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Skyrim Mod:Mod File Format/PERK

< Mod / Skyrim: Skyrim Mod: File Formats: Mod File Format

The PERK record is a complex structure of subrecords which must be in the correct order and format to be properly parsed by the game.

Main RecordEdit

C Field Name Type/Size Info
+ EDID zstring EditorID
- VMAD struct Script data
- FULL lstring Perk Name
+ DESC dlstring Description
- ICON zstring Inventory image filename
* CTDA struct Zero or more condition data subrecords for the perk to be available to the player
+ DATA struct uint8[5]:
  • IsTrait
  • Level
  • NumRanks
  • IsPlayable
  • IsHidden
- NNAM formid If present points to the next PERK
* Perk Sections[] See below.

Perk SectionsEdit

What follows are 1 or more perk sections. Each section starts with a PRKE subrecord and ends with a PRKF. The type of the section is indicated by the data bytes of the PRKE field. The subrecord types shared between the different types of perk sections have the following formats. (To reiterate, this is not the layout of any type of perk section; this is just a description of the details of the different forms the subrecords can take, depending on the perk section type.)

C Field Name Type/Size Info
+ PRKE uint8[3]
  • uint8 - Type (See below for more details on the format of each section type)
    00: perk section is Quest section
    01: perk section is Ability section
    02: perk section is Complex Entry Point section
  • uint8: Rank - Value of 0 = Rank 1
  • uint8: Priority - Assumed to be how to order/iterate through perk sections
- PRKC uint8 Type - How to apply the conditions that follow. Has values of 0-2 but the actual values depend on the effect type. See the entry point EffectTypes for details.
  • Perk Owner
  • Target
  • Attacker
  • Attacker Weapon
  • Spell
  • Weapon
  • Item
  • Enchantment
  • Locked Reference
* CTDA struct Condition data for the section
- EPFT uint8 Type - The type of the perk data that follows in EPFD, EPF2, and EPF3 subrecords
  • 01: EPFD is a float
  • 02: EPFD is an 8 byte struct (float AV, float Factor)?
  • 03: EPFD is a formid (?)
  • 04: EPF2 = LString "verb" (feed) (optional)
    EPF3 = dword? (0=No EPFD? or 3=SPEL EPFD?)
    EPFD = formid (optional)
  • 05: EPFD is a formid (SPEL)
  • 06: EPFD is a zstring (GMST editorid?)
  • 07: EPFD is a lstring (verb for custom activate actions)
- EPF2
EPF3
EPFD
See EPFT
+ PRKF Marker null Always the last subrecord in a perk section

Quest Section (0)Edit

For type 00 sections the data is just setting the stage of a specific quest applied without conditions:

C Field Name Type/Size Info
+ PRKE uint8[3] Always: 0x00, 0x00, 0x00
+ DATA Quest ID uint8[8]
  • formid: Quest ID
  • uint8: Stage
  • uint8[3]: Null - Has junk data, presumably unused
+ PRKF Marker null

Ability Section (1)Edit

For type 01 sections the data is simply a spell applied without conditions:

C Field Name Type/Size Info
+ PRKE uint8[3] Always: 0x01, 0x00, 0x00
+ DATA Quest ID formid Spell ID? - Unsure if it is always a spell
+ PRKF Marker null

Complex Entry Point Section (2)Edit

For type 02 sections there are one or more conditions which must be met in order to apply a variety of effects:

C Field Name Type/Size Info
+ PRKE uint8[3] Always: 0x02, 0x00, 0x00
+ DATA uint8[3]
  • EffectType - What effect to apply for the section (see below)
  • FunctionType - How to apply the effect? Affects what should be found in the EPFT/EPFD which follow (see below for more details)
  • CondTypeCount - Number of different type of conditions to test for (01, 02 or 03). This value is presumably fixed according to the effect type and probably shouldn't be edited.
* Condition Subsections[] (See below.)
+ EPFT uint8 DataType - Affects type of data that follows
 ? EPFD variable See the above details on EPFT for which subrecords should be found here and their format
 ? EPF2 uint32
 ? EPF3 uint32
+ PRKF Marker null

Condition SubsectionEdit

C Field Name Type/Size Info
+ PRKC uint8 Condition type
* CTDA struct Condition data for the subsection

Perk Effect TypesEdit

The first byte in a DATA subrecord in a complex entry point section is the type of effect to apply and has the values as listed below. The effect type determines what sort of data follows and in what format.

