Difference between revisions of "Talk:Perk"

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(priority is used globaly not just for one perk)
m (→‎Ranks: typo)
 
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Perhaps some information on making a new perk tree could be added here - if that's possible.--[[User:Roarian|Roarian]] 07:32, 10 February 2012 (EST)


== Take Precedence? ==
 
=Perk Entries=
==Priority==
=== Take Precedence? ===


"Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence." Does this mean lower priority entries do not occur or that higher priority entries occur/modify values and then the lower priority occurs/modifies and so on? Also, does same value refer to the same entry point or must the function (multiply, add, set) need to be the same as well? --[[User:Syneris|Syneris]] 00:29, 12 February 2012 (EST)
"Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence." Does this mean lower priority entries do not occur or that higher priority entries occur/modify values and then the lower priority occurs/modifies and so on? Also, does same value refer to the same entry point or must the function (multiply, add, set) need to be the same as well? --[[User:Syneris|Syneris]] 00:29, 12 February 2012 (EST)
:Priority seems to work on global level and not just on perk in question. For example only one "Apply Combat Hit Spell" entry point can work at one time - you can't apply two spells at same time in one hit and thats where priority must be used. Check Limbsplitter perk and you will see that priorities are given from 3 to 10 leaving priorities from 0 to 2 to be used by other perks like Warmaster (lower priority will always take precedence). I don't know for which entry points priority must be used, it need to be tested.
:I agree that this language should be changed. "Takes precedence" makes sense when you are talking about situation like that combat his spell example below, but if one perk multiplies a value and another perk adds to it neither of them are really "taking precedence." In this case they are just being executed in a certain order. [[User:Lofgren|Lofgren]] ([[User talk:Lofgren|talk]]) 2013-11-01T00:19:56 (EDT)
:Priority seems to work on global level and not just on perk in question. For example only one "Apply Combat Hit Spell" entry point can work at one time - you can't apply two spells at same time in one hit and thats where priority must be used. Check Limbsplitter perk and you will see that priorities are given from 3 to 10 leaving priorities from 0 to 2 to be used by other perks like Warmaster (lower priority will always take precedence). I don't know for which entry points priority must be used, it need to be tested. [[User:Mitchalek|Mitchalek]] 07:38, 12 February 2012 (EST)
::I've tested this with 2 perks using the Mod Spell Cost entry point.  I modified the vanilla Flames spell so its cost was 100 (for easier maths :P) then made a copy of the Novice Destruction perk (multiplier of 0.5) and changed the multiplier to 1.5.  With both of these perks active the cost of Flames was 75 (with no enchantment/potion bonuses and a destruction skill of 0).  In this case priority doesn't seem to matter as the entry point multipliers seem to get compounded. 1.5 x 0.5 = .75<br>
::[[User:Cscottydont|Cscottydont]] 08:14, 29 February 2012 (EST)
:::Tested this with one perk and two entry points. Can confirm. Safe to assume that this result is identical to two mods with one perk, one using multiplier of 1.5 and one with 0.5. [[User:Sein schatten|Sein schatten]] ([[User talk:Sein schatten|talk]])
 
==Ability==
 
You are able to choose spells as well as abilities here.  Updated the page with 2 words :P<br>
Functionality appears similar to the AddSpell papyrus function.<br>
--[[User:Cscottydont|Cscottydont]] 11:47, 4 March 2012 (EST)
 
==Quest==
 
Just a note on Quest Entries for a perk - I recently discovered while debugging that not only adding/unlocking a new perk will trigger it's quest stage fragment, but even removing the perk will cause its quest entry to trigger. This may have been because I also have my quest set to allow repeated stages, I didn't try testing it without repeated stages enabled. [[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-12-08T17:19:09 (EST)
 
 
 
=Possible In Construction Kit?=
=== Available Perk Points ===
 
Has anyone found a way to add free perk points like what you get when you level up? [[User:Mitchalek|Mitchalek]] 14:44, 12 February 2012 (EST)
 
:Not possible with the functionality exposed to us with Papyrus. I use Elys' Uncapper for this purpose.  --- [[User:Fowl|Fowl]] 23:05, 20 February 2012 (EST)
::This functionality has been added: [[AddPerkPoints_-_Game]] [[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-09-06T22:16:56 (EDT)
 
===New Perk Trees?===
Perhaps some information on making a new perk tree could be added here - if that's possible.--[[User:Roarian|Roarian]]07:32, 10 February 2012 (EST)
:Unfortunately, not possible with the CK.
:(wild speculation)Though it might be possible at some point using hacky 3rd party applications.
:--[[User:Cscottydont|Cscottydont]] 11:47, 4 March 2012 (EST)
 
 
== Ranks ==
 
The main page says that ranks are not applicable, but I have ranking working just fine in my mod. Here's how it works:
 
Create a new perk and set the number of ranks possible, say three. Now create a new perk entry and set the rank to 1 (and give it whatever you want for your test). Create another perk entry, and set it's rank to 2, and another with it set to three.
 
