Difference between revisions of "Talk:Perk"
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"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. [[User:Mitchalek|Mitchalek]] 07:38, 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. [[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) | |||
== Available Perk Points == | == Available Perk Points == |
Revision as of 08:14, 29 February 2012
Perhaps some information on making a new perk tree could be added here - if that's possible.--Roarian 07:32, 10 February 2012 (EST)
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? --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. 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)
Available Perk Points
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)