Difference between revisions of "Perk Entry Point"

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→‎Perk Entry Points: disassembly and, in some cases, cross-referencing with Skyrim.esm
imported>Egocarib
(added descriptions and notes for various perk entry points)
imported>DavidJCobb
(→‎Perk Entry Points: disassembly and, in some cases, cross-referencing with Skyrim.esm)
 
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A list of all the perk entry points.
A list of all the perk entry points.
== Entry Point Functions ==
{| class="wikitable"
|+ Value Function: These functions allow you to modify the value specified by the entry point's type.
|-
! Name !! Value =
|-
| Absolute Value || <nowiki>|</nowiki>Value<nowiki>|</nowiki>
|-
| Negative Absolute Value || -<nowiki>|</nowiki>Value<nowiki>|</nowiki>
|-
| Set Value || X
|-
| Add Value || Value + X
|-
| Multiply Value || Value * X
|-
| Add Range to Value || Value + [[RandomFloat_-_Utility|Random]](X, Y)
|-
| Add Actor Value Mult || Value + [[actor value|A]] * X
|-
| Set to Actor Value Mult || [[actor value|A]] * X
|-
| Multiply Actor Value Mult || Value * [[actor value|A]] * X
|-
| Multiply 1 + Actor Value Mult || Value * (1+[[actor value|A]] * X)
|-
! colspan=2| X and Y are always ''fixed'' floating point numbers; A is always an [[Actor Value]], ''dynamically'' consulted.
|}


== 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
|valign="top"|Add Leveled List On Death
** Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
|'''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
* Apply Combat Hit Spell
|valign="top"|Adjust Book Skill Points
** 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.
|-
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|valign="top"|Adjust Limb Damage - Not Used
* Apply Reanimate Spell
|Scales the damage that a limb's actor value receives from an attack. Limbs are hardcoded, and while Skyrim still has the "limb condition" actor values from Fallout, it doesn't have the same limb list, so this isn't really usable in practice.
** 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"|Allow Mount Actor
* 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
|valign="top"|Apply Bashing Spell
* Apply Weapon Swing Spell
|Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
** 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
** Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
* Calculate Mine Explode Chance - Not Used
|valign="top"|Apply Combat Hit Spell
* Calculate My Critical Hit Chance
|Applies a spell to the target when the perk owner successfully hits him/her
** Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
* 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.
* 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)
See also: [[Talk:Perk_Entry_Point|talk page]]
* Calculate Weapon Damage
|-
* Can Dual Cast Spell
|valign="top"|Apply Reanimate Spell
* Can Pickpocket Equipped Item
|Applies a spell to all actors reanimated by the perk owner. (However, see [[Talk:Perk_Entry_Point|talk page]])
* Filter Activation
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
** 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.
|-
* Get Max Carry Weight
|valign="top"|Apply Sneaking Spell
* Get Should Attack
|Applies a spell to the owner while sneaking. Boethiah's Ebony Mail is a good example of this.
* Ignore Broken Lock
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Ignore Running During Detection
|-
* Make Lockpicks Unbreakable
|valign="top"|Apply Weapon Swing Spell
* Mod # Applied Enchantments Allowed
|Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
** Affects number of enchantments that can be simultaneously applied to a single item.
* Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
* Mod Armor Weight
|-
* Mod Attack Damage
|valign="top"|Calculate Mine Explode Chance
* Mod Bashing Damage
|Not Used
* Mod Bribe Amount
|-
* Mod Detection Light
|valign="top"|Calculate My Critical Hit Chance
* Mod Detection Movement
|Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
* Mod Favor Points
|-
* Mod Incoming Damage
|valign="top"|Calculate My Critical Hit Damage
** Adjusts the amount of ''physical'' damage taken by the perk owner.
|Adjusts the amount of damage a critical hit by the perk owner will inflict. Base critical damage without perks is determined by the weapon (a fixed value assigned to it, like its base damage) which is typically very close to floor(b/2), where b is the base damage. Note that Critical Hit Damage is ''not'' affected by Tempering Health.
* Mod Incoming Spell Duration
|-
** Adjusts the duration of spells and spell-like effects applied to the perk owner.
|valign="top"|Calculate Weapon Damage
* Mod Incoming Spell Magnitude
|Allows for the modification of the projected damage to a target on during a weapon strike.
** Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
|-
* Mod Incoming Stagger
|valign="top"|Can Dual Cast Spell
** Modifies the amount of stagger sustained by the perk owner when hit.
|Allows actor to dual cast spells.
* Mod Percent Blocked
|-
* Mod Player Intimidation
|valign="top"|Can Pickpocket Equipped Item
* Mod Player Reputation
|If the result value is non-zero, then the actor will be allowed to pickpocket equipped items off of other actors. The condition subject will be the equipped item that the actor is attempting to pickpocket.
* 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"|Filter Activation
* Mod Power Attack Damage
|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.
* Mod Power Attack Stamina
|-
* Mod Secondary Value Weight
|valign="top"|Get Max Carry Weight
* Mod Shield Deflect Arrows
|
* Mod Shout OK
|-
* Mod Soul Gem Enchanting
|valign="top"|Get Should Attack
** Adjusts soul gem energy during enchantment, affecting the amount of ''charges'' granted to weapon enchantments. No influence on armor enchantments.
|
* Mod Soul Gem Recharge
|-
** Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
|valign="top"|Ignore Broken Lock
* Mod Spell Casting Sound Event
|
* Mod Spell Cost
|-
** Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|valign="top"|Ignore Running During Detection
* Mod Spell Duration
|If this entry point produces a value other than 0, then the actor will be able to run without becoming easier to detect.
* Mod Spell Magnitude
|-
* Mod Target Damage Resistance
|valign="top"|Make Lockpicks Unbreakable
* Mod Target Stagger
|If the result value is non-zero, then the player's lockpicks will be unbreakable.
** Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
* Modify Addiction Chance
|valign="top"|Mod # Applied Enchantments Allowed
* Modify Addiction Duration
|Affects number of enchantments that can be simultaneously applied to a single item.
* Modify Alchemy Effectiveness
|-
* Modify Armor Rating
|valign="top"|Mod Armor Weight
* 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]]).
|-
* Modify Buy Prices
|valign="top"|Mod Attack Damage
* Modify Commanded Actor Limit
|Modifies the physical attack damage caused by the perk owner. Modified attack damage is applied to the base weapon damage.
* Modify Detection Sneak Skill
|-
* Modify Enchantment Power
|valign="top"|Mod Bashing Damage
** Affects the magnitude of enchantments applied to an item by the perk owner.
|
* Modify Enemy Critical Hit Chance
|-
* Modify Falling Damage
|valign="top"|Mod Bribe Amount
* Modify Ingredients Harvested
|
** Affects the number of ingredients obtained from harvesting a single plant.
|-
* Modify Initial Ingredient Effects Learned
|valign="top"|Mod Detection Light
** ...when eating an ingredient.
|Scales the influence of lighting conditions on how easily the actor can be detected. The input value computed from the actor's light level, detection lines of sight, and various game settings including the fDetectionNightEyeBonus, iLightLevelExteriorMod, iLightLevelInteriorMod, and iLightLevelMax game settings. The final result value (after all perks are checked) will be rounded to a signed integer. The Sneak and Invisibility actor values are applied after this entry point runs.
* Modify Lockpick Level Allowed
|-
* Modify Lockpick Sweet Spot
|valign="top"|Mod Detection Movement
** 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"|Mod Favor Points
* Modify Max Placeable Mines
|
* Modify Max Pickpocket Chance
|-
* Modify Player Magic Slowdown
|valign="top"|Mod Incoming Damage
** No effect (see [[Talk:Perk_Entry_Point|discussion]]).
|Adjusts the amount of ''physical'' damage taken by the perk owner.
* Modify Positive Chem Duration
|-
* Modify Potions Created
|valign="top"|Mod Incoming Spell Duration
** Affects the number of potions generated when combining a single set of ingredients.
|Adjusts the duration of spells and spell-like effects applied to the perk owner.
