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PvP hits resolve on the victim's client against its copy of the attacker, which only has the perks on its TESNPC, not the ones the player earned. Players now share their perk list and the victim's client answers perk checks and entry points for that copy from it, without adding the perks to the copy so their abilities don't run. Perks missing from the load order are skipped. Only active with PvP on. Entry points only answer when the local player is one of their arguments, so nothing changes when a remote player hits an NPC. Needs an in-game test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018fvQxQEu7yvi9eRZyKsEur
This was referenced Nov 5, 2026
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Requested by Eric · project thread
Part of tiltedphoques#938 ("Offensive perks not working on other players").
What
A PvP hit is resolved on the victim's client, against its copy of the attacker. That copy never had the attacker's perks, so perk entry points (damage, crits, sneak, Apply Bashing Spell...) contributed nothing.
GameId+ rank) when it changes, when PvP turns on, or when someone joins (PlayerPerksRequest/NotifyPlayerPerks, relayed by the serverPlayerService).RemotePerks,MagicTarget.cpphooks).Verified vs assumed
PlayerCharacter, so the copy can't have them. For 1.7.104, only the existence of the new hook IDs was checked.Testing
TPTestsbuild; tests pass (new encoding tests inCode/tests/encoding.cpp).Generated by Claude Code