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: Set the value to the negative of its absolute value (so that it is always negative). value = -abs( value )
: Set the value to the negative of its absolute value (so that it is always negative). value = -abs( value )


== Entry Points ==
== Perk Entry Points ==
{{Template:Perk Entry Point}}


== See Also ==
*[[Perk]]
*[[Actor]]
*[[:Category:Actor|Actor Category]]


{|class="wikitable" width=100% style="background: white;"
!style="text-align:left;"|Entry Point
!style="text-align:left;"|Description
|-
|  valign="top" style="width: 25%;"|Activate
|Adds a new choice to show in addition to the normal activation prompt
* '''Button Label''': The button text for the new choice.
* '''Run Immediately''': If checked, there is no selection menu.  This is run in addition to the default activation.
* '''Replace Default''': This is run in place of the default activation.
* '''Apply Spell''': The contact spell to apply to the target.
* Script fragment has parameters:
** '''akTargetRef''': the object reference that was activated.
** '''akActor''': the actor that did the activation (perk owner).
|-


[[Category:Editor Reference]]
|valign="top"|Add Leveled List On Death
[[Category:Cheat Sheets]]
|'''Add Leveled List''': The specified [[LeveledItem]] list to add to the target upon death.
|-
 
|valign="top"|Apply Bashing Spell
|Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon)
* As of Skyrim, the spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
 
|valign="top"|Apply Bloody Mess Spell
|Applies a spell (to whom?) when the perk owner successfully triggers the Bloody Mess effect upon killing an enemy.
|-
 
|valign="top"|Apply Combat Hit Spell
|Applies a spell to the target when the perk owner successfully hits him/her in combat.
* In a change from Skyrim, bullets count as hits for the purpose of this entry point.
|-
 
|valign="top"|Apply Reanimate Spell
|Applies a spell to all actors reanimated by the perk owner. (However, see [[Talk:Perk_Entry_Point|talk page]])
* As of Skyrim, the spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
 
|valign="top"|Apply Sneaking Spell
|Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
* As of Skyrim, the spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
 
|valign="top"|Apply Weapon Swing Spell
|Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
* As of Skyrim, the spell archetype must be Fire and Forget - Contact, Constant Effect - Contact, or Constant Effect - Self
|-
 
|valign="top"|Get Component Radar Distance
|Modifies the distance at which containers with desired components are highlighted with the Pip-Boy UI color. If the value is zero, there is no highlighting.
|-
 
|valign="top"|Ignore Broken Lock
|
|-
 
|valign="top"|Ignore Running During Detection
|If set to a non-zero value, the perk owner's running will be as quiet as sneaking.
|-
 
|valign="top"|Invest In Vendor
|Modifies the amount of caps the perk owner can invest in vendors to improve their prices. If the value is zero (or, presumably, negative), then the perk owner cannot invest in vendors.
|-
 
|valign="top"|Mod Actor Grenade Speed Mult
|
|-
 
|valign="top"|Mod Actor Scope Stability
|
|-
 
|valign="top"|Mod Addiction Chance
|Modifies the chance that the perk owner will develop an addiction when taking a chem. The typical setup when creating chems (as seen in the "AddictionManager" perk) is to create an "addiction" actor value for your chem, and set this perk to add that actor value * 0.01 to the input value. Alternatively, a perk can modify the chance for all chems, as seen in "PA_BloodCleanser".
|-
 
|valign="top"|Mod Addiction Duration
|
|-
 
|valign="top"|Mod Alchemy Effectiveness
|
|-
 
|valign="top"|Mod Ammo Health Mult
|For ammo items that have "health" (i.e. Fusion Cores), scales how much health they have when used by the perk owner. Setting the value to 110 would make Fusion Cores last 10% longer.
|-
 
