Talk:Perk Entry


Revision as of 22:40, 28 February 2009 by Cipscis (Talk | contribs) (Correct Usage)

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)
Considering that fact that user-made Perks cause some major issues with uninstallation, using Perks to do something that doesn't require a Perk isn't a very good idea. A better idea would be to use SetStage or AddSpell instead of a Perk.
The only time when perks should be used are when perks are required, and the only time when they are required is when an Entry Point must be used.
--Cipscis 00:26, 1 March 2009 (UTC)
If you are making a mod that has a collection of perks, and in one of them you want to provide a health or HP bonus, then you use an ability perk because there is no other way to do that. Therefore, ability perks are not useless and it would be silly to tell people not to use them.
The bug is certainly unfortunate, but it's up to Beth to fix that one. And they will fix it, guaranteed. Why? One of the DLC will increase the level cap. That means new perks will need to be made available to select when leveling up. And that also means the bug will be exposed once they test removing the DLC from an existing save game. They have to fix it or their support team will be bearing the brunt of people complaining about how they can't load their save games if they remove the DLC.
--SnakeChomp 01:43, 1 March 2009 (UTC)
No, ability perks don't require the use of perks. All an ability type Perk Entry does is add an ability - the perk itself is only used so that the ability appears to be a perk. Abilities can be added and removed easily via script (AddSpell and RemoveSpell) without any need to use a perk.
-- Cipscis 03:40, 1 March 2009 (UTC)
Personal tools