To be honest I don't care about perks. The way I play I let Lorenzo wipe out his family. Then take him as a follower with Multiple Tee Party. And use him to head up the Pillars of the Community. After using the mod to make their place a settlement. But I noticed he lost his crown upon returning to the place. So, if I can make him wear this it would be awesome!
It's doesn't add the effects. I loaded it up in FalloutEdit and checked for conflicts and there were none shown. I moved it to the top of the load order, nothing, bottom, nothing. IDK.
I'm not getting the perk when equipping the crown. Tried moving it to the bottom of my load order, but no luck. Any idea what might cause it to not work?
That would be pretty cool, Not really sure how to do it other than maybe just adding like a -20 to perception, charisma and intelligence outright. I pretty much dont know anything about scripting, It took an embarrassingly long time.. considering this is all there is to it.. and I stole it from an already existing item...
Scriptname UbarCrownScript001 extends ObjectReference {Sets a quest stage when the Crown Of Ubar is equipped.}
Quest Property myQST auto {Quest upon which to set stage. Default is the Alias's owning quest.} int Property preReqStage = -1 auto {(Optional)Stage that must be set for this script to run. Default: NONE} int Property StageToSet auto {Set this stage when the player picks up this item.}
Event OnEquipped(Actor akActor)
Debug.Trace(self + "OnEquipped()")
if ( akActor == Game.GetPlayer() ) Debug.Trace(self + "OnEquipped() by player.") myQST.SetStage(stageToSet)
;Add temp perk to the player Debug.Trace("Fake perk added.") Game.GetPlayer().AddPerk(ThePowerOfUbarPerk001) endIf
endEvent
Event OnUnequipped(Actor akActor)
if ( akActor == Game.GetPlayer() ) ;Remove temp perk to the player Game.GetPlayer().RemovePerk(ThePowerOfUbarPerk001) endIf
Maybe check out the Sanity Framework mod for that purpose? There isn't much in-game I would agree with eroding the main character's sanity. This thing, yeah, maybe.
Suggest it as an optional file though, as not everyone is going to want their minds to slowly deteriorate into barely controlled psychosis.
When it actually kicks in it seems to take about 10 seconds for both arms to go from 0 to 100% Recorded a little video of having a fight with the original Lorenzo Cabot. You'd probably be most interested in the last 20 seconds if you do want to watch. I also stuck it in the videos tab if you dont wanna click the link.
seems like limb damage is out of 100... pretty entertaining vid. i think i recognise quite a few mods from the combat there, like https://www.nexusmods.com/fallout4/mods/41239...? the regen seemed to just kick in a bit after combat... what was the cause?
not bad balance bth. stops you putting it in then immediately opening menu to take off just to stop crippled limb debuffs. so many exploits with bethesda games just from re-equipping stuff
When you equip the crown is should make the perk appear in the perks section of the pipboy, In the "T" area, but there is no notification that it happens. So, My guess is if its not showing up, something is probably bugged.
could also be armorsmith overhaul or something messing with leveled lists giving you a crown variant. put at bottom of load order or check with Fo4Edit to see if another mod is replacing the modded crown just in case.
17 comments
Then take him as a follower with Multiple Tee Party. And use him to head up the Pillars of the Community.
After using the mod to make their place a settlement. But I noticed he lost his crown upon returning to the place.
So, if I can make him wear this it would be awesome!
Thanks a bunch!
Sooo....?
But then, also, not wearing it for too long gives you withdrawal from relying on it. Drop in strength, endurance and agility?
It could also reduce companion affinity with a cool down, so you really need to juggle the op tool.
Scriptname UbarCrownScript001 extends ObjectReference
{Sets a quest stage when the Crown Of Ubar is equipped.}
Quest Property myQST auto
{Quest upon which to set stage. Default is the Alias's owning quest.}
int Property preReqStage = -1 auto
{(Optional)Stage that must be set for this script to run. Default: NONE}
int Property StageToSet auto
{Set this stage when the player picks up this item.}
Event OnEquipped(Actor akActor)
Debug.Trace(self + "OnEquipped()")
if ( akActor == Game.GetPlayer() )
Debug.Trace(self + "OnEquipped() by player.")
myQST.SetStage(stageToSet)
;Add temp perk to the player
Debug.Trace("Fake perk added.")
Game.GetPlayer().AddPerk(ThePowerOfUbarPerk001)
endIf
endEvent
Event OnUnequipped(Actor akActor)
if ( akActor == Game.GetPlayer() )
;Remove temp perk to the player
Game.GetPlayer().RemovePerk(ThePowerOfUbarPerk001)
endIf
EndEvent
Perk Property ThePowerOfUbarPerk001 Auto Const
There isn't much in-game I would agree with eroding the main character's sanity. This thing, yeah, maybe.
Suggest it as an optional file though, as not everyone is going to want their minds to slowly deteriorate into barely controlled psychosis.
the regen seemed to just kick in a bit after combat... what was the cause?
Maybe if you ask nicely, the author of that mod will let you use it to spice yours up a bit. Just my 2cp.