Entry Point
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Perk Entry Points (also known as Code Entry Points) are specific places in the code that are pre-defined. When you create a Perk Entry that refers to an Entry Point, you select from a list of these pre-defined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.
An example entry point might be something like Calculate Weapon Damage, which occurs in the code when the perk owner is attacking an opponent, just before the damage is to be applied. Arguments for this particular entry point are the Attacker (the perk owner), the Target, and the Weapon being used (if any). These arguments can be used to filter the effect of the entry point against a set of conditions.
For example, a perk could modify weapon damage only when the weapon is an energy weapon. In that case, the conditions for the Weapon argument would include a pseudo-IsEnergyWeapon condition check, which could be achieved using GetWeaponSkill by checking if the weapon uses the EnergyWeapons Actor Value (#32) as its skill:
Once the entry point and the conditions are specified, the function call for that entry point can be selected from a drop down box. When selected, dialog options specific to that function will be enabled. An example function is the Add Value function. When selected, it will enable a box into which either a positive or negative number can be entered to modify the the current value. In the case of the Calculate Weapon Damage entry point, the value is the damage that has been currently calculated.
A full example is a perk entry that causes all Energy Weapon attacks made by the Perk Owner to do +5 damage against animals. The Calculate Weapon Damage entry point would be selected. In the condition filter for Weapon, GetWeaponSkill condition function would be checked, and it would check if the returned value is 32 (the EnergyWeapons AV code). In the condition filter for target, the GetIsCreatureType condition filter would be checked, and the first argument for that function would be supplied the value of 0 (the Animal code). The function chosen would be the Add Value function, and 5 would be input into the data box for Add Value.
List of Perk Entry Points
Entry Point | Description | Effect | Example |
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Activate | Run when the player activates something | Presents a choice list to the player that can trigger a script | |
Add Leveled List On Death | Adds a leveled list to the target's inventory when the player kills someone | Adds to the inventory of the target without causing OnAdd blocks to run | |
Adjust Book Skill Points | Run when the actor reads a book | Modifies the skill points gained | Comprehension |
Adjust Drinking Radiation | Run then the player drinks from a placed water source | Modifies the radiation from placed water sources | |
Adjust Experience Points | Run when the player gains any experience | Modifies the experience gained | SwiftLearner |
Adjust Gained Skill Points | Run when the player gains a level | Modifies the skill rate of the player | Educated |
Adjust Limb Damage | Run when the actor's limbs are damaged by something | Modifies limb damage to actor | AdamantiumSkeleton |
Adjust Range Penalty | Not Implemented | N/A | |
Calculate Buy Price | Run when the player tries to barter for items | Modifies the default price for an item when it is being purchased by the player.
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Calculate Gun Spread | Run when the actor's gun spread is calculated | Modifies the actor's spread.
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Calculate Inventory AP Cost | Not Implemented | N/A | |
Calculate Mine Explode Chance | Run when the actor comes within proximity of an armed mine | Modifies the chance of an armed mine detonating | |
Calculate My Critical Hit Chance | Run when calculating the actor's critical hit chance | Modifies the chance of a critical hit | |
Calculate My Critical Hit Damage | Run when calculating the actor's critical hit damage | Modifies critical damage | |
Calculate To Hit Chance | Run when the player queues a shot in VATS | Modifies the default to hit chance for the shot
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Calculate Weapon Attack AP Cost | Run when the player attacks outside of VATS | Modifies the AP cost for attacking
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Calculate Weapon Damage | Run when calculating the actor's weapon damage to any target | Modifies weapon damage.
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CenterOfMass |
Calculate Weapon Range | Not Implemented | N/A | |
Get Bad Karma | Not Implemented | N/A | |
Get Disposition | Run when an actor is calculating their disposition to the player | Modifies the normally calculated disposition | |
Get Good Karma | Not Implemented | N/A | |
Get Max Carry Weight | Run when the actor's max carry weight is calculated | Modifies max carry weight.