Effect ID Effect Type Functions Additional Data Condition Types Condition Type Count
0E Activate Add Activate Choice
  • Button Label
  • Run Immediately
  • Replace Default
  • Apply Spell
  • Script Fragment?
Perk Owner (0) and Target (1) 2
09 Add Level List On Death Add Level List LevelListID Perk Owner and Target 2
05 Adjust Book Skill Points 1 All Value Perk Owner 1
04 Adjust Limb Damage All Value Perk Owner, Attacker, Attacker Weapon 3
34 Apply Bashing Spell Select Spell SpellID Perk Owner, Target 2
33 Apply Combat Hit Spell Select Spell SpellID Perk Owner, Weapon, Target 3
35 Apply Reanimate Spell Select Spell SpellID Perk Owner, Spell, Target 3
45 Apply Sneaking Spell Select Spell SpellID Perk Owner 1
43 Apply Weapon Swing Spell Select Spell SpellID Perk Owner, Attacker, Attacker Weapon 3
03 Calculate Mine Explode Chance Value Types Perk Owner, Item 2
01 Calculate My Critical Hit Chance Value Types Perk Owner, Weapon, Target 3
02 Calculate My Critical Hit Damage Value Types Perk Owner, Weapon, Target 3
00 Calculate Weapon Damage Value Types Perk Owner, Weapon, Target 3
4B Can Dual Cast Spell Value Types Perk Owner, Spell 2
3D Can Pickpocket Equipped Item Value Types Perk Owner, Target, Item 3
4A Filter Activation Value Types Perk Owner, Target 2
0A Get Max Carry Weight Value Types Perk Owner 1
07 Get Should Attack Value Types Perk Owner, Attacker 2
10 Ignore Broken Lock Value Types Perk Owner 1
0F Ignore Running During Detection Value Types Perk Owner 1
41 Make Lockpicks Unbreakable Value Types Perk Owner 1
50 Mod Number of Enchantments Allowed Value Types Perk Owner 1
20 Mod Armor Weight Value Types Perk Owner, Item 2
23 Mod Attack Damage Value Types Perk Owner, Weapon, Target 3
1A Mod Bashing Damage Value Types Perk Owner, Target 2
2E Mod Bribe Amount Value Types Perk Owner, Target 2
2F Mod Detection Light Value Types Perk Owner, Target 2
30 Mod Detection Movement Value Types Perk Owner, Target 2
2D Mod Favor Points Value Types Perk Owner, Target 2
24 Mod Incoming Damage Value Types Perk Owner, Attacker, Attacker Weapon 3
2A Mod Incoming Spell Duration Value Types Perk Owner, Spell 2
29 Mod Incoming Spell Magnitude Value Types Perk Owner, Spell 2
21 Mod Incoming Stagger Value Types Perk Owner, Attacker 2
27 Mod Percent Blocked Value Types Perk Owner 1
2B Mod Player Intimidation Value Types Perk Owner, Target 2
2C Mod Player Reputation Value Types Perk Owner 1
53 Mod Poison Dose Count Value Types Perk Owner, Weapon, Spell 3
1C Mod Power Attack Damage Value Types Perk Owner, Weapon, Target 3
1B Mod Power Attack Stamina Value Types Perk Owner, Weapon 2
1F Mod Secondary Value Weight Value Types Perk Owner, Spell, Target 3
28 Mod Shield Deflect Arrow Chance Value Types Perk Owner 1
52 Mod Shout OK Value Types Perk Owner 1
4F Mod Soul Gem Enchanting Value Types Perk Owner, Enchantment, Item 3
31 Mod Soul Gem Recharge Value Types Perk Owner, Item 2
37 Mod Spell Casting Sound Event Value Types Perk Owner, Spell 2
26 Mod Spell Cost Value Types Perk Owner, Spell 2
1E Mod Spell Duration Value Types Perk Owner, Spell, Target 3
1D Mod Spell Magnitude Value Types Perk Owner, Spell, Target 3
25 Mod Target Damage Resistance Value Types Perk Owner, Weapon, Target 3
22 Mod Target Stagger Value Types Perk Owner, Target 2
0B Mod Addiction Chance Value Types Perk Owner 1
42 Mod Alchemy Effectiveness Value Types Perk Owner 1
55 Mod Armor Rating Value Types Perk Owner, Item 2
14 Mod Bow Zoom Value Types Perk Owner, Weapon 2
08 Mod Buy Prices Value Types Perk Owner, Target 2
44 Mod Commanded Actor Limit Value Types Perk Owner, Spell 2
39 Mod Detection Sneak Skill Value Types Perk Owner, Target 2
4D Mod Enchantment Power Value Types Perk Owner, Enchantment, Item 3
11 Mod Enemy Critical Hit Chance Value Types Perk Owner, Weapon, Target 3
3A Mod Falling Damage Value Types Perk Owner 1
57 Mod Ingredients Harvested Value Types Perk Owner, Item 2
48 Mod Ingredient Effects Learned Value Types Perk Owner, Spell 2
3E Mod Lockpick Level Allowed Value Types Perk Owner 1
3B Mod Lockpick Sweet Spot Value Types Perk Owner, Locked Reference 2
56 Mod Lockpick Crime Chance Value Types Perk Owner, Locked Reference 2
5A Mod Lockpick Key Reward Chance (Wax Key) Value Types Perk Owner, Locked Reference 2
13 Mod Max Placeable Mines Value Types Perk Owner 1
38 Mod Pickpocket Chance Value Types Perk Owner, Target, Item 3
46 Mod Player Magic Slowdown Value Types Perk Owner, Spell 2
0D Mod Positive Chem Duration Value Types Perk Owner 1
59 Mod Potions Created (Create Duplicate Potion) Value Types Perk Owner, Spell 2
15 Mod Recover Arrow Chance Value Types Perk Owner 1
06 Mod Recovered Health Value Types Perk Owner 1
3C Mod Sell Prices Value Types Perk Owner, Target 2
16 Mod Skill Use Value Types Perk Owner 1
12 Mod Sneak Attack Multiplier Value Types Perk Owner, Weapon, Target 3
4E Mod Soul Percent Captured to Weapon Value Types Perk Owner, Target, Item 3
58 Mod Spell Range to Location Value Types Perk Owner, Spell 2
19 Mod Telekinesis Damage Value Types Perk Owner, Target 2
18 Mod Telekinesis Damage Multiplier Value Types Perk Owner 1
17 Mod Telekinesis Distance Value Types Perk Owner 1
4C Mod Tempering Health Value Types Perk Owner, Item 2
47 Mod Ward Magic Absorption Percent Value Types Perk Owner, Spell 2
49 Purify Alchemy Ingredients Value Types Perk Owner 1
51 Set Activate Label SetText Text Perk Owner, Target 2
36 Set Boolean Graph Variable SelectText Text Perk Owner 1
3F Set Lockpick Start Position Value Types Perk Owner 1
40 Set Progression Picking Value Types Perk Owner 1
32 Set Sweep Attack Value Types Perk Owner, Weapon 2
54 Should Apply Placed Item Value Types Perk Owner, Target, Item 3

