Difference between revisions of "Talk:Perk Entry Point"

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imported>Lisselli
m (Boittom Label broken for Add Activation Perk Entry in CK64bit.)
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*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)
I can confirm that apply weapon swing spell, sneak spell, combat hit spell, and all entry points that apply spells can only apply ONE spell at a time. However, there is a mod that 'fixes' this in scrambled bug fix. Though, doing so will often break a perk overhaul that is designed around this.




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