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Anyone figure out how to make your own Entry Points? If not, I have a


funexplosions

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...problem. Didn't realize it'd cut off the title without a warning.

 

Hello! From reading a few threads on the issue, it appears Entry Points are hard-coded and inaccessible. This is a bummer because I'm trying to edit attack speed, which isn't included in the "Entry Point" drop-down menu.

 

If anyone knows how to make your own Entry Points, then stop reading now and please let me know.

 

 

For everyone else, here's the issue I'm having:

 

 

As a workaround for the lack of adequate Entry Points, I made my own MGEF, which feeds into my own SPEL, which feeds into my own PERK.

 

Here's all the above:

 

MGEF main window: http://i.imgur.com/c2jmtTH.png

 

SPEL main window:http://i.imgur.com/fz3NsUc.png

SPEL effect window:http://i.imgur.com/LEA57OT.png?1

 

PERK main window:http://i.imgur.com/CAUW9Y3.png

 

There is one MGEF and 5 SPELs and 5 PERKs. There are 5 SPELs and 5 PERKs because there are five ranks of the PERK, which in-turn each need their own SPEL, because one SPEL can't update itself for the remaining 4 ranks (or can it?).

 

The attack damage effect works perfectly; not the problem (thanks to Entry Points).

The actual problem: the attack speed effect doesn't work correctly. The first rank works great, but each consecutive rank seems to be multiplying the attack speed by its current value (as in: after the first perk rank has been factored in), so I end up with a... uh... really fast attack speed. Way too fast.

 

After poking around fruitlessly, I even tried modifying SPELs 2 through 5 so they multiplied by increasingly small decimals to compensate for the apparent over-multiplication (1.05, 1.0005, etc.). That doesn't work because Creation Kit prevents you from going beyond 2 decimal places in that particular window. Plus, that's like... a really terrible way to fix the problem.

 

So, to all you modders reading this: help please. Even if you don't have the answer, I'd like to know if I'm even approaching this the correct way or if I'm doing something really stupid.

Edited by funexplosions
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I think you could add condition to spell effect to prevent lower perk to take effect if higher perk was taken

for example:

spell level 1: conditions: hasperk (perklevel1)=1, hasperk (perklevel2)=0, hasperk (perklevel3)=0, etc. (spell level 1 only activate if player has perklevel 1 only)

spell level 2: conditions: hasperk (perklevel2)=1, hasperk (perklevel3)=0, hasperk (perklvel4)=0, etc. (spell level 1 is disable as a result of taking the level 2 perk, spell level 2 only activate if player has perklevel1 and perklevel2 but not higher perks)

spell level 3: conditions: hasperk (perklevel3)=1, hasperk (perklevel4)= 0, etc.

etc.

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I think you could add condition to spell effect to prevent lower perk to take effect if higher perk was taken

for example:

spell level 1: conditions: hasperk (perklevel1)=1, hasperk (perklevel2)=0, hasperk (perklevel3)=0, etc. (spell level 1 only activate if player has perklevel 1 only)

spell level 2: conditions: hasperk (perklevel2)=1, hasperk (perklevel3)=0, hasperk (perklvel4)=0, etc. (spell level 1 is disable as a result of taking the level 2 perk, spell level 2 only activate if player has perklevel1 and perklevel2 but not higher perks)

spell level 3: conditions: hasperk (perklevel3)=1, hasperk (perklevel4)= 0, etc.

etc.

Worked beautifully. I should have thought of that. Thanks!

 

 

 

for future reference: You can use TES5edit to go beyond the 2nd decimal point.

I'll take that under advisement. Thanks.

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