* Modify Recover Arrow Chance
|-
* Modify Recovered Health
|valign="top"|Mod Incoming Spell Magnitude
* Modify Sell Prices
|Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
* Modify Skill Use
|-
**Adjusts the skill use factor, changing the amount of experience awarded for using skills.
|valign="top"|Mod Incoming Stagger
* Modify Sneak Attack Mult
|Modifies the amount of stagger sustained by the perk owner when hit.
** Adjusts damage multiplier applied to a successful sneak attack.
|-
* Modify Soul Pct Captured To Weapon
|valign="top"|Mod Percent Blocked
** 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).
|Modifies how much damage the actor will avoid taking when they block an incoming attack. Checked whenever an attack is blocked.
* Modify Spell Range (Target Loc.)
|-
* Modify Telekinesis Damage
|valign="top"|Mod Player Intimidation
* Modify Telekinesis Damage Mult
|Modifies how scary the player is. The player's scariness is computed using the formula
* Modify Telekinesis Distance
 
* Modify Tempering Health
player level × (1.0 + max(-1.0, (player speech - target speech) ÷ 100))<sup>fIntimidateSpeechcraftCurve</sup>
* Modify Ward Magicka Absorption Pct
 
* Purify Alchemy Ingredients
That value can be modified using this perk entry point, and after that modification, it will be compared to the target's scariness, which is the target's level times the appropriate confidence multiplier, the latter value being one of the game settings that begins with <code>fIntimidateConfidenceMult</code>, chosen based on the target's Confidence actor value. If the player is scarier than the target, then the player will be able to intimidate the target.
* 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"|Mod Player Reputation
* Set Boolean Graph Variable
|
* Set Lockpick Starting Arc
|-
* Set Progression Picking
|valign="top"|Mod Poison Dose Count
* Set Sweep Attack
|Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
* Should Apply Placed Item
|-
|valign="top"|Mod Power Attack Damage
|Modifies the total damage caused by the perk owner while performing a power attack.
|-
|valign="top"|Mod Power Attack Stamina
|Modifies the amount of stamina consumed by the perk owner while performing a power attack.
|-
|valign="top"|Mod Secondary Value Weight
|Modifies how much the second actor value in a Dual Value Modifier effect is altered.
|-
|valign="top"|Mod Shield Deflect Arrows
|Modify the percentage chance that the actor's equipped shield will deflect an incoming arrow. The result value will be clamped to a maximum of 100.
|-
|valign="top"|Mod Shout OK
|Tells the game to allow the player (or werewolf) to shout.
|-
|valign="top"|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"|Mod Soul Gem Recharge
|Adjusts the amount of energy soul gems provide when used to recharge a weapon's depleted enchantment.
|-
|valign="top"|Mod Spell Casting Sound Event
|Checked when a spell is being cast; can be used to prevent NPCs from being able to hear the spell. The input value will be 1.0; change it to 0.0 to make the spell inaudible to NPCs.
|-
|valign="top"|Mod Spell Cost
|Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|-
|valign="top"|Mod Spell Duration
|Affects the duration of spells, potions, ingredients, enchantments, etcetera (anything with an "Effect List" in the Creation Kit)
|-
|valign="top"|Mod Spell Magnitude
|Affects the magnitude of spells and spell-like effects (see above)
|-
|valign="top"|Mod Target Damage Resistance
|
|-
|valign="top"|Mod Target Stagger
|Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
|valign="top"|Modify Addiction Chance
|When an actor drinks a potion, this modifies the chance that the actor will become addicted to the potion. Bethesda has stated that addiction data isn't used in Skyrim, but reverse-engineering indicates that there are calculations which check for an addiction, compute the chance, and attempt to apply the addiction effect; it's not clear what part of the system is no longer functional.
|-
|valign="top"|Modify Addiction Duration
|
|-
|valign="top"|Modify Alchemy Effectiveness
| Increases (or Decreases) the potency of potions or poisons created by the perk owner.
|-
|valign="top"|Modify Armor Rating
|Modifies the overall Armor Rating of the Perk Owner
|-
|valign="top"|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"|Modify Buy Prices
|
|-
|valign="top"|Modify Commanded Actor Limit
|Adjusts the number of summoned/commanded actors that can be controlled simultaneously by the perk owner.
