I can't replicate this with my extra traits mod. If I click cancel, the fake perk is always removed correctly. Would you mind pming me the script you're using? It's more likely to be an sfall bug than a problem with your script, but if so it looks like it requires some specific layout of real/fake perks to trigger...Nirran said:i am not sure if this is a bug or something i did and screwed it away,but i selected a "fake perk" in the perk selection menu and then canceled instead of clicking done,when i re-entered character screen i still had the perk point available and the fake perk i selected was still applied to the chosen one
Edit: 1.44a is (partially) up. I wasn't intending to release it just yet, but I don't seem to be working on sfall very much recently, and I might as well release what I have. It now lets you set custom death animations via a couple of new hook scripts.
Code:
hs_deathanim1.int
Runs before fallout tries to calculate the death animation. Lets you switch out which weapon fallout sees
item arg1 - The weapon performing the attack. (May be zero if the attack is unarmed)
critter arg2 - The attacker
critter arg3 - The target
int arg4 - The amount of damage
int ret1 - The pid of an object to override the attacking weapon with
-------------------------------------------
hs_deathanim2.int
Runs after fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than hs_deathanim1, but performs no validation.
item arg1 - The weapon performing the attack. (May be zero if the attack is unarmed)
critter arg2 - The attacker
critter arg3 - The target
int arg4 - The amount of damage
int arg5 - The frame id calculated by fallout
int ret1 - Override the frame id.
And an example of a hs_deathanim1 script that causes everyone to burn horribly to death:
Code:
procedure start;
procedure start begin
if(init_hook) then begin
end else begin
set_sfall_return(11); //pid for the flamer
end
end
Edit2: That little bit of the readme isn't final, which is why it's not included in the download yet: Firstly, scripts tend to expect item references to be ids rather than a memory pointer, so trying to do anything with the weapon argument may not work. I'll probably swap that out to give the pid instead. Secondly I'm not entirally sure that the death anims are frame ids; if they are, they're just the list offset (ie the last 3 digits of the id,) and not the whole thing.
Edit the third: Just a quick reminder, can anyone making new feature requests please add them to the modding wiki, so that they don't get lost somewhere in the middle of this thread never to be seen again. It helps a lot with my memory.