Difference between revisions of "Talk:Perk Entry Point"

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251 bytes added ,  13:31, 22 February 2015
imported>W Dog
(Added a note that about the Apply Reanimate Spell entry point, that someone should confirm)
imported>Terra Nova2
Line 8: Line 8:
*Apply Reanimate Spell  
*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)
**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)
*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.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST)
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