When I used the "addperk" command on NPC's, there was no error or message, so I assumed it gave them the perk. It's a rather simple bleeding effect. They just never cause bleeding, haha!
I think Plutoman was talking about giving NPC's perks, though I'm not sure if his are truly perks or if they just act like perks. Quite interesting
You sent me a PM, but I'll respond here for general knowledge.
If you open up NPC records inside tessnip or tesvsnip (preferably the latter), you can see that NPC's do indeed have perks attached to them. The problem being that they will likely need to be attached out of the game or through a script, rather than a command. I've got a program set up that allows them to be added via a text file through some various configuration. I'll send you off a test version Kage.
You sent me a PM, but I'll respond here for general knowledge.
If you open up NPC records inside tessnip or tesvsnip (preferably the latter), you can see that NPC's do indeed have perks attached to them. The problem being that they will likely need to be attached out of the game or through a script, rather than a command. I've got a program set up that allows them to be added via a text file through some various configuration. I'll send you off a test version Kage.
Pluto can I obtain that as well? I would really like to do something like that. I want every NPC to have the block runner perk (not being able to run and block is very annoying).
The way it was in FO3, you could add any perk to an NPC, but most had no effect. The perk "hooks" are not triggered. In a few circumstances the perk was implemented through a script instead of a perk hook, and those would work as "npc.hasperk XXXX" would return true in the script.