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:

GetWeaponSkillExample.PNG


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
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.
  • No matter how low the Buy Price modifier, an item cannot be bought for less than its base price, to prevent abuse.
Calculate Gun Spread Run when the actor's gun spread is calculated Modifies the actor's spread.
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
  • Broken as of 1.1.0035 patch(?)
Calculate Weapon Attack AP Cost Run when the player attacks outside of VATS Modifies the AP cost for attacking
  • Broken
Calculate Weapon Damage Run when calculating the actor's weapon damage to any target Modifies weapon damage. 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.
  • Multiply affects Actor Effects.
  • Set supercedes Actor Effects and other Perk Entries.
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
  • Does NOT behave the same in Vegas; see (Vegas) version.
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).
  • Note that this effect is only applied if the Player has the perk entry point, and affects the weight of the item no matter what container it's in.
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
  • Associated with EDE's companion perk
EnhancedSensors
Has Improved Item Detection Item highlighting
  • Associated with Rex's companion perk
  • Visual controlled by fxSearchAndMark
SearchAndMark
Has Improved Spotting Enemy highlighting
  • Associated with Boones's companion perk
  • Visual controlled by fxSpotterShader
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
  • Inversely to the (defender) version of this entry point, this entry point is read as "How much DT to subtract from the targeted actor. When using Add Value, positive values will subtract from the targeted actor's DT. Negative values will add to the targeted actor's DT.
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.
  • Calculation not always immediately updated. Calling SetSpeedMult with no speedMult argument can remedy this.
  • Does not modify the actor's SpeedMult Actor Value.
Modify Positive Chem Duration (Vegas) Run when the actor that has the perk takes any ingestible Modifies the duration of the ingestible
  • Does NOT behave the same in Fallout 3, see the (Fallout 3) version.
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). HeaveHo
Modify Weapon Strength Req Modifies Strength Requirement of Weapons.
  • Add Value for this entry point is treated as "What value to remove from the Strength requirement." Add Value of 1 means a reduction of 1 point from the requirement. Add Value of -1 will add 1 point to the Strength requirement.
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