Function TypesEdit

Capitalized variables are input in section data. Each type uses the following format, with the meanings of each field outlined in the table below that.

Function ID Function New Value EPFT EPF2 EPF3 EPFD
01 Set Value VALUE 0x01 float VALUE
02 Add Value Value + AMOUNT 0x01 float AMOUNT
03 Multiply Value Value * FACTOR 0x01 float AMOUNT
04 Add Range to Value Value + random(MIN, MAX) 0x02 float MIN, float MAX
05 Add Actor Value Mult Value + AV * FACTOR 0x02 float AV, float FACTOR
06 Absolute Abs(Value)
07 Negative ABS Value -Abs(Value)
08 Add Level List (Only EffectType 0x09) 0x03 formid LevelListID
09 Add Activate Choice (Only EffectType 0x0E) 0x04 lstring (button label if present)
  • uint16 - Flags1:
    0x01 = Run Immediately (No button label)
    0x02 = Replace Default
  • uint16 - Flags2:
    0x03 = Spell?
    0x04 = Script Fragment? (Script fragment info added to record VMAD)
formid SpellID (if present)
0A Select Spell
(Only EffectTypes 0x33, 0x34, 0x35, 0x43, 0x45)
0x05 formid SpellID
0B Select Text
(Only EffectType 0x36)
0x06 zstring (usually a GMST editor ID?)
0C Set AV Mult AV * FACTOR 0x02 float AV, float FACTOR
0D Multiply AV Mult Value * AV * FACTOR 0x02 float AV, float FACTOR
0E Multiply 1 + AV Mult Value * (1 + AV * FACTOR) 0x02 float AV, float FACTOR
0F Set Text
(Only EffectType 0x51)
0x07 lstring