Creating a perk using an enchantment effect

Post » Thu Jun 21, 2012 9:08 pm

Hey guys. No messing about, this is what I want to do.

I want to copy and convert the Extra Damage to Animals enchantment/magic effect dunHaltedStreamDamageFFContact (or Huntsman's Prowess) to a Perk/ability. Now I can't use that effect for a perk obviously, but I'd really appreciate it if someone could help me make it happen.

I've played around, and can get it to be selected as a Perk Entry Ability, by making it a constant effect and changing the delivery to Self, and creating a spell. But surely there's more to it than that. Any help is greatly appreciated :)
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Thu Jun 21, 2012 4:57 pm

And just to help my cause, I've looked in the CK at other mods, and watched videos on youtube. I have a mod here downloaded that does a similar thing that I'm trying to do, but it doesn't look as though it actually does anything. It's not linked to ActorTypeAnimal, so I don't get how it would actually work to give more damage against animals... :shrug:

I'm probably being a complete nube...
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Thu Jun 21, 2012 10:22 pm

Guys I think I may have cracked it without copying that effect.

Tell me if this is right please...

Create new perk. For conditions, aside from previous perk and player level, create a new condition, Run on Target, Function = HasKeyword - Keyword: ActorTypeAnimal - Comparison == - Value: 1.

And then in Perk Entries, Select Entry Point, Mod Attack Damage, Multiply Value (say 0.2), and the Condition again set to Target, HasKeyword - ActorTypeAnimal.

Have I smashed it gents???
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Thu Jun 21, 2012 12:49 pm

Create new perk. For conditions, aside from previous perk and player level, create a new condition, Run on Target, Function = HasKeyword - Keyword: ActorTypeAnimal - Comparison == - Value: 1.
The conditions in this part will only affect when you can choose it in the perk level up screen (if you decide to put it there (you'd want to run those conditions on Subject))

And then in Perk Entries, Select Entry Point, Mod Attack Damage, Multiply Value (say 0.2), and the Condition again set to Target, HasKeyword - ActorTypeAnimal.
This will give you the effect you're looking for. No need for those conditions up top.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Fri Jun 22, 2012 12:58 am


The conditions in this part will only affect when you can choose it in the perk level up screen (if you decide to put it there (you'd want to run those conditions on Subject))


This will give you the effect you're looking for. No need for those conditions up top.

Thanks for the confirmation dude. I had no idea the amount of things the CK could do without scripting. Digging round it is interesting.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Thu Jun 21, 2012 7:01 pm

A note, by multiplying by 0.2 you're reducing the player's damage vs animals by 80%.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Thu Jun 21, 2012 4:37 pm

Thanks Talkie I know this ;)

So I managed to do it. Pretty cool actually to figure it out.
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm


Return to V - Skyrim