Difference between revisions of "Perk Entry Point"

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A list of all the perk entry points.
A list of all the perk entry points.
== Entry Point Functions ==
{| class="wikitable"
|+ Value Function: These functions allow you to modify the value specified by the entry point's type.
|-
! Name !! Value =
|-
| Absolute Value || <nowiki>|</nowiki>Value<nowiki>|</nowiki>
|-
| Negative Absolute Value || -<nowiki>|</nowiki>Value<nowiki>|</nowiki>
|-
| Set Value || X
|-
| Add Value || Value + X
|-
| Multiply Value || Value * X
|-
| Add Range to Value || Value + [[RandomFloat_-_Utility|Random]](X, Y)
|-
| Add Actor Value Mult || Value + [[actor value|A]] * X
|-
| Set to Actor Value Mult || [[actor value|A]] * X
|-
| Multiply Actor Value Mult || Value * [[actor value|A]] * X
|-
| Multiply 1 + Actor Value Mult || Value * (1+[[actor value|A]] * X)
|-
! colspan=2| X and Y are always ''fixed'' floating point numbers; A is always an [[Actor Value]], ''dynamically'' consulted.
|}


== Perk Entry Points ==
== Perk Entry Points ==


* Activate
{|class="wikitable" width=100% style="background: white;"
** Adds a new choice to show in addition to the normal activation prompt
!style="text-align:left;"|Entry Point
*** '''Button Label''': The button text for the new choice.
!style="text-align:left;"|Description
*** '''Run Immediately''': If checked, there is no selection menu.  This is run in addition to the default activation.
|-
*** '''Replace Default''': This is run in place of the default activation.
|  valign="top" style="width: 25%;"|Activate
*** '''Apply Spell''': The contact spell to apply to the target.
|Adds a new choice to show in addition to the normal activation prompt
*** Script fragment has parameters:
* '''Button Label''': The button text for the new choice.
**** '''akTargetRef''': the object reference that was activated.
* '''Run Immediately''': If checked, there is no selection menu.  This is run in addition to the default activation.
**** '''akActor''': the actor that did the activation (perk owner).
* '''Replace Default''': This is run in place of the default activation.
* Add Leveled List On Death
* '''Apply Spell''': The contact spell to apply to the target.
** '''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
* Script fragment has parameters:
* Adjust Book Skill Points - Not Used?
** '''akTargetRef''': the object reference that was activated.
* Adjust Limb Damage - Not Used
** '''akActor''': the actor that did the activation (perk owner).
* Apply Bashing Spell
|-
** Applies a spell to the target when the perk owner successfully bashes him/her
|valign="top"|Add Leveled List On Death
* Apply Combat Hit Spell
|'''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
** Applies a spell to the target when the perk owner successfully hits him/her
|-
*** Note: A combat hit is considered a hit with a melee weapon, therefore hand to hand, Magic and Archery will not cause this perk to activate.
|valign="top"|Adjust Book Skill Points
* Apply Reanimate Spell
|
* Apply Sneaking Spell
|-
** Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
|valign="top"|Adjust Limb Damage - Not Used
* Apply Weapon Swing Spell
|Scales the damage that a limb's actor value receives from an attack. Limbs are hardcoded, and while Skyrim still has the "limb condition" actor values from Fallout, it doesn't have the same limb list, so this isn't really usable in practice.
** The target appears to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
|-
* Calculate Mine Explode Chance
|valign="top"|Allow Mount Actor
* Calculate My Critical Hit Chance
|
* Calculate My Critical Hit Damage
|-
* Calculate Weapon Damage
|valign="top"|Apply Bashing Spell
* Can Dual Cast Spell
|Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
* Can Pickpocket Equipped Item
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Filter Activation
|-
** Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object.
|valign="top"|Apply Combat Hit Spell
