yatol Posted May 18, 2015 Posted May 18, 2015 got a little problem with the mess i did to weapons perk with lockpicking or alchemy, it's easy to check in game if that work how i want it to work but with those weapons bonus... i did that it's supposed to work like that - 25 in one hand, that perk give 15% armor penetration - 50 in one hand, that perk give 30% armor penetration - 75 in one hand, that perk give 50% armor penetration - if a npc have one of the next perk, that perk do nothing for him (some may have the three) does the thing above look right? don't know what prkc - run on (tab index) do, when i add something it is at 0, and i left it at 0
Gameplayer Posted May 18, 2015 Posted May 18, 2015 Only entries in the right most column will apply to the game. So if a column has an entry and the column to its right contains an empty entry that blank spot is exactly what you get in game. So your perks are not actually showing up in game at all the entry is being zero'd out by the next mod.
yatol Posted May 18, 2015 Author Posted May 18, 2015 the last esp isn't in my load order, that's just requiem original esp it's easier to see errors if you can compare like those prkc, 0 1 2 for dragonborn, 0 1 for skyrim and requiem that's probably the number of the condition, so i would put 0 1 2 3 for my 4 conditions but if it's something else... dragonborn add a condition too, it probably disable the perk if the npc is your follower, so i didn't add it but maybe it's something else
Gameplayer Posted May 18, 2015 Posted May 18, 2015 I have done a lot of things in TesVedit but when I made perks for the Aradia Devious Integrated I made them with the Construction Kit. Im sure it'll be a lot easier to add conditions in CK.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.