chadamas
Recruit
Hey, people. I'll start by saying that this may be my first post, but I'm not new to these forums (been combing through threads here for weeks now, ever since I realized I could mod M&B). So I apologize if I ask something that has already been answered, but I promise I have tried using the search function.
I've been working on a mod for my own enjoyment, and, while progress is slow, things have been going pretty well up until today. My primary focus so far has been on character creation. Ideally, I wanted to get rid of all the questions at the beginning of the game and go straight to the character page with a pool of Attribute, Skill, and Weapon Proficiency points that I could distribute however I wanted. Extensive searching on this forum, though, seemed to suggest that wasn't possible. So instead, I opted for a class/perk system.
The classes weren't a problem. I was able to add that menu, and have all stats update accordingly. But I wanted to take a different direction for the perks, and actually make them have a lasting impact throughout the game.
You can only choose one perk at the beginning of the game. A couple of examples (formulas may be changed):
Swift Learner: grants an additional 5% XP whenever XP is rewarded
Comprehension: all books give one additional Attribute/Skill point when your character finishes them
I've already coded those and have them working properly, along with a few others. But there are two that I'm really having trouble with, and I wondered if anyone here could help me out...or at least tell me if they're even possible.
The first one is a weapons perk, which allows you to use a weapon with a difficulty rating one level beyond your Skill/Attribute. Ex: A Great Axe (difficulty 10), could be used with a STR of 9. I tried doing this the same way I did with the XP in the Swift Learner perk (created a script in module_scripts to check whether or not the character had the perk, and assign bonuses accordingly), but that was a dead end. Is something like this even possible? Or, maybe even to set all weapon difficulties to 0 for a character who has this perk?
Another is a sort of "Insomniac" type of perk, with which a character receives bonuses to his/her attributes at night. I'm pretty sure I could do this one, but I've spent so long fiddling with that weapons perk that I just don't feel like blindly going through the module files again right now. So...can anyone tell me the quickest route to accomplish this?
Whew...I feel like I'm writing a book here. Sorry for being so long-winded. I have other questions and ideas, but I'll leave it at this for now.
Thank you for any suggestions or pointers!
I've been working on a mod for my own enjoyment, and, while progress is slow, things have been going pretty well up until today. My primary focus so far has been on character creation. Ideally, I wanted to get rid of all the questions at the beginning of the game and go straight to the character page with a pool of Attribute, Skill, and Weapon Proficiency points that I could distribute however I wanted. Extensive searching on this forum, though, seemed to suggest that wasn't possible. So instead, I opted for a class/perk system.
The classes weren't a problem. I was able to add that menu, and have all stats update accordingly. But I wanted to take a different direction for the perks, and actually make them have a lasting impact throughout the game.
You can only choose one perk at the beginning of the game. A couple of examples (formulas may be changed):
Swift Learner: grants an additional 5% XP whenever XP is rewarded
Comprehension: all books give one additional Attribute/Skill point when your character finishes them
I've already coded those and have them working properly, along with a few others. But there are two that I'm really having trouble with, and I wondered if anyone here could help me out...or at least tell me if they're even possible.
The first one is a weapons perk, which allows you to use a weapon with a difficulty rating one level beyond your Skill/Attribute. Ex: A Great Axe (difficulty 10), could be used with a STR of 9. I tried doing this the same way I did with the XP in the Swift Learner perk (created a script in module_scripts to check whether or not the character had the perk, and assign bonuses accordingly), but that was a dead end. Is something like this even possible? Or, maybe even to set all weapon difficulties to 0 for a character who has this perk?
Another is a sort of "Insomniac" type of perk, with which a character receives bonuses to his/her attributes at night. I'm pretty sure I could do this one, but I've spent so long fiddling with that weapons perk that I just don't feel like blindly going through the module files again right now. So...can anyone tell me the quickest route to accomplish this?
Whew...I feel like I'm writing a book here. Sorry for being so long-winded. I have other questions and ideas, but I'll leave it at this for now.
Thank you for any suggestions or pointers!