* Get Max Carry Weight
|Applies a spell to the target when the perk owner successfully hits him/her
* Get Should Attack
* A combat hit is considered to be a hit with a weapon; magic spells or fists/unarmed damage will not cause this perk to activate.
* Ignore Broken Lock
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Ignore Running During Detection
See also: [[Talk:Perk_Entry_Point|talk page]]
* Make Lockpicks Unbreakable
|-
* Mod # Applied Enchantments Allowed
|valign="top"|Apply Reanimate Spell
** Affects number of enchantments that can be simultaneously applied to a single item.
|Applies a spell to all actors reanimated by the perk owner. (However, see [[Talk:Perk_Entry_Point|talk page]])
* Mod Armor Weight
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod Attack Damage
|-
* Mod Bashing Damage
|valign="top"|Apply Sneaking Spell
* Mod Bribe Amount
|Applies a spell to the owner while sneaking. Boethiah's Ebony Mail is a good example of this.
* Mod Detection Light
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod Detection Movement
|-
* Mod Favor Points
|valign="top"|Apply Weapon Swing Spell
* Mod Incoming Damage
|Target attacker is effected by specified spell when they swing at the perk owner. Unlike apply combat hit spell, power attacks don't have to hit to apply the spell, and are instead applied before they make contact.
** Adjusts the amount of ''physical'' damage taken by the perk owner.
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod Incoming Spell Duration
|-
** Adjusts the duration of spells and spell-like effects applied to the perk owner.
|valign="top"|Calculate Mine Explode Chance
* Mod Incoming Spell Magnitude
|Not Used
** Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
|-
* Mod Incoming Stagger
|valign="top"|Calculate My Critical Hit Chance
** Modifies the amount of stagger sustained by the perk owner when hit.
|Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
* Mod Percent Blocked
|-
* Mod Player Intimidation
|valign="top"|Calculate My Critical Hit Damage
* Mod Player Reputation
|Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is determined by the weapon (a fixed value assigned to it, like its base damage) which is typically very close to floor(b/2), where b is the base damage. Note that Critical Hit Damage is ''not'' affected by Tempering Health.
* Mod Poison Dose Count
|-
** Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
|valign="top"|Calculate Weapon Damage
* Mod Power Attack Damage
|Allows for the modification of the projected damage to a target on during a weapon strike.
* Mod Power Attack Stamina
|-
* Mod Secondary Value Weight
|valign="top"|Can Dual Cast Spell
* Mod Shield Deflect Arrows
|Allows actor to dual cast spells.
* Mod Shout OK
|-
* Mod Soul Gem Enchanting
|valign="top"|Can Pickpocket Equipped Item
** Adjusts soul gem energy during enchantment, affecting the amount of ''charges'' granted to weapon enchantments. No influence on armor enchantments.
|If the result value is non-zero, then the actor will be allowed to pickpocket equipped items off of other actors. The condition subject will be the equipped item that the actor is attempting to pickpocket.
* Mod Soul Gem Recharge
|-
** Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
|valign="top"|Filter Activation
* Mod Spell Casting Sound Event
|Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object.
* Mod Spell Cost
|-
** Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|valign="top"|Get Max Carry Weight
* Mod Spell Duration
|
* Mod Spell Magnitude
|-
* Mod Target Damage Resistance
|valign="top"|Get Should Attack
* Mod Target Stagger
|
** Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
* Modify Addiction Chance
|valign="top"|Ignore Broken Lock
* Modify Addiction Duration
|
* Modify Alchemy Effectiveness
|-
* Modify Armor Rating
|valign="top"|Ignore Running During Detection
* Modify Bow Zoom
