Difference between revisions of "Key"
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'''Type:''' <code>KEYM</code> | |||
<BR/> | |||
'''Papyrus:''' [[Key Script]], [[ObjectReference Script]] | |||
'''Papyrus:''' [[Key Script]] | |||
[[ | A key is used to unlock a [[Door]]. If the matching key for a locked door is found in the [[Actor]]s inventory, they may automatically unlock the door and enter. | ||
The [[Key]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Items|Items Category]]. | |||
== Editor Dialog == | == Editor Dialog == | ||
* | [[File:Key Object.png]] | ||
* | *{{Template:Editor:Property:ID}} | ||
* | *{{Template:Editor:Property:Name}} | ||
* | *{{Template:Editor:Property:Weight}} | ||
** | *{{Template:Editor:Property:Value}} | ||
* | **{{Template:Editor:Property:Clac from components}} | ||
* | *{{Template:Editor:Property:Add Destruction Data}} | ||
* | *{{Template:Editor:Property:Pickup Sound}} | ||
* | *{{Template:Editor:Property:Putdown Sound}} | ||
* | *{{Template:Editor:Property:Preview Transform}} | ||
* | *{{Template:Editor:Property:Featured Item Message}} | ||
* | *{{Template:Editor:Property:Inventory Image}} | ||
* | *{{Template:Editor:Property:Message Icon}} | ||
* | *{{Template:Editor:Property:Model}} | ||
* | *{{Template:Editor:Property:Pack-In Use Only}} | ||
* | *{{Template:Editor:Property:Papyrus Script}} | ||
* | *{{Template:Editor:Property:Keywords}} | ||
*{{Template:Editor:Property:Component Data}} | |||
== See Also == | == See Also == | ||
*[[MiscItem]] | |||
*[[Keyword]] | |||
*[[:Category:Items|Items Category]] | *[[:Category:Items|Items Category]] | ||
[[Category:Editor Reference]] | |||
[[Category:Object Classes]] | |||
[[Category:Items]] |
Latest revision as of 18:25, 2 December 2018
Type: KEYM
Papyrus: Key Script, ObjectReference Script
A key is used to unlock a Door. If the matching key for a locked door is found in the Actors inventory, they may automatically unlock the door and enter. The Key object is found within the Object Window under the Items Category.
Editor DialogEdit
- ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
- Name: This object's name as it will appear within user interface menus or when the player looks at it.
- Weight: The weight of this object which represents how heavy it is.
- Value: The object's value in caps which determines its worth to vendors.
- Clac from components: The MiscItem will use it's Component Data to determine the cap value.
- Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
- Pickup Sound: The Sound Descriptor played when the object is picked up.
- Putdown Sound: The Sound Descriptor played when the object is dropped.
- Preview Transform: A Transform applies positioning to a Model File. These may be used when previewing objects within the Creation Kit or in-game user interface menus.
- Featured Item Message:
- Inventory Image: The Texture File to use for an inventory image. This property is depreciated, obsolete, or does not appear to be used by the game.
- Message Icon: The Texture File that will be used for this object's message icon. This property is depreciated, obsolete, or does not appear to be used by the game.
- Model: The 3D Model File that will be used when this object is placed in the game world.
- Pack-In Use Only: The object is for pack-in use only.
- Scripts: Papyrus scripts may be added, removed, and their properties edited.
- Add: Adds a papyrus script to this object.
- Remove: Removes the selected papyrus script from this object.
- Properties: Shows the papyrus property editor for the selected script.
- Keywords: A list of Keywords that signal information to other Game Systems.
- Component Data: A collection of Components this MiscItem will yield when scrapped. The object's cap Value may also be influenced by entries within the collection.
- Component: The Component object to use.
- Quantity: The amount of this component.
- Display Index: Used for sorting the display order within the user interface. Sorting is alphabetical by default, where higher values are sorted towards the bottom.