How can I tell when a player picks a perk?

Post » Wed Jun 20, 2012 9:30 am

Is there anything in papyrus I can use to determine when a player has chosen a perk?
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Ricky Rayner
 
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Post » Wed Jun 20, 2012 5:09 am

I assume you could use http://www.creationkit.com/HasPerk_-_Actor. An example would be:

Scriptname TEST Extends ActiveMagicEffectObjectReference Property aPlayer AutoEvent OnEffectStart(Actor akTarget, Actor akTarget)   aPlayer = Game.GetPlayer()        If aPlayer.HasPerk(ThePerkYouWantToDetect) == True            Debug.Notification("You have the perk on!")        EndIf        If aPlayer.HasPerk(ThePerkYouWantToDetect) == False            Debug.Notification("Sadly, you don't have the perk...")        EndIfEndEvent
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Jessica White
 
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Post » Wed Jun 20, 2012 4:18 am

That would work, but it'd be processing all the time. I was hoping for some kind of OnEvent for selecting a perk, but I don't think it exists.

Guess I'll just use updateGameTime to setect perks.
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Carlos Vazquez
 
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