Jump to content

PERKS


jaege

Recommended Posts

Posted

Through the GECK I have seen a bunch of sexout specific perks, big boobs, big dick, tight fanny. There is a long list. I was wondering how I can get them? Is it possible ingame? Some, like big dick, seem more like a trait or at least something you would start with.

Posted

I think those are just one of many placeholders that are there for modders. Would really love to see them and more in game,  but they need to be worked into other mods so they have some kind of effect on either mod specific dialogue or maybe SexoutLust or SexoutWearandTear. Otherwise they'll just be kind of cosmetic character tid-bits there for flavor and don't really do anything. If that's fine with you though you could always do:

player.addperk <PerkCode>

In the console to get it added to your list of perks.

 

 

 

Posted

The vast majority of those perks listed, as mentioned above, are place holders, WIPs or abandoned ideas. I was responsible for more then a few of them. I've recently started working privately on getting some of them working, but so far, its very slow going with life obligations to attend to. for now, its best you just ignore the fact they are there.

  • 3 weeks later...
Posted

Right now AFAIK Working Girl is the only Sexout-Mod which adds Perks. And the Schoolgirl add one, too. And would add some more ...

So I want to capture this topic ...

 

I would be extremely interested in adding more Sex-Related Perks to the game. Some of them have been named in SexoutNG allready but I would prefer a extra mod.

The idea/whish I have, is to add more consequences to the players/couriers behaviour. And I want to "read" about them (I like those special perks since FO2 :) )

So if you (Kodiak) are still working on something like this, I would be glad to have it someday as a download. :)

 

And if you are working with perks, maybe you (or someone else) could give me some hints and help in making my own perks for the "schoolgirls" ... especially for the non-schoolgirl-part of the mod.

 

For example: I have added a "cow-perk" ... the courier gets it, if she has quest-related sex with a bighorner. The cosequence of the perk is a masive debuff of inteligence. That is easy, but it is not the thing I wanted to do. I want the courier to NEED something. If she "is a cow", she needs to have sex with the bighorner to feel well (get some buff), and she wants to be pregnant by them (gets an extra buff). And if she denies her desires she gets an massive debuff. So I would like to have a dynamic perk. But I realy don't have figured out, how to make this.

Maybe someone knows how to realize this?

Posted

Making "surface level" perks is easy. Of the 6 or so I have working right now, they are all basic stat boosting perks that merely reflect the PCs sexual habits or traits.

 

An example of this is the "Big Fucking Tits" Perk I'm balancing currently. It only requires the player to be a level 1 female with at least a 5 Cha. The perk offers a +10 to Barter and +10 to Speech, but on the down side, your BFTs weigh you down reflected with a -20 lbs inventory cap and a -2 Agl.

 

The reason perks like that are easy is because there is no scripting involved and are currently independent of any sexout resources. I'd love to make more complex perks, using SexOut flags and such, but much of what I want to do is script based.... and Java and I don't really get along that well.

 

Once I'm happy with the balance of the perks I am working with, I'll post it up as an esp download here in LL. At the same time though, I'm not about to just post up 6 half assed perks just to have them up. I want them balanced and working to the best of my ability.

Posted

So, Kodiak, you have the same problem like me. I've tried to figure out, how the vanilla-perks work, which add a buff/debuff at day or night (don't know the name of them right now) but I still haven't any clue.

and there are vanilla perks, that work if you have a weapon equiped, but you can't uns them if you have a "baby equiped. ;)

 

OH ... to many questions ... and no time to find the answers ... :)

 

  • 2 weeks later...
Posted

OK, I capture this tread again, to ask some questions.

 

As mentioned sometimes ;) I try to create some dynamic perks.

 

Now I made two ActorEffects named "aayEffectHappyHen" and "aayEffectSadHen". They simply increase/decrease some actor values.

I could add one of these Effects to a Perk via PerkEntry --> Ability.

 

But I want to use both.