|If this entry point produces a value other than 0, then the actor will be able to run without becoming easier to detect.
* Modify Buy Prices
|-
* Modify Commanded Actor Limit
|valign="top"|Make Lockpicks Unbreakable
* Modify Detection Sneak Skill
|If the result value is non-zero, then the player's lockpicks will be unbreakable.
* Modify Enchantment Power
|-
** Affects the magnitude of enchantments applied to an item by the perk owner.
|valign="top"|Mod # Applied Enchantments Allowed
* Modify Enemy Critical Hit Chance
|Affects number of enchantments that can be simultaneously applied to a single item.
* Modify Falling Damage
|-
* Modify Ingredients Harvested
|valign="top"|Mod Armor Weight
** Affects the number of ingredients obtained from harvesting a single plant.
|
* Modify Initial Ingredient Effects Learned
|-
** ...when eating an ingredient.
|valign="top"|Mod Attack Damage
* Modify Lockpick Level Allowed
|Modifies the physical attack damage caused by the perk owner. Modified attack damage is applied to the base weapon damage.
* Modify Lockpick Sweet Spot
|-
** Affects the size of the area that a lockpick must be within in order to move the lock mechanism.
|valign="top"|Mod Bashing Damage
* Modify Lockpicking Crime Chance
|
* Modify Lockpicking Key Reward Chance
|-
* Modify Max Placeable Mines
|valign="top"|Mod Bribe Amount
* Modify Max Pickpocket Chance
|
* Modify Player Magic Slowdown
|-
** No effect (see [[Talk:Perk_Entry_Point|discussion]]).
|valign="top"|Mod Detection Light
* Modify Positive Chem Duration
|Scales the influence of lighting conditions on how easily the actor can be detected. The input value computed from the actor's light level, detection lines of sight, and various game settings including the fDetectionNightEyeBonus, iLightLevelExteriorMod, iLightLevelInteriorMod, and iLightLevelMax game settings. The final result value (after all perks are checked) will be rounded to a signed integer. The Sneak and Invisibility actor values are applied after this entry point runs.
* Modify Potions Created
|-
** Affects the number of potions generated when combining a single set of ingredients.
|valign="top"|Mod Detection Movement
* Modify Recover Arrow Chance
|
* Modify Recovered Health
|-
* Modify Sell Prices
|valign="top"|Mod Favor Points
* Modify Skill Use
|
* Modify Sneak Attack Mult
|-
** Adjusts damage multiplier applied to a successful sneak attack.
|valign="top"|Mod Incoming Damage
* Modify Soul Pct Captured To Weapon
|Adjusts the amount of ''physical'' damage taken by the perk owner.
** Determines the percentage of the target's soul that will be applied to recharge an enchanted weapon when that weapon makes a killing blow on the target. Pct is calculated based on the default soul size of the target (i.e. the size soul gem it would fill if soul trapped).
|-
* Modify Spell Range (Target Loc.)
|valign="top"|Mod Incoming Spell Duration
* Modify Telekinesis Damage
|Adjusts the duration of spells and spell-like effects applied to the perk owner.
* Modify Telekinesis Damage Mult
|-
* Modify Telekinesis Distance
|valign="top"|Mod Incoming Spell Magnitude
* Modify Tempering Health
|Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
* Modify Ward Magicka Absorption Pct
|-
* Purify Alchemy Ingredients
|valign="top"|Mod Incoming Stagger
* Set Activate Label
|Modifies the amount of stagger sustained by the perk owner when hit.
** Sets the Activation Label of the looked at object to the specified text field when looked at by the player(If of course the player is the perk owner if not this appears to do nothing.)
|-
* Set Boolean Graph Variable
|valign="top"|Mod Percent Blocked
* Set Lockpick Starting Arc
|Modifies how much damage the actor will avoid taking when they block an incoming attack. Checked whenever an attack is blocked.
* Set Progression Picking
|-
* Set Sweep Attack
|valign="top"|Mod Player Intimidation
* Should Apply Placed Item
|Modifies how scary the player is. The player's scariness is computed using the formula
 