|valign="top"|Mod Armor Rating
|
|-
 
|valign="top"|Mod Armor Weight
|
|-
 
|valign="top"|Mod Auto Hacking Chance
|
|-
 
|valign="top"|Mod Auto Lockpicking Chance
|
|-
 
|valign="top"|Mod Bash Critical Chance
|Modifies the chance that a bash attack by the perk owner will be a critical hit.
|-
 
|valign="top"|Mod Bashing Damage
|Modifies the damage done by the perk owner's bash attacks.
|-
 
|valign="top"|Mod Book Actor Value Bonus
|
|-
 
|valign="top"|Mod Bow Zoom
|
|-
 
|valign="top"|Mod Breath Timer
|Modifies how long the perk owner can breathe underwater.
|-
 
|valign="top"|Mod Bribe Amount
|
|-
 
|valign="top"|Mod Buy Prices
|Modifies the prices of items offered to the perk owner.
|-
 
|valign="top"|Mod Charisma Challenge Chance
|Modifies the perk owner's chances to pass a Charisma-based dialogue challenge.
|-
 
|valign="top"|Mod Commanded Actor Limit
|
|-
 
|valign="top"|Mod Cone-of-fire Mult
|Modifies the perk owner's hipfire accuracy. Lower values are more accurate.
|-
 
|valign="top"|Mod Critical Charge Mult on Ricochet
|
|-
 
|valign="top"|Mod Detection Light
|Modifies how easily the perk owner can be detected as a result of their light level. The Sneak Bobblehead makes the player "10% harder to detect" by multiplying both this and ''Mod Detection Movement'' by 0.9.
|-
 
|valign="top"|Mod Detection Movement
|Modifies how easily the perk owner can be detected as a result of their movement. The Sneak Bobblehead makes the player "10% harder to detect" by multiplying both this and ''Mod Detection Light'' by 0.9.
|-
 
|valign="top"|Mod Detection Sneak Skill
|
|-
 
|valign="top"|Mod Drawn Weapon Weight Speed Effect
|
|-
 
|valign="top"|Mod Enchantment Power
|
|-
 
|valign="top"|Mod Enemy Critical Hit Chance
|
|-
 
|valign="top"|Mod Exp
|Modifies all EXP earned by the perk owner.
|-
 
|valign="top"|Mod Exp Location
|Modifies the EXP earned by the perk owner when discovering a new location.
|-
 
|valign="top"|Mod Exp Speech
|Modifies the EXP earned by the perk owner when passing a Charisma-based dialogue challenge.
|-
 
|valign="top"|Mod Explosion Force
|
|-
 
|valign="top"|Mod Falling Damage
|
|-
 
|valign="top"|Mod Fatigue for Fatigue AP Max
|
|-
 
|valign="top"|Mod Gun Range Mult
|
|-
 
|valign="top"|Mod Hacking Guesses
|Modifies the number of guesses the perk owner gets when playing the hacking minigame. Uses standard math functions to adjust the default value.
|-
 
|valign="top"|Mod Incoming Battery Damage
|Modifies the drain on a Fusion Core incurred by taking damage while in Power Armor.
|-
 
|valign="top"|Mod Incoming Explosion Damage
|
|-
 
|valign="top"|Mod Incoming Limb Damage
|Modifies all limb damage taken by the perk owner.
|-
 
|valign="top"|Mod Incoming Spell Duration
|Adjusts the duration of spells and spell-like effects applied to the perk owner.
|-
 
|valign="top"|Mod Incoming Spell Magnitude
|Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)
|-
 
|valign="top"|Mod Incoming Stagger
|Modifies the amount of stagger sustained by the perk owner when hit.
|-
 
|valign="top"|Mod Incoming Weapon Damage
|
|-
 
|valign="top"|Mod ingredients harvested
|
|-
 
|valign="top"|Mod Initial Ingredient Effects Learned
|
|-
 
|valign="top"|Mod Kill Experience
|Modifies the experience earned from killing enemies.
|-
 
|valign="top"|Mod Lockpick Sweet Spot
|Modifies how wide the "sweet spot" for lockpicking is.
|-
 
