Difference between revisions of "AddPerk"

450 bytes added ,  19:37, 15 April 2009
→‎Notes: Example codearound for the bug.
imported>DewiMorgan
(→‎Notes: copying warning note from category perk)
imported>DewiMorgan
(→‎Notes: Example codearound for the bug.)
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==Notes==
==Notes==
*Note that games saved with mods installed (and given to the Player) that add new Perks may crash the game when those save games are loaded without the necessary mod(s) installed. If you know the FormId of the Perk, you can remove it from yourself using the console. Modders are strongly recommended to implement some in-game means for players to remove perks from their character should they wish to uninstall, as finding the FormIDs may be too complex a task for some.
* Loading a savegame in which the player has a mod-ceated perk, when the mod that created it is no longer installed, may crash the game. If you know the FormId of the Perk, you can remove it from yourself using the console. Modders are also strongly advised to provide an in-game means for players to remove perks, should they wish to uninstall.
 
One way is to add a zero weight token object to the player: first, an item called, eg "ExampleToken", with an "item" type script like the following is created:
    ScriptName ExampleTokenScript
 
    Begin OnAdd player
        player.AddPerk ExamplePerk
    End
    Begin OnDrop player
        player.RemovePerk ExamplePerk
    End
Then a quest called, eg "ExampleQuest" is created and set to "start game enabled", with a "quest" type script:
    ScriptName ExampleQuestScript
 
    Begin GameMode
        player.addItem ExampleToken 1
        StopQuest ExampleQuest
    End
 
*This function is new in the GECK, and was not available in the TES4 Construction Set.
*This function is new in the GECK, and was not available in the TES4 Construction Set.


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