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Noah

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NoahBoddie

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About this mod

Perk Entries, exposed and expanded.

Requirements
Permissions and credits
Changelogs
Overview

  • Allows Perk Entries to be used within papyrus
  • The reuse of perk entry points via the grouping system, allowing one to safely reuse perk entries to make new ones.


Other Important Questions

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Q: Are the perk entries created from this mod compatible with X perk overhaul?

A: They are compatible. Only perks with the an editor id with "GROUP__" within it's name will be altered, and when the custom perk entries are being fired, it will only do so on perks with "GROUP_<category name here>" within it's editor ID.









Features

  • Exposes all perk entry point functions to papyrus

  • Allows for the creation of new perk entry points by using the Categorization system

  • API to allow other plugin to create their own perk entry points.
 

Entry Points
All entry points have been expressed in some way, most entry points are simple taking a number in and dealing a different one out. While other entry points like "Add Leveled Item on Death" can be used to distribute items to the target reference. Additionally, the "Activate" entry point has been changed to work as a sort of "elevated" activate that goes through the perk entry points instead of just performing the default activation.

Categories & Channels

The main system that allows for pseudo perk entry points to be created, Categories and Channels prohibit specific perk entries from running while no category is desired or conversely, prevent regular perk entries from running while a category is desired.

This system is controlled through the Editor ID and a perk's ranks. When a perk has "GROUP__" within it's name, it becomes a Categorized perk. To then categorize perk entries you give it a rank other than its default rank. If you want a perk entry to remain uncategorized, leave it's rank at it's default.

More details within the PSC file.


Known Issues

Currently, a few Entry Point conditions don't have the ability to function from papyrus. I'm working on a solution for that. Most perk entry points will function however. More details on which within the PSC

Not currently compatible with a fix in Scrambled Bugs that allows for multiple returns from the ApplyXSpell perk entry points. Coordinating how to implement may take a bit.

To clarify, this is ONLY if a mod DEVELOPER intends to use the entry point functions this mod provides, NOT an incompatibility with the mod/patch itself.

For Mod Developers

Source

Information on how to create and use new perk entry points will be addressed on the API header file. Currently in the process of creating said documentation.

https://github.com/NoahBoddie/perk-entry-point-extender


Addresses

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EvaluateCondition(write_vfunc)
VTABLE: (BGSEntryPointPerkEntry)[0]; Offset: 0x0


Padding Used

Channel
RE::BGSPerkEntry::Header::unk2



Personal thanks

Asrak- For the idea in a cosmic sort of way
CharmedBaryon- For CommonLibSSE NG