|valign="top"|Mod lockpicking crime chance
|
|-
 
|valign="top"|Mod lockpicking key reward chance
|
|-
 
|valign="top"|Mod Max Placeable Mines
|
|-
 
|valign="top"|Mod Mine Explode Chance
|Modifies the likelihood that the perk owner will set off a mine when touching it.
|-
 
|valign="top"|Mod My Critical Hit Chance
|
|-
 
|valign="top"|Mod My Critical Hit Damage Mult
|Modifies the amount of damage that the perk owner's critical hits do to targets.
|-
 
|valign="top"|Mod Outgoing Explosion Limb Damage
|
|-
 
|valign="top"|Mod Outgoing Limb Bash Damage
|Modifies the damage that the perk owner does to enemies' limbs when bashing them. The Basher perk shows an interesting use case: Rank 2 sets this to 999 if a [[GetRandomPercent]] condition is met, affording the player a chance to break an enemy's limb with a single bash.
|-
 
|valign="top"|Mod Outgoing Limb Damage
|Modifies the damage that the perk owner does to enemies' limbs.
|-
 
|valign="top"|Mod Percent Blocked
|
|-
 
|valign="top"|Mod Pickpocket Chance
|
|-
 
|valign="top"|Mod Player Explosion Damage
|Modifies the damage that actors take from explosions caused by the player.
|-
 
|valign="top"|Mod Player Explosion Scale
|Modifies the radius of explosions caused by the player.
|-
 
|valign="top"|Mod Player Intimidation
|
|-
 
|valign="top"|Mod Player Magic Slowdown
|
|-
 
|valign="top"|Mod Poison Dose Count
|
|-
 
|valign="top"|Mod Positive Chem Duration
|
|-
 
|valign="top"|Mod Power Attack Action Points
|
|-
 
|valign="top"|Mod Power Attack Damage
|
|-
 
|valign="top"|Mod Rads for Rad Health Max
|
|-
 
|valign="top"|Mod Recover Arrow Chance
|
|-
 
|valign="top"|Mod Recovered Health
|
|-
 
|valign="top"|Mod Reflect Damage Chance
|
|-
 
|valign="top"|Mod Restore Action Cost Value
|
|-
 
|valign="top"|Mod Ricochet Chance
|Examination of the vanilla Ricochet perk suggests that this entry point modifies the chance that any enemy's ranged weapon (including, unless excluded by conditions, grenades) will ricochet directly back at them.
|-
 
|valign="top"|Mod Ricochet Damage
|Examination of the vanilla Ricochet perk suggests that this entry point modifies the damage that all enemies take from ricocheting projectiles, including (unless excluded by conditions) grenades.
|-
 
|valign="top"|Mod Scope Hold Breath AP Drain Mult
|
|-
 
|valign="top"|Mod Scrap Reward Mult
|
|-
 
|valign="top"|Mod Scrounger Fill Ammo Chance
|
|-
 
|valign="top"|Mod Secondary Value Weight
|
|-
 
|valign="top"|Mod Sell Prices
|Modifies the prices of items the perk owner sells to vendors.
|-
 
|valign="top"|Mod Shield Deflect Arrow Chance
|
|-
 
|valign="top"|Mod Sneak Attack Mult
|Modifies the damage multiplier applied to the perk owner's sneak attacks.
|-
 
|valign="top"|Mod Soul Pct Captured To Weapon
|
|-
 
|valign="top"|Mod Spell Casting Sound Event
|
|-
 
|valign="top"|Mod Spell Cost
|Affects casting cost of spells. (This probably also affects skill gain rates as a result.)
|-
 
|valign="top"|Mod Spell Duration
|Affects the duration of spells, potions, ingredients, enchantments, etcetera (anything with an "Effect List" in the Creation Kit)
|-
 
|valign="top"|Mod Spell Magnitude
|Affects the magnitude of spells and spell-like effects (see above)
|-
 
