Difference between revisions of "Talk:Perk Entry"

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(Correct Usage: Quest and Ability Entries should be avoided)
(Correct Usage)
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==Correct Usage==
 
==Correct Usage==
 
Considering the fact that "Quest" and "Ability" type Perk Entries are essentially useless, should they be advised against here?  The effects of either type of Perk Entry can be achieved without using a Perk so it should be advisable only to use Perks for "Entry Point" type Perk Entries, taking the uninstall crash into account.  <br /><br />Does anyone have any objections the "Quest" and "Ability" type Perk Entries being advised against here?<br />-- [[User:Cipscis|Cipscis]] 23:27, 28 February 2009 (UTC)
 
Considering the fact that "Quest" and "Ability" type Perk Entries are essentially useless, should they be advised against here?  The effects of either type of Perk Entry can be achieved without using a Perk so it should be advisable only to use Perks for "Entry Point" type Perk Entries, taking the uninstall crash into account.  <br /><br />Does anyone have any objections the "Quest" and "Ability" type Perk Entries being advised against here?<br />-- [[User:Cipscis|Cipscis]] 23:27, 28 February 2009 (UTC)
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:A great deal of perks in the vanilla game are implemented with ability perks. They are far from useless. Abilities can do things that perk entry points themselves cannot, such as increasing actor skill values (like medicine and small guns), increasing resistances, health, and etc.
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:I don't see any real reason why you should avoid a quest perk either. Sure, there are other ways to set quest stages, but why not use this one if it fits what you want?
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:--[[User:SnakeChomp|SnakeChomp]] 23:34, 28 February 2009 (UTC)

Revision as of 18:34, 28 February 2009

Needs new example, traits were taken out :P --Quetzilla 00:47, 12 December 2008 (UTC)

Maybe a mini tutorial on how to create a perk as well? --DaZombie

Perks and Crashing

If one disables a module that contains a perk active on the Player, the game will fail to load the savegame. I have tested it, and my regimen was such:

I have QZ Traits installed, and my current character has the "Clean Living" trait. The trait is actually a Perk added in the manner that Traits were in the previous FO games during CharGen. It has two Entry Point effects; one that halves the duration of chems, and another that halves the addiction chance.

I first attempted to load a savegame of that char 3 times with the QZ Traits plugin disabled. None of the attempts loaded, and all crashed to desktop with an error message. 3 attempts to load the game with the plugin re-enabled successfully loaded to GameMode.

--MadCat221 01:41, 26 February 2009 (UTC)

Aaaand it's already present on the main Perk page. However, entering just "perk" into the search points to this page as the best result for some reason, so I think it'd be best to leave it in place. --MadCat221 02:05, 26 February 2009 (UTC)

Correct Usage

Considering the fact that "Quest" and "Ability" type Perk Entries are essentially useless, should they be advised against here? The effects of either type of Perk Entry can be achieved without using a Perk so it should be advisable only to use Perks for "Entry Point" type Perk Entries, taking the uninstall crash into account.

Does anyone have any objections the "Quest" and "Ability" type Perk Entries being advised against here?
-- Cipscis 23:27, 28 February 2009 (UTC)

A great deal of perks in the vanilla game are implemented with ability perks. They are far from useless. Abilities can do things that perk entry points themselves cannot, such as increasing actor skill values (like medicine and small guns), increasing resistances, health, and etc.
I don't see any real reason why you should avoid a quest perk either. Sure, there are other ways to set quest stages, but why not use this one if it fits what you want?
--SnakeChomp 23:34, 28 February 2009 (UTC)
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