 

So I made a little Script (Type: Effect).

scn aayChickenPerkEffectScript

int iCtr

begin ScriptEffectStart
	if (iCtr == 0) && (player.getItemCount SexoutSEggGecko > 0)
		addSpell aayEffectHappyHen
		set iCtr to 1
	endif
	if (iCtr == 1) && (player.getItemCount SexoutSEggGecko == 0)
		removeSpell aayEffectHappyHen
		addSpell aayEffectSadHen
		set iCtr to 0
	endif
end

begin ScriptEffectFinish
	removeSpell aayEffectHappyHen
	removeSpell aayEffectSadHen
	set iCtr to 0 
end

You can see ... if the Player is heavy with gecko eggs, she is a happy hen, if not, she is a sad hen.

But how can I add this script to the perk?

Or at last ... how can I run a effect script at all? I've searched the whole Geck-Wiki, but I still habe no clue.

 

Tryed it another way:

I have seen, that you can chose "quest" and "stage" as a perk result. So I took the main part of the script above and put it to a Quest stage, I added. But as far as I can tell, the stage isn't set when the perk is added.

 

I don't want to put the script in the main quest-script, because I want to make it smart and slimm, and so the scrip would run as long as the quest is running (and it shouldn't stopp, when the quest is finished.

 

So maybe you ... yes YOU! ... can give me some advice? No? Thats sad ... so sad ...

 

 

-------------- 

 

And another question:

 

How can I make an Actor Effect visible in the Pip-Boy (as the other player effects)

Posted

Quest stage scripts can't be very complicated, you can set a bunch of things but can't use to many if-constructions. Have you tried casting your spell from the quest stage scripts? Also, there may be something about the flags on the quest that can stop your stage setting from happening all the time - "allow repeated quest stages" etc.

The ability route can be difficult too - if people uninstall a mod that has a perk on the player with an ability, that can cause problems (which is why I added some uninstall code to SexoutLust).

 

Edit: for an actor effect to be visible in the pipboy, it needs a name and a base effect other than the script. An actor effect with only a script base effect attached won't show up, iirc.

Posted

Well ...

I tryed it, but it seems it doesn't work as it should.

As the PERK is given and the stage is set, the player gets the first spell ... and thats it.

My script shoud run as long as the PERK is added to the player, because it has to check if an Item is in the invertory (add spell one, remove spell two) ... or not (add spell two, remove spell one).

 

Quest stages doesn't seem to be the propper way to make a PERK the way I want it. But the Quest-Stage script runs only once, when the Stage is set, right?

 

So I put the script to the Qust-Script itsself and the adding/removing of the spell seem to work as they should.

(I get the message "Spell XX added" or something like this)

... but ...

Now the script runs the whole time, the quest is running, and that doesn't look very "smart" to me.

 

... and another BUT!!!

The spell doesn't change the player values, now! It looks exactly the same, as the actor-effect I add in a perk directly!

 

I feel even more stupid, now :(;)

Posted

I know how that feels.
If you're still using "removeSpell", try "dispel" instead - removespell is said to be unreliable in the wiki. "Addspell" should be fine for abilities but general actor effects should really be cast with "CIOS"

If I understand you correctly, you want to use the perk to trigger the ability, and the ability's effect script to detect & turn/off the actor effects depending on the gecko eggs, which are in SCR? Because in that case you're better off sticking to the quest script if you want to keep things lean - an effect script will process every frame, while a quest set to standard processing delay runs its script only every 5 seconds. There's no need for an ability here, and I'd avoid scripted abilities altogether. In vanilla, abilities  are mostly about long-term stat buffs & debuffs, really, and anything long-term you don't want to attach scripts to that run every frame. A quest script that runs every 5 or even 10 secs can do the job of detecting those eggs just fine, I think.

I suggest you stick your getitemcount/CIOS code in a quest script to a quest that's disabled on start - the quest stage entry from the perk should be able to start it so you don't really need anything in the stage result script (maybe a "printc" notification to make sure it all happens) - and add a "hasperk" check to the quest script so that it can turn itself off with "stopquest" if the player ever loses the perk.

Or, if you have a draft version, maybe send it to me in pm & I'll have a closer look? Sometimes it's just easier to understand that way :)

  • 2 weeks later...
Posted

Had a little time, to struggle with my mod.

Put a slightly edited version of my script above to the quest-script.

And I have changed the Actor-Effects to Diseases! Now the Effect is shown in the Pip-Boy, as I wanted. --> Sometimes the solution is so obviously, that you can't see it.

So my nasty littl perk works as it should.

Next step: I will put the perk-script to it's own quest, as DoctaSax described.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...