icecreamassassin Posted March 13, 2016 Share Posted March 13, 2016 So I haven't used perks a huge amount in my modding, but I've recently been building an " Off UI " emulation of my own perk trees (similar to Chesko's Campfire mod), and I seem to recall that there are some hard line limitations to how perks work such as only one spell delivery on strike effect can happen at a time and I was hoping someone had a good list or guide about what functions had limitations and how the perk entries do and do not work because I fear I may end up creating something that may overwrite or be overwritten by something else if I don't do it in such a way that it plays nice with existing entry points. So any advice would be appreciated, thanks. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 14, 2016 Author Share Posted March 14, 2016 Does anyone have any advice on this topic? I've been looking high and low and so far haven't found any detailed information. I'd appreciate it. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 14, 2016 Share Posted March 14, 2016 I don't know much... what I do know is in regards to perk entry point activation. If your entry point adds an option that can be performed when the object is activated then it will display a menu with all the options (example, the feed or loot window when wearing Namira's ring). All such entry points will stack and display their options. But, if your activation is intended to automatically run rather than be an option, it will conflict. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 14, 2016 Author Share Posted March 14, 2016 wouldn't those stack options though condition out if you added condition limitations on the perk? so for instance I have a rebuild automaton perk that works on automaton races (by checking the target's base actor's race against a list. so I'd assume the option would only come up when those conditions pass. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 14, 2016 Share Posted March 14, 2016 Probably, but I don't know. I only ever used the automatic usage of perk entry point activation. I only know what I know because that is what I was told when informed about the ability to use perk entry points to add additional behavior to an object. Even after all these years, there is still a lot that is left to trial and error. Mainly because there is no central repository of information that mod authors can swing by and drop off their findings for verification then incorporation. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 14, 2016 Author Share Posted March 14, 2016 well I've been filling out blank function entries in the Papyrus Wiki :P but yeah I know what you mean. I have pages and pages of notes on how to do special things that I couldn't find solid answers to that I just had to screw around with until I got one of those Eureka moments. I know with perk entry for apply effect on hit will only work with one perk that has that function, but again, no idea on the priority or anything. Guess I'll just keep playing with it and try and make my perks as unobtrusive as possible. Link to comment Share on other sites More sharing options...
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