BoudroStache Posted February 7, 2018 Share Posted February 7, 2018 I can't figure out how to add a perk that I created to the player in CK, I've been having to resort to the console menu in game for now but I would like to know how this works so I can publish this mod to the Nexus. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted February 7, 2018 Share Posted February 7, 2018 Generally one would create a start enabled quest, then add it to the player via a papyrus script I think. At least that's how I would do it. The other (highly frowned upon method) is adding an ability spell or the perk directly to the player record, which causes a compatibility nightmare. However that will only affect a new game. Link to comment Share on other sites More sharing options...
werr92 Posted February 7, 2018 Share Posted February 7, 2018 Just a side note. If you decide to go with 'Start Game Enabled', then, please, for the love of Jesus Christ, please shut it down when you get everything you want from it. Don't leave it in RAM, this is junk. Care for your mod users. Link to comment Share on other sites More sharing options...
SKKmods Posted February 7, 2018 Share Posted February 7, 2018 Or drag an item into the world in the render screen and attach a script that adds the perk when activated. There was a reference template on the CK site for an apple that gets eaten to run a script and then deletes itself. Neat. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted February 7, 2018 Share Posted February 7, 2018 Or drag an item into the world in the render screen and attach a script that adds the perk when activated. There was a reference template on the CK site for an apple that gets eaten to run a script and then deletes itself. Neat. Shoot, at that point, could just use a perk book, with whatever nif you decide, then change activation text to whatever, and choose your perk from the drop down. Link to comment Share on other sites More sharing options...
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