Perks are abilities applied to Actors in a similar manner as Spells. The player will encounter these as they gain levels and play through the game. If a Perk has more than one allowable rank, then the player may increase its rank instead of picking a new Perk. Increasing a Perks rank will typically improve its effectiveness.
Editor Dialog[edit | edit source]
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Name: The object's name as it will appear within the game world and user interface menus. The character limit is 40, including spaces.
- Perk Description: The object's description as it will appear within user interface menus.
- Icon: The Texture File that will be used for this object's icon. This property is depreciated, obsolete, or does not appear to be used by the game.
- Sound: The Sound Descriptor to play.
- SWF: The Flash File to display.
- Trait: Identifies this Perk as a "Trait" instead of a standard perk. This property is depreciated, obsolete, or does not appear to be used by the game.
- Playable: If checked, this object will be usable by the player. The object may be visible in user interface menus or usable when encountered within the game world. When enabled, the perk can be chosen by the player when leveling up.
- Hidden: The perk does not show up in the user interface.
- Level: The minimum player level where this perk becomes available.
- Num Ranks: The total number of ranks available for this perk.
- Next Perk: The Perk used for the next rank.
- Papyrus Scripts: Papyrus scripts may be added, removed, and their properties edited.
- Add: Adds a papyrus script to this object.
- Remove: Removes the selected papyrus script from this object.
- Properties: Shows the papyrus property editor for the selected script.
- Level-Up Menu Conditions: The Conditions must be met. When conditions are met this perk may be available during level up. Usually these are
- Perk Entries: A collection of perk entries belonging to this perk. These define what happens if the player has this Perk.
Perk Entry Dialog[edit | edit source]
Perk Entries define what happens when the player has the Perk. A perk can either apply all its entry points at once or leverage the entry point ranking system.
- Rank: The rank indicates when the entry point should run. Each time a perk is added to an Actor the perk's rank will increase. If an entry is applicable at multiple ranks, it must be specified for each rank.
- Priority: Controls the precedence for this object. Used to control order of operations when the two perk entries affect the same value. Valid range is 0 to 255, with lower values indicating higher priority. A perk entry with a lower numbered priority will take precedence over one with a higher numbered priority.
- Quest: The Quest to start with this perk entry.
- Stage: The stage to start the given quest at for this perk entry.
- Ability: The Spell ability to start with this perk entry.
- Entry Point: A Perk Entry Point allows you to modify a specific, predefined part of the code, each with a number of arguments that are relevant to that entry point. Entry points are hardcoded and cannot be created.
- Function: How the Entry Point is affected: plus, minus, multiply, set, etc.
- Function Data: Text, script, or numeric data used when applying the entry point.
- Conditions: The Conditions must be met. For example, a condition here allows you to specify that the perk only functions if the player's health is below 50%, or only works if they have a specific weapon equipped.
- Perk Owner: The conditions are evaluated against the perks owner.
- Weapon: The conditions are evaluated against the perk owner's equipped Weapon.
- Target: The conditions are evaluated against the perk target.
Entry Points[edit | edit source]
|Activate||Adds a new choice to show in addition to the normal activation prompt
|Add Leveled List On Death||Add Leveled List: The specified LeveledItem list to add to the target upon death.|
|Apply Bashing Spell||Applies a spell to the target when the perk owner successfully bashes him/her (with a shield or weapon). Does not appear to work in Fallout 4, and is not used by any vanilla perks.
|Apply Bloody Mess Spell||Applies a spell (to whom?) when the perk owner successfully triggers the Bloody Mess effect upon killing an enemy.|
|Apply Combat Hit Spell||Applies a spell to the target when the perk owner successfully hits him/her in combat.
|Apply Reanimate Spell||Applies a spell to all actors reanimated by the perk owner. (However, see talk page)
|Apply Sneaking Spell||Applies a spell to the owner while sneaking. Beothia's Ebony Mail is a good example of this.
|Apply Weapon Swing Spell||Targets attacking the perk owner appear to gain a perk with 'Apply Combat Hit Spell' using the specified spell.
