Mod articles
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This implementation is slightly improved from the one I used for my Skyrim version. It offloads about half of the script into Conditions on the perk target, reducing the actual script to just a few lines and only a single line that needs changing for each level of the perk. In fact, with one change they could all use the exact same script - but the CK is so determined that everything should be copypasted instead (which is part of the reason Beth's games are so buggy) that it's just not worth fighting with.
There are 4 conditions set on the perk entry itself, all on TARGET:
GetLocked == 1
GetLockLevel > Global::LockLevel_Advanced etc (>= a 0 literal for Novice)
GetLockLevel <= Global::LockLevel_Expert etc
GetIsObjectType Terminal == 0 (there's ...