Difference between revisions of "Keyword"
Jump to navigation
Jump to search
imported>Gurgate m (removed a note that is no longer true on modern versions of the game) |
imported>Google12 m (clarified the order of AP's when do_ModMenuSlotKeywordList is NOT used.) |
||
(4 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
'''Type:''' <code>KYWD</code> | |||
<BR/> | |||
'''Papyrus:''' [[Keyword Script]] | '''Papyrus:''' [[Keyword Script]] | ||
Define keywords that allow you to tag associations across forms. | Define keywords that allow you to tag associations across forms. The [[Keyword]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]]. | ||
Some keywords are used by | Some keywords are used by [[Game System]]s, such as the weapon attachment system, and those are covered in the [[#Types|Types section]] below. Other keywords are ''semantic'', which means that they're used to describe things. For example, Bethesda uses the semantic ''ActorTypeRobot'' keyword on every robot actor (and modders should, too!), so [[Conditions]] can check for that keyword to see if they're dealing with a robot, even if the robot belongs to a modded or DLC [[Race]]. | ||
== Editor Dialog == | == Editor Dialog == | ||
[[File:Keyword.png|right]] | [[File:Keyword.png|right]] | ||
* | *{{Template:Editor:Property:ID}} | ||
* | *{{Template:Editor:Property:Color|property=Editor Color}} Affects the color used for [[Render Window]] graphics related to this keyword. For example, preplaced workshop objects can be connected with power lines; these connections are shown as yellow lines, because the ''SplineLink'' keyword has a yellow ''Editor Color''. | ||
* | **{{Template:Editor:Property:R}} | ||
**{{Template:Editor:Property:G}} | |||
**{{Template:Editor:Property:B}} | |||
*{{Template:Editor:Property:Notes}} Use this to explain purpose of the keyword. | |||
*'''Type:''' Determines the type of association this keyword is used for. See the types section. | *'''Type:''' Determines the type of association this keyword is used for. See the types section. | ||
*'''Rule:''' | |||
* | *{{Template:Editor:Property:Display Name}} This field determines the displayed category name when at a crafting or modding workbench. | ||
*'''Restricted:''' | *'''Restricted:''' | ||
{{ClearFloats}} | {{ClearFloats}} | ||
== Types == | == Types == | ||
Keywords now have a Type field that determines the type of association this is used for. | Keywords now have a ''Type'' field that determines the type of association this is used for. | ||
* '''Anim Face:''' Defines a category of facial expressions, which can be used in dialogue. | *'''Anim Face:''' Defines a category of facial expressions, which can be used in dialogue. | ||
*<span id="attachPoint">'''Attach Point:'''</span> Defines a mod attachment point for an object and its [[Object Mod]]. Does not have to be visually/physically attached. You can think of it as a category or class of [[Object Mod]]. The Display Name is what will be shown at the modding workbenches as the mod category name, when no mod is attached. At the workbench, the order in which the attach points appear is controlled by the [[FormList]] do_ModMenuSlotKeywordList. The order of attach points not in this list are <i>influenced</i> by their order in the ARMO's record; the game doesn't obey the ARMO's AP order, but changing the ARMO's AP order will change the game's AP order. Through trial and error, it's possible to achieve a desired AP order for a given ARMO. See [[Object Mod|Notes on the Object Mod]] page for information about creating new mod categories. | |||
*'''Attraction Type:''' Specifies an [[AttractionRule]] which is part of a system used to get characters to react to specific events that occur around them. | |||
*'''Mod Association:''' Defines an association between a mod and its object. Create a keyword with this type, then put it in the Keywords section of the item that can be modded, and the Target Object Mod Association section of the [[Object Mod]] to link them together as a viable combo. | |||
*'''Recipe Filter:''' Defines a new crafting category to be used with a workbench. The '''Display Name''' is what will be shown at the crafting workbenches as the category name. | |||
* | == See Also == | ||
*[[Object Mod]] | |||
*[[AttractionRule]] | |||
*[[Game Systems]] | |||
[[Category:Editor Reference]] | |||
[[Category:Object Classes]] | |||
[[Category:Miscellaneous]] |
Latest revision as of 15:54, 9 June 2020
Type: KYWD
Papyrus: Keyword Script
Define keywords that allow you to tag associations across forms. The Keyword object is found within the Object Window under the Miscellaneous Category.
Some keywords are used by Game Systems, such as the weapon attachment system, and those are covered in the Types section below. Other keywords are semantic, which means that they're used to describe things. For example, Bethesda uses the semantic ActorTypeRobot keyword on every robot actor (and modders should, too!), so Conditions can check for that keyword to see if they're dealing with a robot, even if the robot belongs to a modded or DLC Race.
Editor Dialog[edit | edit source]
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Editor Color: The default color used for this object. Affects the color used for Render Window graphics related to this keyword. For example, preplaced workshop objects can be connected with power lines; these connections are shown as yellow lines, because the SplineLink keyword has a yellow Editor Color.
- R: The colors red channel is represented by a number between 0 and 255.
- G: The colors green channel is represented by a number between 0 and 255.
- B: The colors blue channel is represented by a number between 0 and 255.
- Notes: A text box used to explain the purpose of this object. These notes are for developers and are not used in game. Use this to explain purpose of the keyword.
- Type: Determines the type of association this keyword is used for. See the types section.
- Rule:
- Display Name: The name as it will appear in-game. This field determines the displayed category name when at a crafting or modding workbench.
- Restricted:
Types[edit | edit source]
Keywords now have a Type field that determines the type of association this is used for.
- Anim Face: Defines a category of facial expressions, which can be used in dialogue.
- Attach Point: Defines a mod attachment point for an object and its Object Mod. Does not have to be visually/physically attached. You can think of it as a category or class of Object Mod. The Display Name is what will be shown at the modding workbenches as the mod category name, when no mod is attached. At the workbench, the order in which the attach points appear is controlled by the FormList do_ModMenuSlotKeywordList. The order of attach points not in this list are influenced by their order in the ARMO's record; the game doesn't obey the ARMO's AP order, but changing the ARMO's AP order will change the game's AP order. Through trial and error, it's possible to achieve a desired AP order for a given ARMO. See Notes on the Object Mod page for information about creating new mod categories.
- Attraction Type: Specifies an AttractionRule which is part of a system used to get characters to react to specific events that occur around them.
- Mod Association: Defines an association between a mod and its object. Create a keyword with this type, then put it in the Keywords section of the item that can be modded, and the Target Object Mod Association section of the Object Mod to link them together as a viable combo.
- Recipe Filter: Defines a new crafting category to be used with a workbench. The Display Name is what will be shown at the crafting workbenches as the category name.