Talk:Perk Entry Point

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Revision as of 15:30, 15 November 2016 by imported>Lisselli (Boittom Label broken for Add Activation Perk Entry in CK64bit.)
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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)
      • The entry point determines the speed of time for the player while under the effect of a Slow Time effect. The magnitude of the spell determines how fast time moves for the NPCs and the world, but the player slow down is different. The default is (as far as I can tell) 0.6. If that is modified to 1.0 (by adding 0.4 or simply setting it to 1.0), the player moves at normal speed. This can also be used to make the time move faster for NPCs and slower for the PC.Lofgren (talk) 2016-05-18T15:22:45 (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)
I noticed that as well I am not sure why it does that, so unless we are both doing it wrong I think it maybe a bug. --Arocide (talk) 2015-04-30T06:39:46 (EDT)
So far it is working fine for me. I created a Constant Effect Ability, OnEffectStart is being applied on first hit, OnHit is being fired on hits after that. The biggest problem seems to be that both with delivery type Self and delivery type Contact, both GetTargetActor() and GetCasterActor() are the same - the actor the spell is on. I was hoping to be able to refer to the actor who did the attack for caster on Contact... but... --Darkconsole (talk) 2015-07-16T21:07:43 (EDT)
It appears to work with Archery however it works in a weird way. In my testing the Spell is instantly applied to the combat target when an arrow is shot rather then when an arrow hits. This can depending on the effect cause an arrow to miss entirely when it should have hit (e.g Paralysis, Slow Effects or Applying Impulse Force). --Arocide (talk) 2015-04-30T06:39:46 (EDT)
yeah that archery thing is a known bug in the game. If you get the paralyze talent at the top of the archery tree, the actor will fall down before the arrow even gets to it, often resulting in a miss at long distances (lolol). --Darkconsole (talk) 2015-07-16T21:07:43 (EDT)
I am also seeing evidence that the note that it doesn't work on magic effects, is wrong. It appears to be working just fine when a spell hits the target too. --Darkconsole (talk) 2015-07-17T20:17:55 (EDT)

Bottom Lable for Add Activation Perk Entry

This is currently broken in the 64 bit version of the Creation Kit. --Lisselli (talk) 2016-11-15T15:30:15 (EST)