How to create a perk

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Revision as of 04:51, 22 June 2011 by LHammonds (talk | contribs) (Cleaned up formatting.)
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Overview

To demonstrate how to make a custom perk for Fallout 3 or Fallout: New Vegas.

List of steps

  1. Bring up the Geck and make sure that the correct master file is selected. This will either be Fallout3.esm or FalloutNV.esm.
  2. Use the Object Window to open "Actor Data," and then open "Perk." You should now see all of the vanilla perks.
  3. Right-click above the vanilla challenges and select "New." This will open a dialogue box named "Perk."
    Your screen should look like this by step 3
  4. Type in an ID with no spaces in the "ID" heading. This will identify your perk when you want something to use it.
  5. Type in a name in the "Name" heading. This will be the name displayed in the Pip-boy and level-up or trait selection screen depending on when you want your perk to be available.
  6. To the right of the "ID" and "Name" headings is "Perk Icon." Select a .DDS file to use as the image for the perk.
  7. Underneath the "Name" heading, there are three check boxes. The two to be concerned with are "Trait" and "Playable." If you check "Trait," this perk will only be available when for the New Vegas trait selection box. If you check "Playable," this will add the perk to the level-up selection screen. If you are making a challenge for New Vegas, this is a reason to have "Playable" unchecked, because you can add the perk through the challenge instead of the level-up screen.
  8. Underneath the check boxes, there is are two headings, "Level" and "Num Ranks." These determine which level the perk becomes available at, and how many times the perk can be gained.
  9. To the right of "Level" and "Num Ranks" is "Perk Description." Whatever you type in here will be displayed as in the Pip-boy and level-up screen as the explanation for what the perk does.
  10. Below all of these headings is "Conditions." This lets you add qualifiers to the perk to further determine whether the player may have the perk. An example of a perk's qualifiers are "GetPermanentActorValue" "Charisma" ">=" "6" "AND" "GetPermanentActorValue" "Survival" ">=" "45." This is what the player needs to be able to select "Animal Friend."
  11. The last thing you need to set are the "Perk Entries." This determines what you perk does and when it does it. Most perks are set to be active all the time, for example, "Animal Friend," but the example "Soda Challenge" in the mod section adds a perk with a condition so that it only runs when the "Perk Owner" "IsSpellTarget" of any Nuka Cola drink or Sunset Sarsaparilla.
  12. Save your esp! You just made a perk!

Mods


Name

More Perks

Author

Dree

Description

More Perks for New Vegas is here! Adds +100 new perks and +10 traits that player can take. The goal is to offer alternatives to currently available perks and engage into the core gameplay mechanics without ruining the original taste of fallout NV



Name

Soda Challenge

Author

stx06

Description

Drink a bunch sodas (Nuka or Sarsaparilla) and get a perk!



Name

Human Plague Perk

Author

stx06

Description

Lord Death not enough of a bonus for you? Here's a challenge for the determined with a powerful perk to match!



Name

ST Traits and Perks

Author

SmileyTops

Description

20 traits, 28 new perks, and makes tweaks to 9 perks. Most are classic oldies, but there are a few new ones.



Name

New and Improved Perks

Author

Lautreamont

Description

Adds some new specialized perks for different and/or strange type of builds and improve vanilla existent perks.



Name

WolverinePerkMod

Author

TheOneness

Description

Wolverine moves from Fallout 3 to NV.



Name

Jarelle Perk Pack

Author

Jarelle

Description

Adds 22 new perks and modifies some of the old ones.



Name

Magic Fingers Perk

Author

LFox

Description

Adds a new perk that allows you to steal EVERYTHING a NPC is wearing including their clothes.