Difference between revisions of "Perk Entry Point"

3,670 bytes added ,  01:14, 23 November 2013
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imported>Egocarib
(added descriptions and notes for various perk entry points)
imported>Egocarib
(formatting change (feel free to play around with it))
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== Perk Entry Points ==
== Perk Entry Points ==


* Activate
{|class="wikitable" width=100% style="background: white;"
** Adds a new choice to show in addition to the normal activation prompt
!style="text-align:left;"|Entry Point
*** '''Button Label''': The button text for the new choice.
!style="text-align:left;"|Description
*** '''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.
|  valign="top" style="width: 25%;"|'''Activate'''
*** '''Apply Spell''': The contact spell to apply to the target.
|Adds a new choice to show in addition to the normal activation prompt
*** Script fragment has parameters:
* '''Button Label''': The button text for the new choice.
**** '''akTargetRef''': the object reference that was activated.
* '''Run Immediately''': If checked, there is no selection menu.  This is run in addition to the default activation.
**** '''akActor''': the actor that did the activation (perk owner).
* '''Replace Default''': This is run in place of the default activation.
* Add Leveled List On Death
* '''Apply Spell''': The contact spell to apply to the target.
** '''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
* Script fragment has parameters:
* Adjust Book Skill Points - Not Used?
** '''akTargetRef''': the object reference that was activated.
* Adjust Limb Damage - Not Used
** '''akActor''': the actor that did the activation (perk owner).
* 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)
|  valign="top" style="width: 25%;"|'''Add Leveled List On Death'''
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|'''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
* Apply Combat Hit Spell
|-
** 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.
|  valign="top" style="width: 25%;"|Adjust Book Skill Points
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|
* Apply Reanimate Spell
|-
** Applies a spell to all actors reanimated by the perk owner.
 
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|  valign="top" style="width: 25%;"|Adjust Limb Damage - Not Used
* Apply Sneaking Spell
|
** Applies a spell to the owner while sneaking. Beothia'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
|  valign="top" style="width: 25%;"|Allow Mount Actor
** Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
|
** 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
|  valign="top" style="width: 25%;"|Apply Bashing Spell
** Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
|Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
* Calculate My Critical Hit Damage
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
** Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is calculated from the weapon's base damage multiplied by a crit multiplier that appears to vary from weapon type to weapon type (usually around 0.4 or 0.5x)
|-
* Calculate Weapon Damage
 
* Can Dual Cast Spell
|  valign="top" style="width: 25%;"|Apply Combat Hit Spell
* Can Pickpocket Equipped Item
|Applies a spell to the target when the perk owner successfully hits him/her
* Filter Activation
* 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.
** 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.
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Get Max Carry Weight
|-
* Get Should Attack
 
* Ignore Broken Lock
|  valign="top" style="width: 25%;"|Apply Reanimate Spell
* Ignore Running During Detection
|Applies a spell to all actors reanimated by the perk owner.
* Make Lockpicks Unbreakable
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod # Applied Enchantments Allowed
|-
** Affects number of enchantments that can be simultaneously applied to a single item.
 
* Mod Armor Weight
|  valign="top" style="width: 25%;"|Apply Sneaking Spell
* Mod Attack Damage
|Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
* Mod Bashing Damage
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod Bribe Amount
|-
* Mod Detection Light
 
* Mod Detection Movement
|  valign="top" style="width: 25%;"|Apply Weapon Swing Spell
* Mod Favor Points
|Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
* Mod Incoming Damage
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
** 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.
|  valign="top" style="width: 25%;"|Calculate Mine Explode Chance
* Mod Incoming Spell Magnitude
|Not Used
** 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.
|  valign="top" style="width: 25%;"|Calculate My Critical Hit Chance
* Mod Percent Blocked
|Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
* Mod Player Intimidation
|-
* Mod Player Reputation
 
* Mod Poison Dose Count
|  valign="top" style="width: 25%;"|Calculate My Critical Hit Damage
** Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
|Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is calculated from the weapon's base damage multiplied by a crit multiplier that appears to vary from weapon type to weapon type (usually around 0.4 or 0.5x)
* Mod Power Attack Damage
|-
* Mod Power Attack Stamina
 
* Mod Secondary Value Weight
|  valign="top" style="width: 25%;"|Calculate Weapon Damage
* Mod Shield Deflect Arrows
|
* Mod Shout OK
|-
* Mod Soul Gem Enchanting
 
** Adjusts soul gem energy during enchantment, affecting the amount of ''charges'' granted to weapon enchantments. No influence on armor enchantments.
|  valign="top" style="width: 25%;"|Can Dual Cast Spell
* 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
 
