Difference between revisions of "Talk:Perk Entry Point"
Jump to navigation
Jump to search
Added a note that about the Apply Reanimate Spell entry point, that someone should confirm
imported>Egocarib m (sig) |
imported>W Dog (Added a note that about the Apply Reanimate Spell entry point, that someone should confirm) |
||
Line 5: | Line 5: | ||
*Modify Bow Zoom | *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. [[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-11-22T20:40:56 (EST) | **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. [[User:Egocarib|Egocarib]] ([[User talk: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 --[[User:W Dog|W Dog]] ([[User talk:W Dog|talk]]) 2014-01-03T15:37:28 (EST) |