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[LE] Perk Tree mod/new perks


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I'm attempting a perk overhaul mod, and this is the first time I've played around with the perk dialogue windows and trees in the CK. What I want to do is create a perk that also applies a small regeneration effect (10 points health for 10 seconds) when the player swallows a health potion.

 

So as the prep work for the perk, I created a spell effect using the bleeding effect as a template that should add health instead of drain health by unchecking the "detrimental" flag, changing the delivery method to "self" instead of "contact," and also leaving the "recover" flag unchecked. So, if I understand things correctly, this will create a spell effect that adds up to 10 points to current health every second for 10 seconds, without changing maximum health (by not checking the "recover" flag), so that the max health is never exceeded. I also checked the "No Recast" flag that prevents the effect from stacking by swallowing multiple heal potions.

 

Then I created a spell with that effect, selected the type as "ability" and set the magnitude at 10 and duration at 10. Then I also put a condition on the spell of "HasEffect" and "AlchRestoreHealth = 1." Then after all that, I just created the new perk that adds the ability when the player selects the perk.

 

The idea here is that, when the player selects a perk, the ability (spell) is added where the spell is always on the player, but only does the "fire and forget" when the player swallows a restore heath (because the player at that instant will be subject to the AlchRestoreHealth effect, making the condition true). Once fired, the spell gives the player a "regeneration" spell that implements a "fire and forget" spell effect, where the effect can't be re-cast while the first effect is active.

 

My uncertainty here relates to whether I should be putting the condition AlchRestoreHealth=1 on the spell effect instead of the spell; the creation kit tutorial online is not all that clear on the distinction between these two locations. It says that conditions on effects are applied when the effect is triggered and determines whether the player ever receives the effect. So does that mean that when the player selects the perk, the effect would check the condition and if it were not true the player would never be eligible for the effect? Or since it's an ability, is the "effect" always active and the "condition" will constantly be checked because it is an ability. A related question is whether this condition would ever be triggered since the AlchRestoreHealth effect is instantaneous, and supposedly the spell condition is only periodically checked once per second.

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