Bethesda, Please, I will only ask one question of you for th

Post » Tue Jun 19, 2012 7:27 am


Mysterious stranger here. I'm not sure you're entirely correct about only those 2 actors starting off with the targe of the blooded perk, how did you determine this exactly?


This is quite easy actually, it's a feature of CK. You can browse the perk entry dunTargeOfTheBloodedPerk , then right click on it, choose Use Info. It will return all Script/NPC/Quest, ..... virtually anything that uses that particular perk. Currently, only 2 NPC using that perk: player and Umana


The key is controlling it. You appear to have two ways of applying an effect to a perk: Ability vs. EntryPoint.

A perk with an Ability looks to have less control than one with a more defined EntryPoint, as you cannot apply a condition to when the effect kicks in (it's 'always on'). These thus need to be defined in the perks access conditions instead, and unfortunately these appear to be more limited to what you can set in the entrypoint. The disadvantage with an EntryPoint, however, is that you have to select from a predetermined list (e.g. ApplyBashingSpell, ModAttackDamage etc.) and hope there's an item that gives you the arguments you want.

Well, you sure do have 'some' controls over whenever the ability effect kicks in. Under Magic Effect window, there is a Target Condition window to the right where you can specify what conditions you need for certain target. On top of that, on the spell window that owns such Magic Effect, you can specify whenever the Magic Effect starts on the user. For instance when he is running, blocking, .....
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Carys
 
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Post » Mon Jun 18, 2012 7:11 pm

Thanks again Rongphal !
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Rob Davidson
 
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Post » Tue Jun 19, 2012 4:01 am

Just to follow up, it still will not add perks to the actors who are not the player...wow this is the SO dam broken broken broken!

I test with a ghost ability and only the player gets the ghost visuals no NPC.

THIS I wish Bethesda would fix....
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Chris Johnston
 
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Post » Mon Jun 18, 2012 11:10 pm

Just to follow up, it still will not add perks to the actors who are not the player...wow this is the SO dam broken broken broken!

I test with a ghost ability and only the player gets the ghost visuals no NPC.

THIS I wish Bethesda would fix....

Wouldn't count on bethesda to fix it, because I don't think they see it as a bug very much... their intention with perks was apparantly only ever to add them to the player through scripts, scripts were never required to add perks to other NPCs. And I don't think they started out with a list of functions like we do. They probably started with no functions at all, and any time they needed any functions they'd add them themselves in the source code (to which we have no real acces). That's why all functions there are are also actually used (they only make them when they need them). I think our best bet is to have the SKSE team figure something out.
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e.Double
 
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Post » Tue Jun 19, 2012 4:44 am

Yes, I would also say this - there are only functions with the only efects that BSG needed to create Skyrim. Anything else would be essentialy wasted time and other resources from their opint of view. It was the same with Oblivion. Anything above BSG's needs had to be allowed by OBSE, so now it is up to SKSE...

Wouldn't count on bethesda to fix it, because I don't think they see it as a bug very much... their intention with perks was apparantly only ever to add them to the player through scripts, scripts were never required to add perks to other NPCs. And I don't think they started out with a list of functions like we do. They probably started with no functions at all, and any time they needed any functions they'd add them themselves in the source code (to which we have no real acces). That's why all functions there are are also actually used (they only make them when they need them). I think our best bet is to have the SKSE team figure something out.
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Vickytoria Vasquez
 
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Post » Tue Jun 19, 2012 12:02 am

Wouldn't count on bethesda to fix it, because I don't think they see it as a bug very much... their intention with perks was apparantly only ever to add them to the player through scripts, scripts were never required to add perks to other NPCs.

Bethesda needs to go through "Epic RPG Design 101"... as a general rule, you should NEVER implement something for one instance/character that you cannot/do not implement for all in the same manner.
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Annick Charron
 
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Post » Mon Jun 18, 2012 8:31 pm

They DO give perks to some actors, not many but some. For example I did see the arrow blocking perk was on another actor in the ck, so we know it was intend that actor could have a perk.
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NIloufar Emporio
 
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