Difference between revisions of "Talk:Perk Entry Point"
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imported>Terra Nova2 |
imported>Arocide |
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*Apply Combat Hit Spell | *Apply Combat Hit Spell | ||
::Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST) | ::Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST) | ||
:::I noticed that as well I am not sure why it does that, so unless we are both doing it wrong I think it maybe a bug. --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT) | |||
::It appears to work with Archery however it works in a weird way. In my testing the Spell is instantly applied to the combat target when an arrow is shot rather then when an arrow hits. This can depending on the effect cause an arrow to miss entirely when it should would have hit (e.g Paralysis, Slow Effects or Applying Impulse Force). --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT) |
Revision as of 05:39, 30 April 2015
Perk Entry Point Discussion
- Modify Player Magic Slowdown
- After extensive testing, I'm fairly certain this EP does nothing. I tested it a 5.0 multiplier, a 0.2 multiplier, an Add Value of 20, an Add Value of -20, and a Set Value of 1.0. It doesn't affect the player's casting or casting speed in any way, nor does it affect incoming magic spells in any way that I can tell. I also suspected that perhaps this had something to do with the modifying the player's abilities when a Slow Time effect was active, so I tested that, but again, no effects observed--player movement speed, casting speed, attack speed, etc.. all are unmodified even while Slow Time is active. I also discovered a mod called "Belua Sanguinare" that uses this perk entry, but as far as I can tell it's not having any effect there either. Egocarib (talk) 2013-08-23T22:51:43 (EDT)
- Modify Bow Zoom
- Values beyond 1.0 don't appear to have an affect - the zoom distance is capped. I also noticed that certain values (like 0.80) produced buggy behavior, at least for me -- at that value the camera kept zooming in and out very rapidly and jerkily. 0.60 (the Eagle Eye perk value) and 1.0 worked fine, though. Egocarib (talk) 2013-11-22T20:40:56 (EST)
- Apply Reanimate Spell
- If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --W Dog (talk) 2014-01-03T15:37:28 (EST)
- Apply Combat Hit Spell
- Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--Terra Nova2 (talk) 2015-02-22T12:31:11 (EST)
- It appears to work with Archery however it works in a weird way. In my testing the Spell is instantly applied to the combat target when an arrow is shot rather then when an arrow hits. This can depending on the effect cause an arrow to miss entirely when it should would have hit (e.g Paralysis, Slow Effects or Applying Impulse Force). --Arocide (talk) 2015-04-30T06:39:46 (EDT)