|valign="top"|Mod Spell Range (Target Loc.)
|
|-
 
|valign="top"|Mod Sprint AP Drain Rate
|Modifies the rate at which sprinting drains the perk owner's AP.
|-
 
|valign="top"|Mod Target Damage Resistance
|
|-
 
|valign="top"|Mod Target Stagger
|Adjusts the amount of stagger targets suffer when hit by this perk owner.
|-
 
|valign="top"|Mod Telekinesis Damage
|
|-
 
|valign="top"|Mod Telekinesis Damage Mult
|
|-
 
|valign="top"|Mod Telekinesis Distance
|
|-
 
|valign="top"|Mod Terminal Lockout Time
|Modifies the amount of time the perk owner will be locked out of a terminal after failing the hacking minigame.
|-
 
|valign="top"|Mod Typed Incoming Spell Magnitude
|
|-
 
|valign="top"|Mod Typed Incoming Weapon Damage
|Modifies the damage that the perk owner takes from weapons of a specific type. This entry point allows you to run the [[EPIsDamageType]] condition directly on the damage type.
|-
 
|valign="top"|Mod Typed Spell Magnitude
|
|-
 
|valign="top"|Mod Typed Weapon Attack Damage
|
|-
 
|valign="top"|Mod VATS Attack Action Points
|
|-
 
|valign="top"|Mod VATS Blitz Damage Bonus Dist
|Apparently used to scale VATS melee damage with the distance from which the attack is executed. The vanilla perks multiply the input value by 0.25. See also: ''Set VATS Blitz Max Dmg Mult''.
|-
 
|valign="top"|Mod VATS Blitz Max Distance
|Modifies the perk owner's melee attack range when using VATS.
|-
 
|valign="top"|Mod VATS Concentrated Fire Chance Bonus
|Modifies the accuracy multiplier applied to consecutive VATS strikes to the same body part.
|-
 
|valign="top"|Mod VATS Concentrated Fire Damage Mult
|Modifies the damage multiplier applied to consecutive VATS strikes to the same body part.
|-
 
|valign="top"|Mod VATS Critical Charge
|Modifies the speed at which the perk owner can fill their Critical Shot bar.
|-
 
|valign="top"|Mod VATS Critical Count
|
|-
 
|valign="top"|Mod VATS Critical Fill Chance On Bank
|
|-
 
|valign="top"|Mod VATS Critical Fill Chance On Use
|
|-
 
|valign="top"|Mod VATS Gun-Fu 2nd Target Damage Mult
|
|-
 
|valign="top"|Mod VATS Gun-Fu 3rd Target Damage Mult
|
|-
 
|valign="top"|Mod VATS Gun-Fu 4th+ Target Damage Mult
|
|-
 
|valign="top"|Mod VATS Head Shot Chance
|Modifies the perk owner's chances of getting headshots in VATS.
|-
 
|valign="top"|Mod VATS Hit Chance
|
|-
 
|valign="top"|Mod VATS Hold Em Steady Bonus
|
|-
 
|valign="top"|Mod VATS Penetration Min Visibility
|If the value is made non-zero, the perk owner will be able to target enemy body parts through obstacles, and their accuracy will be scaled by the value (i.e. 0.5 means you can target through obstructions with half accuracy).
|-
 
|valign="top"|Mod VATS Player AP On Kill Chance
|The exact function of this entry point is not known. The name implies that it dictates the chance of the perk owner fully restoring their action points upon killing an enemy in VATS; but vanilla content gives it a value of 999 and uses the [[GetRandomPercent]] condition to control the probability.
 