player level × (1.0 + max(-1.0, (player speech - target speech) ÷ 100))<sup>fIntimidateSpeechcraftCurve</sup>
 
That value can be modified using this perk entry point, and after that modification, it will be compared to the target's scariness, which is the target's level times the appropriate confidence multiplier, the latter value being one of the game settings that begins with <code>fIntimidateConfidenceMult</code>, chosen based on the target's Confidence actor value. If the player is scarier than the target, then the player will be able to intimidate the target.
|-
|valign="top"|Mod Player Reputation
|
|-
|valign="top"|Mod Poison Dose Count
|Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
|-
|valign="top"|Mod Power Attack Damage
|Modifies the total damage caused by the perk owner while performing a power attack.
|-
|valign="top"|Mod Power Attack Stamina
|Modifies the amount of stamina consumed by the perk owner while performing a power attack.
|-
|valign="top"|Mod Secondary Value Weight
|Modifies how much the second actor value in a Dual Value Modifier effect is altered.
|-
|valign="top"|Mod Shield Deflect Arrows
|Modify the percentage chance that the actor's equipped shield will deflect an incoming arrow. The result value will be clamped to a maximum of 100.
|-
|valign="top"|Mod Shout OK
|Tells the game to allow the player (or werewolf) to shout.
|-
|valign="top"|Mod Soul Gem Enchanting
|Adjusts soul gem energy during enchantment, affecting the amount of ''charges'' granted to weapon enchantments. No influence on armor enchantments.
|-
|valign="top"|Mod Soul Gem Recharge
|Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
|-
|valign="top"|Mod Spell Casting Sound Event
|Checked when a spell is being cast; can be used to prevent NPCs from being able to hear the spell. The input value will be 1.0; change it to 0.0 to make the spell inaudible to NPCs.
|-
|valign="top"|Mod Spell Cost
|Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|-
|valign="top"|Mod Spell Duration
|Affects the duration of spells, potions, ingredients, enchantments, etcetera (anything with an "Effect List" in the Creation Kit)
|-
|valign="top"|Mod Spell Magnitude
|Affects the magnitude of spells and spell-like effects (see above)
|-
|valign="top"|Mod Target Damage Resistance
|
|-
|valign="top"|Mod Target Stagger
|Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
|valign="top"|Modify Addiction Chance
|When an actor drinks a potion, this modifies the chance that the actor will become addicted to the potion. Bethesda has stated that addiction data isn't used in Skyrim, but reverse-engineering indicates that there are calculations which check for an addiction, compute the chance, and attempt to apply the addiction effect; it's not clear what part of the system is no longer functional.
|-
|valign="top"|Modify Addiction Duration
|
|-
|valign="top"|Modify Alchemy Effectiveness
| Increases (or Decreases) the potency of potions or poisons created by the perk owner.
|-
|valign="top"|Modify Armor Rating
|Modifies the overall Armor Rating of the Perk Owner
|-
|valign="top"|Modify Bow Zoom
|Decimal values between zero and 1.0 allow increasing amounts of bow zoom. The default value is zero. Some values appear to produce buggy behavior ([[Talk:Perk Entry Point|discussion]]).
|-
|valign="top"|Modify Buy Prices
|
|-
|valign="top"|Modify Commanded Actor Limit
|Adjusts the number of summoned/commanded actors that can be controlled simultaneously by the perk owner.
|-
|valign="top"|Modify Detection Sneak Skill
|
|-
|valign="top"|Modify Enchantment Power
|Affects the magnitude of enchantments applied to an item through crafting by the perk owner. Does not affect the power of worn/wielded/used enchantments.
|-
|valign="top"|Modify Enemy Critical Hit Chance
|
|-
|valign="top"|Modify Falling Damage
|Adjust the amount of damage sustained by the perk owner when landing after a long fall.
|-
|valign="top"|Modify Ingredients Harvested
|Affects the number of ingredients obtained from harvesting a single plant.
|-
|valign="top"|Modify Initial Ingredient Effects Learned
|...when eating an ingredient.
|-
|valign="top"|Modify Lockpick Level Allowed
|
|-
|valign="top"|Modify Lockpick Sweet Spot
|Affects the size of the area that a lockpick must be within in order to move the lock mechanism.
|-
