A while ago, I noted and posted (probably in the old forums) that there was a problem using a "skin" to alter properties on a PC if used in the armour slot. (It broke the armour penalty when equipping.) At the time, I thought we could use the "Creature Bite" slot instead, as at the time I did not see a problem. However, in recent testing, I have found that having a skin in this slot breaks the unarmed combat damage.
I have decided to abandon all work using skins now due to this. Fortunately, I had altered some code that used skins already when new functions became available. However, I have some remaining issues regarding new feats that add skill bonuses - and having done a little checking, I am now uncertain how easy it is to add new feats that give skill bonuses.
The questions are:
1) Is there a thread I have missed that tells us how to add this kind of feat?
2) Alternatively, what is the best approach to add feats that increase skills? (Not affected by other effects.)
EDIT: I am guessing that a Persistent Feat may be the answer (from this post): http://social.biowar...3/index/3121008
I tried making a persistent feat. Unfortunately, while it added the skill, I cannot add the skill "invisibly" due to having to add the effect directly to the player, which then shows "skill bonus" applied icons. Therefore, if anybody has been able to do this, then please let me know.
Thanks.
Lance.
Modifié par Lance Botelle, 10 octobre 2010 - 08:44 .





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