Difference between revisions of "MiscItem"

From the Fallout4 CreationKit Wiki
Jump to navigation Jump to search
imported>Qazaaq
(added templates for property descriptions)
(Added known issues section with the destruction node nif/inventory renderer interaction.)
 
Line 25: Line 25:
*{{Template:Editor:Property:Keywords}}
*{{Template:Editor:Property:Keywords}}
*{{Template:Editor:Property:Component Data}}
*{{Template:Editor:Property:Component Data}}
== Known Issues ==
* From Glitchfinder#8060 on Discord:
<blockquote>After a bit of poking around and experimenting with a few items, I have confirmed that there is (apparently undocumented) handling of havok in the FO4 inventory screen object renderer, that can happen if an item's nif has a destruction node in it.
This can cause the model's in-inventory position and angle to become effectively corrupted for all instances of the item so long as the specifically afflicted instance is in your inventory or loaded into a cell. This altered position also offsets where it falls when you drop it, and can offset where the object can be selected in console (creating a selectable "ghost" that you cannot see while the rendered object cannot be selected).
I have also fixed items "corrupted" by this issue by modifying their nif to remove the destruction node.</blockquote>


== See Also ==
== See Also ==

Latest revision as of 03:34, 26 February 2022

Type: MISC
Papyrus: MiscObject Script, ObjectReference Script

Miscellaneous items are objects than can be placed in the player's inventory, but do not otherwise have a function. They react to Havok physics, have a value and a weight, but are otherwise inert. The MiscItem object is found within the Object Window under the Items Category.

Editor Dialog[edit | edit source]

MiscItem Editor.png

  • 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.
  • 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.

Known Issues[edit | edit source]

  • From Glitchfinder#8060 on Discord:

After a bit of poking around and experimenting with a few items, I have confirmed that there is (apparently undocumented) handling of havok in the FO4 inventory screen object renderer, that can happen if an item's nif has a destruction node in it.

This can cause the model's in-inventory position and angle to become effectively corrupted for all instances of the item so long as the specifically afflicted instance is in your inventory or loaded into a cell. This altered position also offsets where it falls when you drop it, and can offset where the object can be selected in console (creating a selectable "ghost" that you cannot see while the rendered object cannot be selected).

I have also fixed items "corrupted" by this issue by modifying their nif to remove the destruction node.

See Also[edit | edit source]