|valign="top"|Modify Lockpicking Crime Chance
|Modify the chance that the player will be caught committing a crime when picking locks while detected.
|-
|valign="top"|Modify Lockpicking Key Reward Chance
|Modify the chance that the player will be rewarded with the key to a lock if they successfully pick it.
|-
|valign="top"|Modify Max Placeable Mines
|Affects the amount of Runes that can be placed. Some Functions appear not to work as expected, (such as Set Value), however Multiply Value seems to work as desired. Changing multiply value to 2, allows two runes to be placed.
|-
|valign="top"|Modify Max Pickpocket Chance
|
|-
|valign="top"|Modify Player Magic Slowdown
|Modifies the benefit that Players receive from Slow Time effects. Setting it to 1.0 will make the player move at normal speed while under the effects of the slow time effect if it meets the conditions on the spell tab. Default appears to be 0.6 (determined by fVATSPlayerMagicTimeSlowdownMult game setting.)
|-
|valign="top"|Modify Positive Chem Duration
|
|-
|valign="top"|Modify Potions Created
|Affects the number of potions generated when combining a single set of ingredients.
|-
|valign="top"|Modify Recover Arrow Chance
|Modify the likelihood that an arrow fired into a target will be recoverable from the target's corpse. The result value will be compared to a random integer between 0 and 100.
|-
|valign="top"|Modify Recovered Health
|
|-
|valign="top"|Modify Sell Prices
|
|-
|valign="top"|Modify Skill Use
|Adjusts the skill use factor, changing the amount of experience awarded for using skills. Usually used in combination with the condition function [[EPModSkillUsage_IsAdvanceSkill]].
|-
|valign="top"|Modify Sneak Attack Mult
|Adjusts damage multiplier applied to a successful sneak attack.
|-
|valign="top"|Modify Soul Pct Captured To Weapon
|Determines the percentage of the target's soul that will be applied to recharge an enchanted weapon when that weapon makes a killing blow on the target. The percentage is calculated based on the default soul size of the target (i.e. the size soul gem it would fill if soul trapped).
|-
|valign="top"|Modify Spell Range (Target Loc.)
|Modify the maximum range of spells that require the caster to target a location; for example, limiting this perk to rune spells would allow you to modify how far away a rune can be placed.
|-
|valign="top"|Modify Telekinesis Damage
|Modify the amount of damage done by the Telekinesis. Note: the base damage without perks is always 3, and isn't improved by spell magnitude.
|-
|valign="top"|Modify Telekinesis Damage Mult
|Modify a multiple to the amount of damage done by telekinesis. Functionally identical to apply a multiple to the Modify Telekinesis Damage
|-
|valign="top"|Modify Telekinesis Distance
|
|-
|valign="top"|Modify Tempering Health
|Increases or decreases the effectiveness of tempering weapons and armor by the perk owner
|-
|valign="top"|Modify Ward Magicka Absorption Pct
|
|-
|valign="top"|Purify Alchemy Ingredients
| While creating Potions only the positive effects of an ingredient is used, or if a Poison is being created only negative effects are kept.
|-
|valign="top"|Set Activate Label
|Sets the Activation Label of the looked at object to the specified text field when looked at by the player(If of course the player is the perk owner if not this appears to do nothing.)
|-
|valign="top"|Set Boolean Graph Variable
|Used to set a Boolean Animation Graph Variable of the Perk owner.
|-
|valign="top"|Set Lockpick Starting Arc
|
|-
|valign="top"|Set Progression Picking
|
|-
|valign="top"|Set Sweep Attack
|Checked when the actor is swinging a melee weapon. If this entry point returns a value other than 0, then the attacking actor will damage multiple enemies along the arc of the swing. Otherwise, the attack will use the game's default behavior, which is akin to firing a single invisible "bullet" that does melee damage.
|-
|valign="top"|Should Apply Placed Item
|Checked when the player is using their pickpocketing skill to plant an item in another actor's inventory. If the item is a potion or poison and the perk's result value is 1, then the alchemy effects will be applied to the pickpocketed NPC. When this condition runs, the subject is the potion or poison being planted, so check ''Subject.IsPoison == 1'' to limit this effect to planted poisons.
|}