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Get Should Assist | Not Implemented | N/A | |
Get Should Attack | Not Implemented | N/A | |
Hacking Science Bonus | Run when the player attempts to hack a terminal | Modifies the player's science skill for that hack attempt | |
Has Concentrated Fire | Run when the player enters VATS | If the value is modified to be non-zero, the player will be able to use concentrated fire | |
Has Paralyzing Palm | Run when the player enters VATS | If the value is modified to be non-zero, the player may use the paralyzing palm | |
Ignore Broken Lock | Run when the player attempts to open a broken lock | If the value is modified to be non-zero, another chance will be granted | Infiltrator |
Ignore Locked Terminal | Run when the player attempts to activate a locked terminal | If the value is modified to be non-zero, another chance will be granted | ComputerWhiz |
Ignore Running During Detection | Run when the player is being detected by another actor | If the value is modified to be non-zero, running will be ignored | SilentRunning |
Modify Addiction Chance | Run when the actor takes a drug | Modifies the chance that the actor will become addicted | |
Modify Addiction Duration | Run when the actor becomes addicted to a drug | Modifies the duration of the addiction | |
Modify Enemy Critical Hit Chance | Run when calculating the an enemy's critical hit chance against the actor that has the perk | Modifies the chance | |
Modify Positive Chem Duration (Fallout 3) | Run when the actor takes a chem | Modifies the duration of the chem
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Modify Recovered Health | Run when the player's natural healing rate is calculated | Modifies a bonus to the natural healing rate | BetterHealing |
Mysterious Stranger | Run when the player enters VATS | If the value is modified to be non-zero, the VATS Helper Mysterious Stranger may appear | MysteriousStranger |
Player Kill AP Reward | Run when VATS finishes if the player killed at least one enemy | Modifies the AP reward from 0 to another value | GrimReaperSprint |
Fallout: New Vegas | |||
Entry Point | Description | Effect | |
Action Point Cost | Modifies Action Point Cost of Weapons in VATS | ||
Action Point Regen | Modifies fActionPointsRestoreRate, the passive regeneration of Action Points | DLC03NervesOfSteel | |
Adjust Heavy Weapon Weight | Run when calculating item weight. | Modifies the weight of a Weapon which weighs 10.0 lbs or more (after the DecreaseWeight Weapon Mod effect is applied). | NVDLC01HeavyWeight |
Chance for Item on Fire | Not Implemented | N/A | |
Equip Speed | Modifies equip and holster animation speed | QuickDraw | |
Has Fast Travel Always | Access Fast Travel even when overencumbered | LongHaul | |
Has Improved Detection | Max compass range and VATS targeting of cloaked enemies
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EnhancedSensors | |
Has Improved Item Detection | Item highlighting
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SearchAndMark | |
Has Improved Spotting | Enemy highlighting
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Spotting | |
Has Jury Rigging | Access alternate and predefined - but far more inclusive - repair lists | JuryRigging | |
Has Meltdown | Enemies killed with Energy Weapons explode | Meltdown | |
Has Pip Hacker | Not Implemented | N/A | |
Has Unarmed Back Power Attack | RangerTakedown | ||
Has Unarmed Counter Attack | ScribeCounter | ||
Has Unarmed Crouched Power Attack | |||
Has Unarmed Forward Power Attack | LegionAssault | ||
Has Unarmed Left Power Attack | KhanTrick | ||
Has Unarmed Right Power Attack | KhanTrick | ||
Knockdown Chance | |||
Miss Fortune | Run when the player enters VATS | If the value is modified to be non-zero, the VATS Helper Miss Fortune may appear. | MissFortunePerk |
Modify Aiming Move Speed | Modifies the walking/running spread penalty | Run 'n Gun | |
Modify Attack Speed | Modifies Attack Speed (or "Fire Rate") of non-automatic weapons | ||
Modify Chance for Ammo Item | Modifies the chance of receiving casings or drained ammunition. Each ammo type has its own chance. | ||
Modify Damage Threshold (defender) | Run when the actor that has the perk is hit | Modifies the DT of the actor that has the perk | |
Modify Damage Threshold (attacker) | Run when a target is hit by the actor that has the perk
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Modifies the DT of the actor targeted by the actor that has the perk | |
Modify Item Damage | Modifies the damage dealt to an equipped item's health | ||
Modify Light Items | If set to a non-zero value, modifies the weight of "Light" Items in the reference's inventory according to FPackRatModifier | PackRat | |
Modify Radiation Consumed | Modifies the radiation from ingestibles | LeadBelly | |
Modify Run Speed | Changes the Actor's movement speed.
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Modify Positive Chem Duration (Vegas) | Run when the actor that has the perk takes any ingestible | Modifies the duration of the ingestible
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Modify Threat | Not Implemented | N/A | |
Modify Threat Range | Not Implemented | N/A | |
Modify Throwing Velocity | Run when ANY projectile is created. | Modifies the velocity of ANY projectile spawned by the perk owner (filtered by conditions).
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HeaveHo |
Modify Weapon Strength Req | Modifies Strength Requirement of Weapons.
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WeaponHandling | |
Reload Speed | Modifies Reload Speed of Weapons. | RapidReload | |
See Enemy Health | Enemy Health and DT values are displayed with their health bar. | LivingAnatomy | |
VATS HelperChance | Modifies the chance of a VATS Helper. | VATSHelperChallengePerk |
See Also
- In scripts, the numerical effect of entry points can be accounted for with GetPerkModifier.
- Perk Entry Codes