|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.|
|Ignore Broken Lock|
|Ignore Running During Detection||If set to a non-zero value, the perk owner's running will be as quiet as sneaking.|
|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.|
|Mod Actor Grenade Speed Mult|
|Mod Actor Scope Stability|
|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".|
|Mod Addiction Duration|
|Mod Alchemy Effectiveness|
|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.|
|Mod Armor Rating|
|Mod Armor Weight|
|Mod Auto Hacking Chance|
|Mod Auto Lockpicking Chance|
|Mod Bash Critical Chance||Modifies the chance that a bash attack by the perk owner will be a critical hit.|
|Mod Bashing Damage||Modifies the damage done by the perk owner's bash attacks.|
|Mod Book Actor Value Bonus|
|Mod Bow Zoom|
|Mod Breath Timer||Modifies how long the perk owner can breathe underwater.|
|Mod Bribe Amount|
|Mod Buy Prices||Modifies the prices of items offered to the perk owner.|
|Mod Charisma Challenge Chance||Modifies the perk owner's chances to pass a Charisma-based dialogue challenge.|
|Mod Commanded Actor Limit|
|Mod Cone-of-fire Mult||Modifies the perk owner's hipfire accuracy. Lower values are more accurate.|
|Mod Critical Charge Mult on Ricochet|
|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.|
|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.|
|Mod Detection Sneak Skill|
|Mod Drawn Weapon Weight Speed Effect|
|Mod Enchantment Power|
|Mod Enemy Critical Hit Chance|
|Mod Exp||Modifies all EXP earned by the perk owner.|
|Mod Exp Location||Modifies the EXP earned by the perk owner when discovering a new location.|
|Mod Exp Speech||Modifies the EXP earned by the perk owner when passing a Charisma-based dialogue challenge.|
|Mod Explosion Force|
|Mod Falling Damage|
|Mod Fatigue for Fatigue AP Max|
|Mod Gun Range Mult|
|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.|
|Mod Incoming Battery Damage||Modifies the drain on a Fusion Core incurred by taking damage while in Power Armor.|
|Mod Incoming Explosion Damage|
|Mod Incoming Limb Damage||Modifies all limb damage taken by the perk owner.|
|Mod Incoming Spell Duration||Adjusts the duration of spells and spell-like effects applied to the perk owner.|
|Mod Incoming Spell Magnitude||Adjusts the magnitude of magic effects applied to the perk owner. (spells, shouts, weapon enchantments, etc.)|
|Mod Incoming Stagger||Modifies the amount of stagger sustained by the perk owner when hit.|
|Mod Incoming Weapon Damage|
|Mod ingredients harvested|
|Mod Initial Ingredient Effects Learned|
|Mod Kill Experience||Modifies the experience earned from killing enemies.|
|Mod Lockpick Sweet Spot||Modifies how wide the "sweet spot" for lockpicking is.|
|Mod lockpicking crime chance|
|Mod lockpicking key reward chance|
|Mod Max Placeable Mines|
|Mod Mine Explode Chance||Modifies the likelihood that the perk owner will set off a mine when touching it.|
|Mod My Critical Hit Chance|
|Mod My Critical Hit Damage Mult||Modifies the amount of damage that the perk owner's critical hits do to targets.|
|Mod Outgoing Explosion Limb Damage|
|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.|
|Mod Outgoing Limb Damage||Modifies the damage that the perk owner does to enemies' limbs.|
|Mod Percent Blocked|
|Mod Pickpocket Chance|
|Mod Player Explosion Damage||Modifies the damage that actors take from explosions caused by the player.|
|Mod Player Explosion Scale||Modifies the radius of explosions caused by the player.|
|Mod Player Intimidation|
|Mod Player Magic Slowdown|
|Mod Poison Dose Count|
|Mod Positive Chem Duration|
|Mod Power Attack Action Points|
|Mod Power Attack Damage|
|Mod Rads for Rad Health Max|
|Mod Recover Arrow Chance|
|Mod Recovered Health|
|Mod Reflect Damage Chance|
|Mod Restore Action Cost Value|
|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.|
|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.|
|Mod Scope Hold Breath AP Drain Mult|
|Mod Scrap Reward Mult|
|Mod Scrounger Fill Ammo Chance|
|Mod Secondary Value Weight|