Now in game, add the perk to your character. The first time you add the perk you'll get rank 1. Add the perk again, and you get rank 2. And finally once more and you get rank 3. I don't know if this is required but I also set the priorities for each of my ranks to match the rank number.
 
The above discussion is not true. You can changing the rank to anything you want, it will not effect how the perk is displayed.
Also important to note: if the name of a perk is too long (longer than 22 characters) then it's display in the tree will not correctly display the (current rank / maximum rank) it's also important to make sure that all ranks of a perk share a name (not an ID, IDs must be different, but the name)
: Yeah, BGS uses the '''Num Ranks''' parameter for things like Alchemist and Haggling and it has extensive use in Fallout 4. --[[User:TwilightSky|TwilightSky]] ([[User talk:TwilightSky|talk]]) 08:26, 31 May 2024 (EDT)
 
== NPCs? ==
 
Is it possible to grant specific perks to NPCs? (For example, giving a follower with heavy armor the Fists of Steel ability so he can fight like a boxer) --[[User:Jadefire|Jadefire]] 13:45, 11 April 2012 (EDT)
 
== Associated Skill ==
There's a label in this dialog "Associated skill" but no value displayed or selector.
In the perk tree editor on the right-click menu (the one with "Add perk") there's also a "Set associated skill"
Anyone has any idea what this "Associated skill" and setting it do?
Also there are other labels on that top-right corner on the perk dialog, those two are undocumented if they do something. [[User:LukeH|LukeH]] 10:57, 17 April 2012 (EDT)
 
== Perk requirements in a skill tree ==
 
If I build a perk with a requirement that does not use a skill level it still somehow integrates the requirement into a skill level.  For example, I make a perk that only relies on stamina being at 130.  No skill level is needed, just base stamina at that value.  I put that at the base of a skill tree (say 2H skill tree).  For some reason it appears that I require a 2H skill level of 130.  I'm not sure how the game integrates those two.  It does not appear that the placement of the perk within the skill tree matters (note the skill level bars in the perk tree screen).
 
== Perk Descriptions ==
 
What is the function of enclosing some values in <>? Such as: "Getting this answered will increase my understanding of CK by <1>%." [[User:Raulfin|Raulfin]] ([[User talk:Raulfin|talk]]) 2015-05-22T21:35:57 (EDT)
:It allows you to bold the text. [[Magic_Effect#Magic_Item_Description|See here for details]]. -[[User:Egocarib|egocarib]] ([[User talk:Egocarib|talk]]) 2015-05-23T00:27:22 (EDT)

Latest revision as of 07:27, 31 May 2024


Perk Entries[edit source]

Priority[edit source]

Take Precedence?[edit source]

"Priority: Used to control order of operations when two perk entries affect the same value. Perks with a higher priority take precedence." Does this mean lower priority entries do not occur or that higher priority entries occur/modify values and then the lower priority occurs/modifies and so on? Also, does same value refer to the same entry point or must the function (multiply, add, set) need to be the same as well? --Syneris 00:29, 12 February 2012 (EST)

I agree that this language should be changed. "Takes precedence" makes sense when you are talking about situation like that combat his spell example below, but if one perk multiplies a value and another perk adds to it neither of them are really "taking precedence." In this case they are just being executed in a certain order. Lofgren (talk) 2013-11-01T00:19:56 (EDT)
Priority seems to work on global level and not just on perk in question. For example only one "Apply Combat Hit Spell" entry point can work at one time - you can't apply two spells at same time in one hit and thats where priority must be used. Check Limbsplitter perk and you will see that priorities are given from 3 to 10 leaving priorities from 0 to 2 to be used by other perks like Warmaster (lower priority will always take precedence). I don't know for which entry points priority must be used, it need to be tested. Mitchalek 07:38, 12 February 2012 (EST)
I've tested this with 2 perks using the Mod Spell Cost entry point. I modified the vanilla Flames spell so its cost was 100 (for easier maths :P) then made a copy of the Novice Destruction perk (multiplier of 0.5) and changed the multiplier to 1.5. With both of these perks active the cost of Flames was 75 (with no enchantment/potion bonuses and a destruction skill of 0). In this case priority doesn't seem to matter as the entry point multipliers seem to get compounded. 1.5 x 0.5 = .75
Cscottydont 08:14, 29 February 2012 (EST)
Tested this with one perk and two entry points. Can confirm. Safe to assume that this result is identical to two mods with one perk, one using multiplier of 1.5 and one with 0.5. Sein schatten (talk)