Latest revision as of 14:41, 27 November 2024

A list of all the perk entry points.

Entry Point Functions[edit | edit source]

Value Function: These functions allow you to modify the value specified by the entry point's type.
Name Value =
Absolute Value |Value|
Negative Absolute Value -|Value|
Set Value X
Add Value Value + X
Multiply Value Value * X
Add Range to Value Value + Random(X, Y)
Add Actor Value Mult Value + A * X
Set to Actor Value Mult A * X
Multiply Actor Value Mult Value * A * X
Multiply 1 + Actor Value Mult Value * (1+A * X)
X and Y are always fixed floating point numbers; A is always an Actor Value, dynamically consulted.

Perk Entry Points[edit | edit source]

Entry Point Description
Activate Adds a new choice to show in addition to the normal activation prompt
  • Button Label: The button text for the new choice.
  • Run Immediately: If checked, there is no selection menu. This is run in addition to the default activation.
  • Replace Default: This is run in place of the default activation.
  • Apply Spell: The contact spell to apply to the target.
  • Script fragment has parameters:
    • akTargetRef: the object reference that was activated.
    • akActor: the actor that did the activation (perk owner).
Add Leveled List On Death Add Leveled List: The specified LeveledItem list to add to the target upon death.
Adjust Book Skill Points
Adjust Limb Damage - Not Used Scales the damage that a limb's actor value receives from an attack. Limbs are hardcoded, and while Skyrim still has the "limb condition" actor values from Fallout, it doesn't have the same limb list, so this isn't really usable in practice.
Allow Mount Actor
Apply Bashing Spell Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
Apply Combat Hit Spell Applies a spell to the target when the perk owner successfully hits him/her
  • A combat hit is considered to be a hit with a weapon; magic spells or fists/unarmed damage will not cause this perk to activate.
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self

See also: talk page

Apply Reanimate Spell Applies a spell to all actors reanimated by the perk owner. (However, see talk page)
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
Apply Sneaking Spell Applies a spell to the owner while sneaking. Boethiah's Ebony Mail is a good example of this.
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
Apply Weapon Swing Spell Target attacker is effected by specified spell when they swing at the perk owner. Unlike apply combat hit spell, power attacks don't have to hit to apply the spell, and are instead applied before they make contact.
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
Calculate Mine Explode Chance Not Used
Calculate My Critical Hit Chance Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
Calculate My Critical Hit Damage Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is determined by the weapon (a fixed value assigned to it, like its base damage) which is typically very close to floor(b/2), where b is the base damage. Note that Critical Hit Damage is not affected by Tempering Health.
Calculate Weapon Damage Allows for the modification of the projected damage to a target on during a weapon strike.
Can Dual Cast Spell Allows actor to dual cast spells.
Can Pickpocket Equipped Item If the result value is non-zero, then the actor will be allowed to pickpocket equipped items off of other actors. The condition subject will be the equipped item that the actor is attempting to pickpocket.
Filter Activation Can be used to prevent (or enable) the perk owner, activating (or in the players case not receiving a activate prompt as well.) the targeted object.
Get Max Carry Weight
Get Should Attack
Ignore Broken Lock
Ignore Running During Detection If this entry point produces a value other than 0, then the actor will be able to run without becoming easier to detect.
Make Lockpicks Unbreakable If the result value is non-zero, then the player's lockpicks will be unbreakable.
Mod # Applied Enchantments Allowed Affects number of enchantments that can be simultaneously applied to a single item.
Mod Armor Weight
Mod Attack Damage Modifies the physical attack damage caused by the perk owner. Modified attack damage is applied to the base weapon damage.
Mod Bashing Damage
Mod Bribe Amount
Mod Detection Light Scales the influence of lighting conditions on how easily the actor can be detected. The input value computed from the actor's light level, detection lines of sight, and various game settings including the fDetectionNightEyeBonus, iLightLevelExteriorMod, iLightLevelInteriorMod, and iLightLevelMax game settings. The final result value (after all perks are checked) will be rounded to a signed integer. The Sneak and Invisibility actor values are applied after this entry point runs.
Mod Detection Movement
Mod Favor Points
Mod Incoming Damage Adjusts the amount of physical damage taken by the perk owner.
Mod Incoming Spell Duration Adjusts the duration of spells and spell-like effects applied to the perk owner.
Mod Incoming Spell Magnitude Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
Mod Incoming Stagger Modifies the amount of stagger sustained by the perk owner when hit.
Mod Percent Blocked Modifies how much damage the actor will avoid taking when they block an incoming attack. Checked whenever an attack is blocked.
Mod Player Intimidation Modifies how scary the player is. The player's scariness is computed using the formula

