Jump to content

editing perks


yatol

Recommended Posts

Posted

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

 

 

oa1GUOk.jpg

 

 

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

 

 

 

Posted

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.

 

 

Posted

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

Posted

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.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...