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 Types ==
== Entry Point Functions ==
*Value Function: These functions allow you to modify a value. You can perform the following operations:
 
**Set Value: Sets the value to a specific number. value = X
{| class="wikitable"
**Add Value: Add a number to the value (can be negative). value = value + x
|+ Value Function: These functions allow you to modify the value specified by the entry point's type.
**Multiply Value: Multiply the value by a number. value = value * x
|-
**Add Range to Value: Add a random number in a specified range to the value. value = value + Random( X, Y )
! Name !! Value =
**Add Actor Value Mult: Add a specified Actor Value, times a specified multiplier, to the value. value = value + Actor Value X * Y
|-
**Set to Actor Value Mult: Set the value to the result of the specified Actor Value times a specified multiplier. value = Actor Value X * Y
| Absolute Value || <nowiki>|</nowiki>Value<nowiki>|</nowiki>
**Multiply Actor Value Mult: Multiply the value by the result of the specified Actor Value times a specified multiplier. value = value * Actor Value X * Y
|-
**Multiply 1 + Actor Value Mult: Multiply the value by the result of 1 plus the product of the specified Actor Value times a specified multiplier. value = value * ( 1 + Actor Value X * Y )
| Negative Absolute Value || -<nowiki>|</nowiki>Value<nowiki>|</nowiki>
**Absolute Value: Set the value to its absolute value (so that it is non-negative). value = abs( value )
|-
**Negative Absolute Value: Set the value to the negative of its absolute value (so that it is always negative). value = -abs( value )
| 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 ==
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|-
|-
|valign="top"|Adjust Limb Damage - Not Used
|valign="top"|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.
|-
|-
|valign="top"|Allow Mount Actor
|valign="top"|Allow Mount Actor
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|valign="top"|Apply Combat Hit Spell
|valign="top"|Apply Combat Hit Spell
|Applies a spell to the target when the perk owner successfully hits him/her
|Applies a spell to the target when the perk owner successfully hits him/her
* 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.
* 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
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
See also: [[Talk:Perk_Entry_Point|talk page]]
See also: [[Talk:Perk_Entry_Point|talk page]]
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|-
|-
|valign="top"|Apply Sneaking Spell
|valign="top"|Apply Sneaking Spell
|Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
|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
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
|-
|valign="top"|Apply Weapon Swing Spell
|valign="top"|Apply Weapon Swing Spell
|Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified 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
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
|-
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|-
|-
|valign="top"|Calculate My Critical Hit Damage
|valign="top"|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.
|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.
|-
|-
|valign="top"|Calculate Weapon Damage
|valign="top"|Calculate Weapon Damage
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|-
|-
|valign="top"|Can Pickpocket Equipped Item
|valign="top"|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.
|-
|-
|valign="top"|Filter Activation
|valign="top"|Filter Activation
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|-
|-
|valign="top"|Ignore Running During Detection
|valign="top"|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.
|-
|-
|valign="top"|Make Lockpicks Unbreakable
|valign="top"|Make Lockpicks Unbreakable
|
|If the result value is non-zero, then the player's lockpicks will be unbreakable.
|-
|-
|valign="top"|Mod # Applied Enchantments Allowed
|valign="top"|Mod # Applied Enchantments Allowed
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|-
|-
|valign="top"|Mod Detection Light
|valign="top"|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.
|-
|-
|valign="top"|Mod Detection Movement
|valign="top"|Mod Detection Movement
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|-
|-
|valign="top"|Mod Percent Blocked
|valign="top"|Mod Percent Blocked
|
|Modifies how much damage the actor will avoid taking when they block an incoming attack. Checked whenever an attack is blocked.
|-
|-
|valign="top"|Mod Player Intimidation
|valign="top"|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))<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 Player Reputation
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|-
|-
|valign="top"|Mod Secondary Value Weight
|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
|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
|valign="top"|Mod Shout OK
|Tells the game to allow the Player(or Werewolf) to shout.
|Tells the game to allow the player (or werewolf) to shout.
|-
|-
|valign="top"|Mod Soul Gem Enchanting
|valign="top"|Mod Soul Gem Enchanting
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|-
|-
|valign="top"|Mod Spell Casting Sound Event
|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
|valign="top"|Mod Spell Cost
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|-
|-
|valign="top"|Modify Addiction Chance
|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 Addiction Duration
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|-
|-
|valign="top"|Modify Lockpicking Crime Chance
|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
|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
|valign="top"|Modify Max Placeable Mines
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|-
|-
|valign="top"|Modify Recover Arrow Chance
|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 Recovered Health
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|-
|-
|valign="top"|Modify Skill Use
|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]]
|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
|valign="top"|Modify Sneak Attack Mult
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|-
|-
|valign="top"|Modify Soul Pct Captured To Weapon
|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. Pct is calculated based on the default soul size of the target (i.e. the size soul gem it would fill if soul trapped).
|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.)
|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
|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
|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 Telekinesis Distance
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|-
|-
|valign="top"|Set Sweep Attack
|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
|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.