player level × (1.0 + max(-1.0, (player speech - target speech) ÷ 100))fIntimidateSpeechcraftCurve

That value can be modified using this perk entry point, and after that modification, it will be compared to the target's scariness, which is the target's level times the appropriate confidence multiplier, the latter value being one of the game settings that begins with fIntimidateConfidenceMult, chosen based on the target's Confidence actor value. If the player is scarier than the target, then the player will be able to intimidate the target.

Mod Player Reputation
Mod Poison Dose Count Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
Mod Power Attack Damage Modifies the total damage caused by the perk owner while performing a power attack.
Mod Power Attack Stamina Modifies the amount of stamina consumed by the perk owner while performing a power attack.
Mod Secondary Value Weight Modifies how much the second actor value in a Dual Value Modifier effect is altered.
Mod Shield Deflect Arrows Modify the percentage chance that the actor's equipped shield will deflect an incoming arrow. The result value will be clamped to a maximum of 100.
Mod Shout OK Tells the game to allow the player (or werewolf) to shout.
Mod Soul Gem Enchanting Adjusts soul gem energy during enchantment, affecting the amount of charges granted to weapon enchantments. No influence on armor enchantments.
Mod Soul Gem Recharge Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
Mod Spell Casting Sound Event Checked when a spell is being cast; can be used to prevent NPCs from being able to hear the spell. The input value will be 1.0; change it to 0.0 to make the spell inaudible to NPCs.
Mod Spell Cost Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
Mod Spell Duration Affects the duration of spells, potions, ingredients, enchantments, etcetera (anything with an "Effect List" in the Creation Kit)
Mod Spell Magnitude Affects the magnitude of spells and spell-like effects (see above)
Mod Target Damage Resistance
Mod Target Stagger Adjusts the amount of stagger targets suffer when hit by this perk owner.
Modify Addiction Chance When an actor drinks a potion, this modifies the chance that the actor will become addicted to the potion. Bethesda has stated that addiction data isn't used in Skyrim, but reverse-engineering indicates that there are calculations which check for an addiction, compute the chance, and attempt to apply the addiction effect; it's not clear what part of the system is no longer functional.
Modify Addiction Duration
Modify Alchemy Effectiveness Increases (or Decreases) the potency of potions or poisons created by the perk owner.
Modify Armor Rating Modifies the overall Armor Rating of the Perk Owner
Modify Bow Zoom Decimal values between zero and 1.0 allow increasing amounts of bow zoom. The default value is zero. Some values appear to produce buggy behavior (discussion).
Modify Buy Prices
Modify Commanded Actor Limit Adjusts the number of summoned/commanded actors that can be controlled simultaneously by the perk owner.
Modify Detection Sneak Skill
Modify Enchantment Power Affects the magnitude of enchantments applied to an item through crafting by the perk owner. Does not affect the power of worn/wielded/used enchantments.
Modify Enemy Critical Hit Chance
Modify Falling Damage Adjust the amount of damage sustained by the perk owner when landing after a long fall.
Modify Ingredients Harvested Affects the number of ingredients obtained from harvesting a single plant.
Modify Initial Ingredient Effects Learned ...when eating an ingredient.
Modify Lockpick Level Allowed
Modify Lockpick Sweet Spot Affects the size of the area that a lockpick must be within in order to move the lock mechanism.
Modify Lockpicking Crime Chance Modify the chance that the player will be caught committing a crime when picking locks while detected.
