubbalicious

First time out of the vault
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.

Being a noob at all this, I was wondering if modifying the AI packet of Smiley would allow to create a similar NPC which would give a different perk from a completed quest.

How would I proceed to do such a thing? Has this been done previously in any mod?

Thanks!
 
Well, adding a perk is just a matter of switching a variable, so that's no big deal at all. The biggest deal is - what exactly do you want to do with the perk. Lots of stuff can be scripted nowadays, but not everything is easy (especially for a beginner).
 
Well, adding a perk is just a matter of switching a variable, so that's no big deal at all. The biggest deal is - what exactly do you want to do with the perk. Lots of stuff can be scripted nowadays, but not everything is easy (especially for a beginner).

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 critter_add_trait(dude_obj,TRAIT_PERK,PERK_gecko_skinning_perk,1)

and this

procedure Node014 begin
critter_add_trait(dude_obj,TRAIT_PERK,PERK_gecko_skinning_perk,1);
Reply(240);

the reply being:

{240}{}{Since those geckos nearly had my hide let me teach you how to get theirs. Here's how you skin 'em. (Smiley
demonstrates) ...and when you kill 'em you can get their hides an' sell 'em. OK?}

So it seems simpler than I originally thought, I'm just surprised that this option has not been used in most mods. I find it more interesting to have some lower level perks given to you through special quests than just every three levels.
 
I have a couple such things in my mod (that is still unreleased), but yeah, seems it was mostly flying under the radar-- at least for the couple big mods that got finished over the last 10 years.
 
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 sensor and possibly reuse it for other items.

critter_mod_skill

int Critter

who (ObjectPtr)

skill (int)

amount (int)

Modifies a given skill in a given critter object (who) by a given amount. Note: this currently is only valid on the player (obj_dude) object.
 
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