Cleaned up code for perk activate choice fragments. Great thanks to Fantafaust for providing cleaner code. I developed this really early in my modding career, so it needed the improvement.
Added an optional RobCo Patcher file that makes Mentats and related Mentat chems give +1 or +2 hacking guesses.
Made the mod use loose files. There's no real need to package an archive for just scripts
Version 4.2
Removed a leftover debug notification. Now you won't get spammed by a message every time you close a pause menu.
Version 4.1
Cleaned up quest scripts; Changed OnInit Event to OnQuestInit Event. Also, the scripts for adding perks run after detecting MQ102 stage 7 has been completed. Used to be on Load Game.
Released source files. They're packed in archive
Version 4.01
Changed default setting in MCM: Terminal Security Detection is on by default now
Version 4.0
Added MCM to customize password count, customize terminal lockout time, add guesses, toggle Terminal Security Detection feature, and customize bypass times for that feature
Fixed bypass script running multiple times if you repeatedly activate terminal after warning message
Removed warning messages for activating terminal after triggering Terminal Security Detection feature
Changed some messages and perk descriptions for consistency with the fact that you can customize values in MCM
Renamed ESP for consistency (had the word Vanilla in it before which makes no sense upon retrospect)
Version 3.03
Novice Terminal in Saugus Ironworks is now affected by this mod.
Version 3.02
Bugfix: Descriptions now actually fit in text box. For sure this time.
Bugfix: Debug no longer needs to be turned on to see messages
New messages were added as records; they were compacted so ESL flag should still work.
Version 3.01
Compacted form IDs of keywords to ensure it's a properly ESL flagged
Bugfix: Shortened perk descriptions version with new hacking mechanic (they were too long and didn't fit in description box)
Version 3.0
Added new mechanic for hacking: terminal will detect you after resetting the minigame (starting minigame, then leaving, then start minigame) and block you temporarily from using it
Ranks in Hacker perks reduce the amount of time terminal will block you for new mechanic
Version 2.71
I had to reupload the BA2 because I did not rename it correctly. Please update to this so that the scripts in BA2 can actually be read.
Potentially another fix for the quest script. Needs testing
Version 2.7
Fixed script for quest. If for some reason, you don't get perks on start of game or on a save, you should get them on load. Needs testing however.
Version 2.6
Fixed possible script issue where BA2 file was using old script.
Version 2.5
Changed how mod adds guesses and changes lockout time (using add value instead of set value)
Nick Valentine's companion perk description has changed to reflect how it affects lockout time
Message that says "you have been locked how and have to wait 10 seconds..." now changed to say 600 seconds
If you have Nick Valentine's companion perk and Master Hacker perk, you have a 5 second lockout time
Bugfix: Science bobblehead now correctly adds a hacking guess
Bugfix: Nick Valentine's perk now correctly adds a hacking guess
Bugfix: Lockout time actually changes now when you get certain perks
Version 2.0
Mod is dynamic now (also records are compacted and plugin is ESL flagged)
Scripted so that on activation of a locked terminal (based on lock level and highest ranked perk), a certain number of passwords will appear on the terminal.