Jump to content

Applying a perk to the player in CK


Recommended Posts

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

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

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

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.Â

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...