Perk Entry Point

Revision as of 14:05, 10 February 2014 by imported>Heilghast

A list of all the perk entry points.

Perk Entry Points

Entry Point Description
Activate Adds a new choice to show in addition to the normal activation prompt
  • Button Label: The button text for the new choice.
  • 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.
  • Apply Spell: The contact spell to apply to the target.
  • Script fragment has parameters:
    • akTargetRef: the object reference that was activated.
    • akActor: the actor that did the activation (perk owner).
Add Leveled List On Death Add Leveled List: The specified LeveledItem list to add to the target upon death.
Adjust Book Skill Points
Adjust Limb Damage - Not Used
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)
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
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.
  • 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. (However, see talk page)
  • Spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
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 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 Adjusts the perk owner's critical hit chance. Base chance without perks for the player is zero.
Calculate My Critical Hit Damage 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
Can Pickpocket Equipped Item
Filter Activation 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
Get Should Attack
Ignore Broken Lock
Ignore Running During Detection
Make Lockpicks Unbreakable
Mod # Applied Enchantments Allowed Affects number of enchantments that can be simultaneously applied to a single item.
Mod Armor Weight
Mod Attack Damage
Mod Bashing Damage
Mod Bribe Amount
Mod Detection Light
Mod Detection Movement
Mod Favor Points
Mod Incoming Damage 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.
Mod Incoming Spell Magnitude 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.
Mod Percent Blocked
Mod Player Intimidation
Mod Player Reputation
Mod Poison Dose Count Adjusts the number of times a poisoned weapon will apply its poison on hit before the poison wears off.
Mod Power Attack Damage
Mod Power Attack Stamina
Mod Secondary Value Weight
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.
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 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
Mod Target Stagger Adjusts the amount of stagger targets suffer when hit by this perk owner.
Modify Addiction Chance
Modify Addiction Duration
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 (discussion).
Modify Buy Prices
Modify Commanded Actor Limit
Modify Detection Sneak Skill
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.
Modify Enemy Critical Hit Chance
Modify Falling Damage
Modify Ingredients Harvested Affects the number of ingredients obtained from harvesting a single plant.
Modify Initial Ingredient Effects Learned ...when eating an ingredient.
Modify Lockpick Level Allowed
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
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.
Modify Max Pickpocket Chance
Modify Player Magic Slowdown No effect (see discussion).
Modify Positive Chem Duration
Modify Potions Created Affects the number of potions generated when combining a single set of ingredients.
Modify Recover Arrow Chance
Modify Recovered Health
Modify Sell Prices
Modify Skill Use Adjusts the skill use factor, changing the amount of experience awarded for using skills.
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).
Modify Spell Range (Target Loc.)
Modify Telekinesis Damage
Modify Telekinesis Damage Mult
Modify Telekinesis Distance
Modify Tempering Health
Modify Ward Magicka Absorption Pct
Purify Alchemy Ingredients
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.)
Set Boolean Graph Variable
Set Lockpick Starting Arc
Set Progression Picking
Set Sweep Attack
Should Apply Placed Item