|Mod Sell Prices||Modifies the prices of items the perk owner sells to vendors.|
|Mod Shield Deflect Arrow Chance|
|Mod Sneak Attack Mult||Modifies the damage multiplier applied to the perk owner's sneak attacks.|
|Mod Soul Pct Captured To Weapon|
|Mod Spell Casting Sound Event|
|Mod Spell Cost||Affects casting cost of spells. (This probably also affects skill gain rates as a result.)|
|Mod Spell Duration||Affects the duration of spells, potions, ingredients, enchantments, etcetera (anything with an "Effect List" in the Creation Kit)|
|Mod Spell Magnitude||Affects the magnitude of spells and spell-like effects (see above)|
|Mod Spell Range (Target Loc.)|
|Mod Sprint AP Drain Rate||Modifies the rate at which sprinting drains the perk owner's AP.|
|Mod Target Damage Resistance|
|Mod Target Stagger||Adjusts the amount of stagger targets suffer when hit by this perk owner.|
|Mod Telekinesis Damage|
|Mod Telekinesis Damage Mult|
|Mod Telekinesis Distance|
|Mod Terminal Lockout Time||Modifies the amount of time the perk owner will be locked out of a terminal after failing the hacking minigame.|
|Mod Typed Incoming Spell Magnitude|
|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.|
|Mod Typed Spell Magnitude|
|Mod Typed Weapon Attack Damage|
|Mod VATS Attack Action Points|
|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.|
|Mod VATS Blitz Max Distance||Modifies the perk owner's melee attack range when using VATS.|
|Mod VATS Concentrated Fire Chance Bonus||Modifies the accuracy multiplier applied to consecutive VATS strikes to the same body part.|
|Mod VATS Concentrated Fire Damage Mult||Modifies the damage multiplier applied to consecutive VATS strikes to the same body part.|
|Mod VATS Critical Charge||Modifies the speed at which the perk owner can fill their Critical Shot bar.|
|Mod VATS Critical Count|
|Mod VATS Critical Fill Chance On Bank|
|Mod VATS Critical Fill Chance On Use|
|Mod VATS Gun-Fu 2nd Target Damage Mult|
|Mod VATS Gun-Fu 3rd Target Damage Mult|
|Mod VATS Gun-Fu 4th+ Target Damage Mult|
|Mod VATS Head Shot Chance||Modifies the perk owner's chances of getting headshots in VATS.|
|Mod VATS Hit Chance|
|Mod VATS Hold Em Steady Bonus|
|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).|
|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.
|Mod VATS Reload Action Points||Modifies the AP cost of reloading while in VATS.|
|Mod VATS Shoot Explosive Damage Mult||Modifies the damage done to enemies when the perk owner detonates an explosive by shooting it in VATS.|
|Mod Ward Magicka Absorption Pct|
|Mod Weapon Attack Damage|
|Purify Alchemy Ingredients||Modifies damage dealt by the perk owner, including unarmed and melee damage. Does not affect explosive damage dealt by the player.|
|Set Activate Label||Change the default activate prompt shown when aiming at an object that can be activated.|
|Set Apply Placed Item|
|Set Boolean Graph Variable|
|Set Can Explode Pants|
|Set Dual Cast|
|Set Fatigue to AP Mult|
|Set Filter Activation|
|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.)
|Set Lockpick Starting Arc|
|Set Lockpicks Unbreakable|
|Set Max Carry Weight||Modifies the perk owner's max carry weight using one of the standard math functions.|
|Set Pickpocket Equipped Item|
|Set Player Gate Hacking|
|Set Player Gate Lockpick|
|Set Progression Picking|
|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.|
|Set Run While Overencumbered||If set to a non-zero value, the perk owner can run (spending Action Points) while overencumbered.|
|Set Should Attack|
|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.|
|Set VATS Blitz Max Dmg Mult||Apparently used to cap the damage bonus granted by the Mod VATS Blitz Damage Bonus Dist entry point.|
|Set VATS Critical Fill on AP Reward|
|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.|
|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.
|Set VATS Gun-Fu Num Targets For Crits|
|Set VATS Penetration Full Damage|
|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).|
|VATS Apply Paralyzing Palm Spell|