Multiple perks using this entry point appear to stack; vanilla content has each rank of the Grim Reaper's Sprint perk verify (in conditions) that the player doesn't have the next rank.
|-
 
|valign="top"|Mod VATS Reload Action Points
|Modifies the AP cost of reloading while in VATS.
|-
 
|valign="top"|Mod VATS Shoot Explosive Damage Mult
|Modifies the damage done to enemies when the perk owner detonates an explosive by shooting it in VATS.
|-
 
|valign="top"|Mod Ward Magicka Absorption Pct
|
|-
 
|valign="top"|Mod Weapon Attack Damage
|
|-
 
|valign="top"|Purify Alchemy Ingredients
|Modifies damage dealt by the perk owner, including unarmed and melee damage. Does not affect explosive damage dealt by the player.
|-
 
|valign="top"|Set Activate Label
|Change the default activate prompt shown when aiming at an object that can be activated.
|-
 
|valign="top"|Set Apply Placed Item
|
|-
 
|valign="top"|Set Boolean Graph Variable
|
|-
 
|valign="top"|Set Can Explode Pants
|
|-
 
|valign="top"|Set Dual Cast
|
|-
 
|valign="top"|Set Fatigue to AP Mult
|
|-
 
|valign="top"|Set Filter Activation
|
|-
 
|valign="top"|Set Force Decapitate
|When the perk owner hits an enemy with a melee attack, the game engine will randomly check this entry point. If the entry point is checked and returns a non-zero value, the enemy that has been struck will be decapitated.
 
(Does this only work for melee attacks? It's used for the Big Leagues perk, to enable "Grand Slam" kills.)
|-
 
|valign="top"|Set Lockpick Starting Arc
|
|-
 
|valign="top"|Set Lockpicks Unbreakable
|
|-
 
|valign="top"|Set Max Carry Weight
|Modifies the perk owner's max carry weight using one of the standard math functions.
|-
 
|valign="top"|Set Pickpocket Equipped Item
|
|-
 
|valign="top"|Set Player Gate Hacking
|
|-
 
|valign="top"|Set Player Gate Lockpick
|
|-
 
|valign="top"|Set Progression Picking
|
|-
 
|valign="top"|Set Rads To Health Mult
|If this value is non-zero, then radiation will heal the perk owner instead of dealing rads. The value acts as a multiplier: a value of 0.5 means that every two rads that ''would'' be taken will instead restore 1HP.
|-
 
|valign="top"|Set Run While Overencumbered
|If set to a non-zero value, the perk owner can run (spending Action Points) while overencumbered.
|-
 
|valign="top"|Set Should Attack
|
|-
 
|valign="top"|Set Sweep Attack
|If set to a non-zero value, the perk owner's melee attacks will damage all enemies in front of them. By default, a melee attack can only damage one enemy at a time, even if it collides with multiple enemies.
|-
 
|valign="top"|Set Undetectable
|
|-
 
|valign="top"|Set VATS Blitz Max Dmg Mult
|Apparently used to cap the damage bonus granted by the ''Mod VATS Blitz Damage Bonus Dist'' entry point.
|-
 
|valign="top"|Set VATS Critical Fill on AP Reward
|
|-
 
|valign="top"|Set VATS Critical Fill on Stranger
|If the value is non-zero, the perk owner's critical bar will fill when the Mysterious Stranger kills on their behalf. This is typically combined with conditions like [[GetRandomPercent]].
|-
 
|valign="top"|Set VATS Fill Critical Bar On Hit
|This entry point is checked when the perk owner hits a target with an attack in VATS; if the value is set to non-zero, the perk owner's critical bar will fill instantly. This is typically combined with conditions like [[GetRandomPercent]].
 
Multiple perks using this entry point appear to stack; vanilla content has each rank of the perk verify (in conditions) that the player doesn't have the next rank.
|-
 
|valign="top"|Set VATS Gun-Fu Num Targets For Crits
|
|-
 
|valign="top"|Set VATS Penetration Full Damage
|
|-
 
|valign="top"|Show Grenade Trajectory
|If set to a non-zero value, the perk owner's grenade arc will be shown while they are preparing to throw a grenade (compare to typical third-person shooters).
|-
 
|valign="top"|VATS Apply Paralyzing Palm Spell
|
|-
 
|}

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