Modify Lockpicking Key Reward Chance Modify the chance that the player will be rewarded with the key to a lock if they successfully pick it.
Modify Max Placeable Mines Affects the amount of Runes that can be placed. Some Functions appear not to work as expected, (such as Set Value), however Multiply Value seems to work as desired. Changing multiply value to 2, allows two runes to be placed.
Modify Max Pickpocket Chance
Modify Player Magic Slowdown Modifies the benefit that Players receive from Slow Time effects. Setting it to 1.0 will make the player move at normal speed while under the effects of the slow time effect if it meets the conditions on the spell tab. Default appears to be 0.6 (determined by fVATSPlayerMagicTimeSlowdownMult game setting.)
Modify Positive Chem Duration
Modify Potions Created Affects the number of potions generated when combining a single set of ingredients.
Modify Recover Arrow Chance Modify the likelihood that an arrow fired into a target will be recoverable from the target's corpse. The result value will be compared to a random integer between 0 and 100.
Modify Recovered Health
Modify Sell Prices
Modify Skill Use Adjusts the skill use factor, changing the amount of experience awarded for using skills. Usually used in combination with the condition function EPModSkillUsage_IsAdvanceSkill.
Modify Sneak Attack Mult Adjusts damage multiplier applied to a successful sneak attack.
Modify Soul Pct Captured To Weapon Determines the percentage of the target's soul that will be applied to recharge an enchanted weapon when that weapon makes a killing blow on the target. The percentage is calculated based on the default soul size of the target (i.e. the size soul gem it would fill if soul trapped).
Modify Spell Range (Target Loc.) Modify the maximum range of spells that require the caster to target a location; for example, limiting this perk to rune spells would allow you to modify how far away a rune can be placed.
Modify Telekinesis Damage Modify the amount of damage done by the Telekinesis. Note: the base damage without perks is always 3, and isn't improved by spell magnitude.
Modify Telekinesis Damage Mult Modify a multiple to the amount of damage done by telekinesis. Functionally identical to apply a multiple to the Modify Telekinesis Damage
Modify Telekinesis Distance
Modify Tempering Health Increases or decreases the effectiveness of tempering weapons and armor by the perk owner
Modify Ward Magicka Absorption Pct
Purify Alchemy Ingredients While creating Potions only the positive effects of an ingredient is used, or if a Poison is being created only negative effects are kept.
Set Activate Label Sets the Activation Label of the looked at object to the specified text field when looked at by the player(If of course the player is the perk owner if not this appears to do nothing.)
Set Boolean Graph Variable Used to set a Boolean Animation Graph Variable of the Perk owner.
Set Lockpick Starting Arc
Set Progression Picking
Set Sweep Attack Checked when the actor is swinging a melee weapon. If this entry point returns a value other than 0, then the attacking actor will damage multiple enemies along the arc of the swing. Otherwise, the attack will use the game's default behavior, which is akin to firing a single invisible "bullet" that does melee damage.
Should Apply Placed Item Checked when the player is using their pickpocketing skill to plant an item in another actor's inventory. If the item is a potion or poison and the perk's result value is 1, then the alchemy effects will be applied to the pickpocketed NPC. When this condition runs, the subject is the potion or poison being planted, so check Subject.IsPoison == 1 to limit this effect to planted poisons.