Ok, a question FROM me for a change...

ColJack

Where'd That 6th Toe Come From?
instead of answering everyones questions, it's time for me to seek the wisdom of the modding gods..

where / how do you add new perks to fallout 2??

I've searched everywhere, looked through loads of scripts, and the best I've found so far is the descriptions in the perks.msg file in the text folder...

it say's at the top "from perks.c" so i thought it would be in a script.. but now i'm guessing it's hard coded into the engine... ( gits..... why do that.. makes modding a lot harder... so many things could have been done in external files to make sequels easier to make... )
 
Indeed they are hard-coded.

You can always make your own albeit they won't exactly act like normal perks.

ChildKiller, Grave digger, Gecko Skinning are all perks only done through scripting, so it's not impossible to code new ones - but they won't be available through traditional means.
 
problem is we need it for an armour mod... to make it 100 percent rad resistant, but without the added benefits of power armour...
 
Well, if I remember correctly some people have found the offsets on how to edit the perks. I'll look around - and that's hoping you can indeed change the rad resistance... Try asking Temaperacl about them.

Otherwise, do you know how radiation damage normally happens other then when hit by critters and eating fruit?
For the fruit you should still get damage, for beasts it's actually script doing the damage. I don't remember how it works in the Glow but for the goo again it's a spatial script. The only thing left I beleive is when you have the "out of water event" and you get some hp damage, you might also get radiation damage - yet that could still be in the map entrance script... Dunno though this last one is totally wild speculation.
 
I remember about 6 months ago, there was a mod that added a flyable Vertibird to the game.

It included a new perk: Pilot


Maybe dig that up and check out how it was done ?
 
I have asked Corpse about this and this was part of his response:

Corpse said:
... I think it would be easier to add a condition to obj_dude.int that gives radiation resistance bonus when the armour is worn, if you do it this way, adding the perk would be unnecessary.

I dont know jack about scripting but I dont see why this wouldnt work as a work-around.
 
If you can attach a script on armor that runs when it's on and off, that's easy. But I don't recall there being script support for armors.
 
Hmm, could you set a script to trigger when a certain armor is put on/removed ?


Sory if it doesnt help, I know buggerall bout FO scripting.
 
[3PD said:
PsychoSniper]Hmm, could you set a script to trigger when a certain armor is put on/removed ?


Sory if it doesnt help, I know buggerall bout FO scripting.

Yes, if you add a condition to obj_dude (and hirable npc scripts) in critter_proc that checks the item is in an inventory slot and checks the stats where bonuses would be added so if both conditions are met (armour worn and bonus stat < bonus) it grants the bonus points to the stat, and another procedure in reverse.


[3PD said:
PsychoSniper]I remember about 6 months ago, there was a mod that added a flyable Vertibird to the game.

It included a new perk: Pilot


Maybe dig that up and check out how it was done ?

From what I recall, 'Friendly Foe' a unused perk left over from fallout 1 was replaced with pilot. All the vertibird script did was check this perk was present in order to let you fly.


red said:
Well, if I remember correctly some people have found the offsets on how to edit the perks. I'll look around - and that's hoping you can indeed change the rad resistance... Try asking Temaperacl about them.

Otherwise, do you know how radiation damage normally happens other then when hit by critters and eating fruit?
For the fruit you should still get damage, for beasts it's actually script doing the damage. I don't remember how it works in the Glow but for the goo again it's a spatial script. The only thing left I beleive is when you have the "out of water event" and you get some hp damage, you might also get radiation damage - yet that could still be in the map entrance script... Dunno though this last one is totally wild speculation.

Hey Red, could you please get that perk offset list; I am not 100% sure you can change the radiation resistance bonus through the set_critter_stat command; I have tried doing this for other resistances and it did not work. If one of the unused perks could be given this attribute then it would be a lot easier for the MutantsRising team and other modders to do what they want rather than having to change the PC and hirable NPC scripts.
 
I imagine in the same light that traits are hard-coded.

Since Bloody Mess isn't a proper trait (it doesn't have a drawback the way other traits do, and violence is controlled in the preferences anyway) I was wondering if it could be replaced somehow with Night Person.
 
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