Perk Entry


Revision as of 13:08, 30 September 2009 by Artisten (Talk | contribs) (CAUTION: Perk issue updated)

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Perk Entries define what happens if the player has the Perk. A rank is associated with a perk entry, indicating which rank it applies to. If a specific perk entry is applicable at multiple ranks, it must be specified multiple times, once for each rank. Each perk entry has several different options to define what the perk entry does.

For an example, the Adamantium Skeleton optional trait reduces how much limb damage you get when attacked, and also decreases the total amount of weight you can carry. So it has two "Perk Entries" (one for the resistance to limb damage, one for the decrease in carry weight).

Perk Entry Dialog

  • Rank: Number rank. Lower ranks are granted first.
  • Priority: Used to control order of operations when two perk entries affect the same values.
  • Quest: A Quest Perk Entry will start a specified quest and set it to a specified stage. The quest can be checked for in conditions, or its quest script can be used to affect various things in the game world.
    • Stage: The stage to set.
  • Ability: With an Ability Perk Entry, you select from a list of Abilities. When the player chooses a perk or trait with an Ability perk entry, the Ability is added to the player's "spell list".
  • Entry Point: 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.
    • Condition Filter: What is affected: Examples include the Perk Owner (most common), the target, the weapon, item, attacker, attacker weapon, attackee, etc.
    • Function: How it is affected: Plus, minus, multiply, set, etc.
    • Function Data: How much it is affected.
    • Conditions: The certain conditions in which something is affected. For example, for a perk that modifies weapon damage only when the weapon is an energy weapon, the conditions for the weapon argument would include an IsEnergyWeapon condition check.


The following applies version 1.4 or older of Fallout 3, this issue was fixed in version 1.5 and won't be a problem in newer versions of Fallout 3: If a plugin or master module contains a Perk currently on the player and is removed from the load list, the game will crash while attempting to load any save where the player possesses that perk. It is strongly recommended to either advise users to upgrade to newest version of Fallout, or put some means to remove the perk from the player character should they want to uninstall the mod while keeping an older version of Fallout 3.


In the previous example of the Adamantium Skeleton trait, each of the trait's Perk Entries use an Entry Point.

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