Difference between revisions of "Perk"

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***'''Stage:''' The Quest Stage to set.
***'''Stage:''' The Quest Stage to set.
**'''Ability:''' An Ability Perk Entry adds the selected Ability or Spell to the player when they acquire the perk.
**'''Ability:''' An Ability Perk Entry adds the selected Ability or Spell to the player when they acquire the perk.
**[[Entry Point|'''Entry Point:''']] An Entry Point Perk allows you to modify a specific, predefined part of the code. When you create a Perk Entry that refers to an Entry Point, you select from a list of these predefined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.
**[[Perk Entry Point|'''Entry Point:''']] An Entry Point Perk allows you to modify a specific, predefined part of the code. When you create a Perk Entry that refers to an Entry Point, you select from a list of these predefined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.
***'''Function:''' How the Entry Point is affected: Plus, minus, multiply, set, etc.
***'''Function:''' How the Entry Point is affected: Plus, minus, multiply, set, etc.
***'''Function Data:''' How much it is affected.
***'''Function Data:''' How much it is affected.

Revision as of 00:30, 26 April 2012

Perks are abilities received by players as they gain levels and play through the game. Or, instead of receiving a new Perk, the player may add a rank to an existing Perk, thereby increasing its effectiveness (if that Perk had more than one allowable rank).

Perk Dialog

  • ID: The label used to identify this object type. It must be unique among all IDs, forms and references.
  • Name: The display name for this perk.
  • Perk Icon: The name of the file that contains the perk icon graphic.
  • Trait: Not applicable.
  • Playable: A check box that identifies (when checked) that the perk can be chosen by the player when leveling up.
  • Hidden: Not applicable.
  • Level: Not applicable.
  • Num Ranks: Not applicable. (See Discussion page)
  • Perk Descripton: The full, display description of the perk.
  • Conditions: Sets the conditions necessary to make this perk available. Usually these are GetBaseActorValue and HasPerk conditions.
  • Perk Entries define what happens if the player has the Perk.
    • Rank: Not used.
    • Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence.
    • Quest: A Quest Perk Entry will start a specified quest and set it to a specified stage.
      • Stage: The Quest Stage to set.
    • Ability: An Ability Perk Entry adds the selected Ability or Spell to the player when they acquire the perk.
    • Entry Point: An Entry Point Perk allows you to modify a specific, predefined part of the code. When you create a Perk Entry that refers to an Entry Point, you select from a list of these predefined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.
      • Function: How the Entry Point is affected: Plus, minus, multiply, set, etc.
      • Function Data: How much it is affected.
      • Conditions: The conditions under which the Perk is effective. For example, a condition here allows you to specify that the Perk only functions if the player's health is below 50%, or only works if they have a specific weapon equipped.

Adding a Perk to a Skill Tree

Skill trees are not defined in the perks themselves. Instead, follow these steps to add a perk to a skill tree:

  1. Go to the Character Menu and select Actor Values.
  2. A window will open with a list of Actor Values. From the list, select the skill whose tree you want to put the perk in.
  3. On the right side there will be a button labeled "Perk Tree". Click that button.
  4. A perk tree diagram will pop up. Right-click anywhere in the white rectangles.
  5. Choose "Add Perk".
  6. Select the perk you want to add to the tree.