Difference between revisions of "Talk:Perk Entry Point"

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imported>W Dog
(Added a note that about the Apply Reanimate Spell entry point, that someone should confirm)
imported>Terra Nova2
Line 8: Line 8:
*Apply Reanimate Spell  
*Apply Reanimate Spell  
**If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --[[User:W Dog|W Dog]] ([[User talk:W Dog|talk]]) 2014-01-03T15:37:28 (EST)
**If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --[[User:W Dog|W Dog]] ([[User talk:W Dog|talk]]) 2014-01-03T15:37:28 (EST)
*Apply Combat Hit Spell
::Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST)

Revision as of 12:31, 22 February 2015

Perk Entry Point Discussion

  • Modify Player Magic Slowdown
    • After extensive testing, I'm fairly certain this EP does nothing. I tested it a 5.0 multiplier, a 0.2 multiplier, an Add Value of 20, an Add Value of -20, and a Set Value of 1.0. It doesn't affect the player's casting or casting speed in any way, nor does it affect incoming magic spells in any way that I can tell. I also suspected that perhaps this had something to do with the modifying the player's abilities when a Slow Time effect was active, so I tested that, but again, no effects observed--player movement speed, casting speed, attack speed, etc.. all are unmodified even while Slow Time is active. I also discovered a mod called "Belua Sanguinare" that uses this perk entry, but as far as I can tell it's not having any effect there either. Egocarib (talk) 2013-08-23T22:51:43 (EDT)
  • Modify Bow Zoom
    • Values beyond 1.0 don't appear to have an affect - the zoom distance is capped. I also noticed that certain values (like 0.80) produced buggy behavior, at least for me -- at that value the camera kept zooming in and out very rapidly and jerkily. 0.60 (the Eagle Eye perk value) and 1.0 worked fine, though. Egocarib (talk) 2013-11-22T20:40:56 (EST)
  • Apply Reanimate Spell
    • If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --W Dog (talk) 2014-01-03T15:37:28 (EST)
  • Apply Combat Hit Spell
Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--Terra Nova2 (talk) 2015-02-22T12:31:11 (EST)