Ability[edit source]

You are able to choose spells as well as abilities here. Updated the page with 2 words :P
Functionality appears similar to the AddSpell papyrus function.
--Cscottydont 11:47, 4 March 2012 (EST)

Quest[edit source]

Just a note on Quest Entries for a perk - I recently discovered while debugging that not only adding/unlocking a new perk will trigger it's quest stage fragment, but even removing the perk will cause its quest entry to trigger. This may have been because I also have my quest set to allow repeated stages, I didn't try testing it without repeated stages enabled. Egocarib (talk) 2013-12-08T17:19:09 (EST)


Possible In Construction Kit?[edit source]

Available Perk Points[edit source]

Has anyone found a way to add free perk points like what you get when you level up? Mitchalek 14:44, 12 February 2012 (EST)

Not possible with the functionality exposed to us with Papyrus. I use Elys' Uncapper for this purpose. --- Fowl 23:05, 20 February 2012 (EST)
This functionality has been added: AddPerkPoints_-_Game Egocarib (talk) 2013-09-06T22:16:56 (EDT)

New Perk Trees?[edit source]

Perhaps some information on making a new perk tree could be added here - if that's possible.--Roarian07:32, 10 February 2012 (EST)

Unfortunately, not possible with the CK.
(wild speculation)Though it might be possible at some point using hacky 3rd party applications.
--Cscottydont 11:47, 4 March 2012 (EST)


Ranks[edit source]

The main page says that ranks are not applicable, but I have ranking working just fine in my mod. Here's how it works:

Create a new perk and set the number of ranks possible, say three. Now create a new perk entry and set the rank to 1 (and give it whatever you want for your test). Create another perk entry, and set it's rank to 2, and another with it set to three.

Now in game, add the perk to your character. The first time you add the perk you'll get rank 1. Add the perk again, and you get rank 2. And finally once more and you get rank 3. I don't know if this is required but I also set the priorities for each of my ranks to match the rank number.

The above discussion is not true. You can changing the rank to anything you want, it will not effect how the perk is displayed. Also important to note: if the name of a perk is too long (longer than 22 characters) then it's display in the tree will not correctly display the (current rank / maximum rank) it's also important to make sure that all ranks of a perk share a name (not an ID, IDs must be different, but the name)

Yeah, BGS uses the Num Ranks parameter for things like Alchemist and Haggling and it has extensive use in Fallout 4. --TwilightSky (talk) 08:26, 31 May 2024 (EDT)

NPCs?[edit source]

Is it possible to grant specific perks to NPCs? (For example, giving a follower with heavy armor the Fists of Steel ability so he can fight like a boxer) --Jadefire 13:45, 11 April 2012 (EDT)

Associated Skill[edit source]

There's a label in this dialog "Associated skill" but no value displayed or selector. In the perk tree editor on the right-click menu (the one with "Add perk") there's also a "Set associated skill" Anyone has any idea what this "Associated skill" and setting it do? Also there are other labels on that top-right corner on the perk dialog, those two are undocumented if they do something. LukeH 10:57, 17 April 2012 (EDT)

Perk requirements in a skill tree[edit source]

If I build a perk with a requirement that does not use a skill level it still somehow integrates the requirement into a skill level. For example, I make a perk that only relies on stamina being at 130. No skill level is needed, just base stamina at that value. I put that at the base of a skill tree (say 2H skill tree). For some reason it appears that I require a 2H skill level of 130. I'm not sure how the game integrates those two. It does not appear that the placement of the perk within the skill tree matters (note the skill level bars in the perk tree screen).

Perk Descriptions[edit source]

What is the function of enclosing some values in <>? Such as: "Getting this answered will increase my understanding of CK by <1>%." Raulfin (talk) 2015-05-22T21:35:57 (EDT)

It allows you to bold the text. See here for details. -egocarib (talk) 2015-05-23T00:27:22 (EDT)