* Mod Spell Cost
|  valign="top" style="width: 25%;"|Can Pickpocket Equipped Item
** Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|
* Mod Spell Duration
|-
* Mod Spell Magnitude
 
* Mod Target Damage Resistance
|  valign="top" style="width: 25%;"|Filter Activation
* Mod Target Stagger
|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.
** Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
* Modify Addiction Chance
 
* Modify Addiction Duration
|  valign="top" style="width: 25%;"|Get Max Carry Weight
* Modify Alchemy Effectiveness
|
* Modify Armor Rating
|-
* 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 ([[Talk:Perk Entry Point|discussion]]).
|  valign="top" style="width: 25%;"|Get Should Attack
* Modify Buy Prices
|
* Modify Commanded Actor Limit
|-
* Modify Detection Sneak Skill
 
* Modify Enchantment Power
|  valign="top" style="width: 25%;"|Ignore Broken Lock
** Affects the magnitude of enchantments applied to an item by the perk owner.
|
* Modify Enemy Critical Hit Chance
|-
* Modify Falling Damage
 
* Modify Ingredients Harvested
|  valign="top" style="width: 25%;"|Ignore Running During Detection
** Affects the number of ingredients obtained from harvesting a single plant.
|
* Modify Initial Ingredient Effects Learned
|-
** ...when eating an ingredient.
 
* Modify Lockpick Level Allowed
|  valign="top" style="width: 25%;"|Make Lockpicks Unbreakable
* 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 Lockpicking Key Reward Chance
|  valign="top" style="width: 25%;"|Mod # Applied Enchantments Allowed
* Modify Max Placeable Mines
|Affects number of enchantments that can be simultaneously applied to a single item.
* Modify Max Pickpocket Chance
|-
* Modify Player Magic Slowdown
 
** No effect (see [[Talk:Perk_Entry_Point|discussion]]).
|  valign="top" style="width: 25%;"|Mod Armor Weight
* Modify Positive Chem Duration
|
* Modify Potions Created
|-
** Affects the number of potions generated when combining a single set of ingredients.
 
* Modify Recover Arrow Chance
|  valign="top" style="width: 25%;"|Mod Attack Damage
* Modify Recovered Health
|
* Modify Sell Prices
|-
* Modify Skill Use
 
**Adjusts the skill use factor, changing the amount of experience awarded for using skills.
|  valign="top" style="width: 25%;"|Mod Bashing Damage
* 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. Pct 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" style="width: 25%;"|Mod Bribe Amount
* Modify Spell Range (Target Loc.)
|
* Modify Telekinesis Damage
|-
* Modify Telekinesis Damage Mult
 
* Modify Telekinesis Distance
|  valign="top" style="width: 25%;"|Mod Detection Light
* Modify Tempering Health
|
* Modify Ward Magicka Absorption Pct
|-
* Purify Alchemy Ingredients
 
* Set Activate Label
|  valign="top" style="width: 25%;"|Mod Detection Movement
** 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
|-
* Set Lockpick Starting Arc
 
* Set Progression Picking
|  valign="top" style="width: 25%;"|Mod Favor Points
* Set Sweep Attack
|
* Should Apply Placed Item
|-
 
|  valign="top" style="width: 25%;"|Mod Incoming Damage
|Adjusts the amount of ''physical'' damage taken by the perk owner.
|-
 
|  valign="top" style="width: 25%;"|Mod Incoming Spell Duration
|Adjusts the duration of spells and spell-like effects applied to the perk owner.
|-
 
|  valign="top" style="width: 25%;"|Mod Incoming Spell Magnitude
|Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
|-
 
|  valign="top" style="width: 25%;"|Mod Incoming Stagger
|Modifies the amount of stagger sustained by the perk owner when hit.
|-
 
|  valign="top" style="width: 25%;"|Mod Percent Blocked
|
|-
 
| valign="top" style="width: 25%;"|Mod Player Intimidation
|
|-
 
|  valign="top" style="width: 25%;"|Mod Player Reputation
|
|-
 
|  valign="top" style="width: 25%;"|Mod Poison Dose Count
|Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
|-
 
|  valign="top" style="width: 25%;"|Mod Power Attack Damage
|
|-
 
|  valign="top" style="width: 25%;"|Mod Power Attack Stamina
|
|-
 
|  valign="top" style="width: 25%;"|Mod Secondary Value Weight
|
|-
 
|  valign="top" style="width: 25%;"|Mod Shield Deflect Arrows
|
|-
 
|  valign="top" style="width: 25%;"|Mod Shout OK
|
|-
 
|  valign="top" style="width: 25%;"|Mod Soul Gem Enchanting
|Adjusts soul gem energy during enchantment, affecting the amount of ''charges'' granted to weapon enchantments. No influence on armor enchantments.
|-
 
