dylbill Posted December 23, 2020 Share Posted December 23, 2020 https://www.creationkit.com/index.php?title=Category:Papyrus I do not know how to use it. But SKSE has a GetPerks function on the ActorValueInfo script. Thanks, I didn't know about that! After some testing, I got it to work. It seems that GetPerks only returns the perks for the ActorValueInfo you're using. So if you're using Onehanded, it will return all of the Onehanded perks, and you can specify to only return the perks that the target knows. Because of this, I used the GetPerkTree function with a formlist to check for all perks that the target has: Formlist Property TM_TargetPerks Auto ;empty list Event OnEffectStart(Actor akTarget, Actor akCaster) TM_TargetPerks.Revert() String TargetPerkNames Int I = -1 While I < 163 I += 1 ActorValueInfo aVI = ActorValueInfo.GetActorValueInfoByID(I) aVI.GetPerkTree(TM_TargetPerks, akTarget, False, True) ;add all perks the target has for the current AVI to formlist. EndWhile Int M = (TM_TargetPerks.GetSize() - 1) Int Ia = -1 While Ia < M Ia += 1 TargetPerkNames += (" - " + (TM_TargetPerks.GetAt(Ia) as perk).GetName()) EndWhile Debug.MessageBox("Perks: " + TargetPerkNames) EndEvent Link to comment Share on other sites More sharing options...
Cristobot Posted December 23, 2020 Author Share Posted December 23, 2020 Skills are also actor values. You can find a list here: https://www.creationkit.com/index.php?title=Actor_Values Instead of using 3 message boxes, you can use a single message box with \n to denote new lines. You can also use \ to continue your papyrus line on the next line so it's easy to see. Example: Debug.MessageBox("Health: " + akTarget.GetActorValue("Health") + \ "\n Magicka: " + akTarget.GetActorValue("Magicka") + \ "\n Stamina: " + akTarget.GetActorValue("Stamina") + \ "\n One Handed:" + akTarget.GetActorValue("OneHanded")) Thanks so much for the tip and the link! Very helpful Link to comment Share on other sites More sharing options...
Cristobot Posted December 23, 2020 Author Share Posted December 23, 2020 https://www.creationkit.com/index.php?title=Category:Papyrus I do not know how to use it. But SKSE has a GetPerks function on the ActorValueInfo script. Thanks, I didn't know about that! After some testing, I got it to work. It seems that GetPerks only returns the perks for the ActorValueInfo you're using. So if you're using Onehanded, it will return all of the Onehanded perks, and you can specify to only return the perks that the target knows. Because of this, I used the GetPerkTree function with a formlist to check for all perks that the target has: Formlist Property TM_TargetPerks Auto ;empty list Event OnEffectStart(Actor akTarget, Actor akCaster) TM_TargetPerks.Revert() String TargetPerkNames Int I = -1 While I < 163 I += 1 ActorValueInfo aVI = ActorValueInfo.GetActorValueInfoByID(I) aVI.GetPerkTree(TM_TargetPerks, akTarget, False, True) ;add all perks the target has for the current AVI to formlist. EndWhile Int M = (TM_TargetPerks.GetSize() - 1) Int Ia = -1 While Ia < M Ia += 1 TargetPerkNames += (" - " + (TM_TargetPerks.GetAt(Ia) as perk).GetName()) EndWhile Debug.MessageBox("Perks: " + TargetPerkNames) EndEvent That is so awesome! It would have taken me many days to figure out! :smile: :smile:I guess I will have to get SKSE working... Link to comment Share on other sites More sharing options...
Cristobot Posted December 23, 2020 Author Share Posted December 23, 2020 Does anyone know if PC mods made with SKSE can be ported to Xbox? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 24, 2020 Share Posted December 24, 2020 Does anyone know if PC mods made with SKSE can be ported to Xbox?No. They cannot. Xbox cannot run third party tools like SKSE. Link to comment Share on other sites More sharing options...
Cristobot Posted December 24, 2020 Author Share Posted December 24, 2020 Does anyone know if PC mods made with SKSE can be ported to Xbox?No. They cannot. Xbox cannot run third party tools like SKSE. Thanks so much for the information. You and dylbill have been so much help! Many things are starting to make sense with the Creation Kit. Link to comment Share on other sites More sharing options...
dylbill Posted December 24, 2020 Share Posted December 24, 2020 No problem, Happy Modding! Link to comment Share on other sites More sharing options...
Recommended Posts