|-
|valign="top"|Modify Detection Sneak Skill
|
|-
|valign="top"|Modify Enchantment Power
|Affects the magnitude of enchantments applied to an item through crafting by the perk owner. Does not affect the power of worn/wielded/used enchantments.
|-
|valign="top"|Modify Enemy Critical Hit Chance
|
|-
|valign="top"|Modify Falling Damage
|Adjust the amount of damage sustained by the perk owner when landing after a long fall.
|-
|valign="top"|Modify Ingredients Harvested
|Affects the number of ingredients obtained from harvesting a single plant.
|-
|valign="top"|Modify Initial Ingredient Effects Learned
|...when eating an ingredient.
|-
|valign="top"|Modify Lockpick Level Allowed
|
|-
|valign="top"|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"|Modify Lockpicking Crime Chance
|Modify the chance that the player will be caught committing a crime when picking locks while detected.
|-
|valign="top"|Modify Lockpicking Key Reward Chance
|Modify the chance that the player will be rewarded with the key to a lock if they successfully pick it.
|-
|valign="top"|Modify Max Placeable Mines
|Affects the amount of Runes that can be placed. Some Functions appear not to work as expected, (such as Set Value), however Multiply Value seems to work as desired. Changing multiply value to 2, allows two runes to be placed.
|-
|valign="top"|Modify Max Pickpocket Chance
|
|-
|valign="top"|Modify Player Magic Slowdown
|Modifies the benefit that Players receive from Slow Time effects. Setting it to 1.0 will make the player move at normal speed while under the effects of the slow time effect if it meets the conditions on the spell tab. Default appears to be 0.6 (determined by fVATSPlayerMagicTimeSlowdownMult game setting.)
|-
|valign="top"|Modify Positive Chem Duration
|
|-
|valign="top"|Modify Potions Created
|Affects the number of potions generated when combining a single set of ingredients.
|-
|valign="top"|Modify Recover Arrow Chance
|Modify the likelihood that an arrow fired into a target will be recoverable from the target's corpse. The result value will be compared to a random integer between 0 and 100.
|-
|valign="top"|Modify Recovered Health
|
|-
|valign="top"|Modify Sell Prices
|
|-
|valign="top"|Modify Skill Use
|Adjusts the skill use factor, changing the amount of experience awarded for using skills. Usually used in combination with the condition function [[EPModSkillUsage_IsAdvanceSkill]].
|-
|valign="top"|Modify Sneak Attack Mult
|Adjusts damage multiplier applied to a successful sneak attack.
|-
|valign="top"|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. The percentage 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"|Modify Spell Range (Target Loc.)
|Modify the maximum range of spells that require the caster to target a location; for example, limiting this perk to rune spells would allow you to modify how far away a rune can be placed.
|-
|valign="top"|Modify Telekinesis Damage
|
|-
|valign="top"|Modify Telekinesis Damage Mult
|
|-
|valign="top"|Modify Telekinesis Distance
|
|-
|valign="top"|Modify Tempering Health
|Increases or decreases the effectiveness of tempering weapons and armor by the perk owner
|-
|valign="top"|Modify Ward Magicka Absorption Pct
|
|-
|valign="top"|Purify Alchemy Ingredients
| While creating Potions only the positive effects of an ingredient is used, or if a Poison is being created only negative effects are kept.
|-
|valign="top"|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"|Set Boolean Graph Variable
|Used to set a Boolean Animation Graph Variable of the Perk owner.
|-
|valign="top"|Set Lockpick Starting Arc
|
|-
|valign="top"|Set Progression Picking
|
|-
|valign="top"|Set Sweep Attack
|Checked when the actor is swinging a melee weapon. If this entry point returns a value other than 0, then the attacking actor will damage multiple enemies along the arc of the swing. Otherwise, the attack will use the game's default behavior, which is akin to firing a single invisible "bullet" that does melee damage.
|-
|valign="top"|Should Apply Placed Item
|Checked when the player is using their pickpocketing skill to plant an item in another actor's inventory. If the item is a potion or poison and the perk's result value is 1, then the alchemy effects will be applied to the pickpocketed NPC. When this condition runs, the subject is the potion or poison being planted, so check ''Subject.IsPoison == 1'' to limit this effect to planted poisons.
|}
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