|  valign="top" style="width: 25%;"|Mod Soul Gem Recharge
|Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
|-
 
|  valign="top" style="width: 25%;"|Mod Spell Casting Sound Event
|
|-
 
|  valign="top" style="width: 25%;"|Mod Spell Cost
|Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|-
 
|  valign="top" style="width: 25%;"|Mod Spell Duration
|
|-
 
|  valign="top" style="width: 25%;"|Mod Spell Magnitude
|
|-
 
|  valign="top" style="width: 25%;"|Mod Target Damage Resistance
|
|-
 
|  valign="top" style="width: 25%;"|Mod Target Stagger
|Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
 
|  valign="top" style="width: 25%;"|Modify Addiction Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Addiction Duration
|
|-
 
|  valign="top" style="width: 25%;"|Modify Alchemy Effectiveness
|
|-
 
|  valign="top" style="width: 25%;"|Modify Armor Rating
|
|-
 
|  valign="top" style="width: 25%;"|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 ([[Talk:Perk Entry Point|discussion]]).
|-
 
|  valign="top" style="width: 25%;"|Modify Buy Prices
|
|-
 
|  valign="top" style="width: 25%;"|Modify Commanded Actor Limit
|
|-
 
|  valign="top" style="width: 25%;"|Modify Detection Sneak Skill
|
|-
 
|  valign="top" style="width: 25%;"|Modify Enchantment Power
|Affects the magnitude of enchantments applied to an item by the perk owner.
|-
 
|  valign="top" style="width: 25%;"|Modify Enemy Critical Hit Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Falling Damage
|
|-
 
|  valign="top" style="width: 25%;"|Modify Ingredients Harvested
|Affects the number of ingredients obtained from harvesting a single plant.
|-
 
|  valign="top" style="width: 25%;"|Modify Initial Ingredient Effects Learned
|...when eating an ingredient.
|-
 
|  valign="top" style="width: 25%;"|Modify Lockpick Level Allowed
|
|-
 
|  valign="top" style="width: 25%;"|Modify Lockpick Sweet Spot
|Affects the size of the area that a lockpick must be within in order to move the lock mechanism.
|-
 
|  valign="top" style="width: 25%;"|Modify Lockpicking Crime Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Lockpicking Key Reward Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Max Placeable Mines
|
|-
 
|  valign="top" style="width: 25%;"|Modify Max Pickpocket Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Player Magic Slowdown
|No effect (see [[Talk:Perk_Entry_Point|discussion]]).
|-
 
|  valign="top" style="width: 25%;"|Modify Positive Chem Duration
|
|-
 
|  valign="top" style="width: 25%;"|Modify Potions Created
|Affects the number of potions generated when combining a single set of ingredients.
|-
 
|  valign="top" style="width: 25%;"|Modify Recover Arrow Chance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Recovered Health
|
|-
 
|  valign="top" style="width: 25%;"|Modify Sell Prices
|
|-
 
|  valign="top" style="width: 25%;"|Modify Skill Use
|Adjusts the skill use factor, changing the amount of experience awarded for using skills.
|-
 
|  valign="top" style="width: 25%;"|Modify Sneak Attack Mult
|Adjusts damage multiplier applied to a successful sneak attack.
|-
 
|  valign="top" style="width: 25%;"|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).
|-
 
|  valign="top" style="width: 25%;"|Modify Spell Range (Target Loc.)
|
|-
 
|  valign="top" style="width: 25%;"|Modify Telekinesis Damage
|
|-
 
|  valign="top" style="width: 25%;"|Modify Telekinesis Damage Mult
|
|-
 
|  valign="top" style="width: 25%;"|Modify Telekinesis Distance
|
|-
 
|  valign="top" style="width: 25%;"|Modify Tempering Health
|
|-
 
|  valign="top" style="width: 25%;"|Modify Ward Magicka Absorption Pct
|
|-
 
|  valign="top" style="width: 25%;"|Purify Alchemy Ingredients
|
|-
 
|  valign="top" style="width: 25%;"|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.)
|-
 
|  valign="top" style="width: 25%;"|Set Boolean Graph Variable
|
|-
 
|  valign="top" style="width: 25%;"|Set Lockpick Starting Arc
|
|-
 
|  valign="top" style="width: 25%;"|Set Progression Picking
|
|-
 
|  valign="top" style="width: 25%;"|Set Sweep Attack
|
|-
 
|  valign="top" style="width: 25%;"|Should Apply Placed Item
|
|-
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