Difference between revisions of "Talk:Perk"
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You are able to choose spells as well as abilities here. Updated the page with 2 words :P<br> | 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) | --[[User:Cscottydont|Cscottydont]] 11:47, 4 March 2012 (EST) | ||
Revision as of 11:50, 4 March 2012
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? --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)
- 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
Ability
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)
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? 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)
New Perk Trees?
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)