Category:Glossary

Revision as of 15:54, 10 December 2018 by imported>Qazaaq (Created page with "{| class="wikitable sortable" |- ! Object Properties |- | {{Editor:Property:Actor Value}} |- | {{Editor:Property:Add Destruction Data}} |- | {{Editor:Property:Art Object}} |-...")
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Object Properties
Actor Value: The Actor Value to use.
Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
Art Object: The Art Object to use.
B: The colors blue channel is represented by a number between 0 and 255.
Clac from components: The MiscItem will use it's Component Data to determine the cap value.
Color: The default color used for this object.
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.
Conditions: The Conditions must be met.
Crafting Sound: The Sound Descriptor played when the object is crafted.
Damage: The amount of damage caused by this object.
Desc: The object's description as it will appear within user interface menus.
Description: The object's description as it will appear within user interface menus.
Destructible Object: Allows you to configure the objects destruction data with the Destructible Object Data editor.
Display Name: The name as it will appear in-game.
Editor Color:
Effect Shader: The EffectShader to use.
Enchanting: The Enchantment to use.
Equip Type: Used for weapons.
Explosion: The Explosion to use.
Featured Item Message:
Full Name: This object's name as it will appear within user interface menus or when the player looks at it.
G: The colors green channel is represented by a number between 0 and 255.
Health: The object's base health.
Icon: The Texture File that will be used for this object's icon. This property is depreciated, obsolete, or does not appear to be used by the game.
ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
ImageSpace Modifier: The ImageSpace Modifier to use.
Impact Data Set: The ImpactDataSet to use.
Instance Naming: Instance Naming Rules are a set of prefixes used to modify an item's Name depending on what Keywords and Object Mods it has. This works on a per-reference basis.
Inventory Art: The 3D model that appears in the inventory. Contains additional details for the book interface.
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.
IS Mod: The ImageSpace Modifier to use.
Keywords: A list of Keywords that signal information to other Game Systems.
Menu Art Object:
Menu Image: The Texture File to use for a menu 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.
Name: This object's name as it will appear within user interface menus or when the player looks at it.
Notes: A text box used to explain the purpose of this object. These notes are for developers and are not used in game.
Object Window Filter: Controls the sub-category that this object will appear within the Object Window.
Old Script: Used to select a script for this object. This property is depreciated, obsolete, or does not appear to be used by the game.
On Local Map: Indicates this object will appear on the PipboyMenu local map. The local map displays a top-down view of Cell geometry and all objects that have On Local Map selected.
Pack-In Use Only: The object is for pack-in use only.
Script Fragments: Papyrus script fragments can be attached here, and their properties edited.
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.
Pickup Sound: The Sound Descriptor played when the object is picked up.
Playable: If checked, this object will be usable by the player. The object may be visible in user interface menus or usable when encountered within the game world.
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.
Priority: Controls the precedence for this object.
Projectile: The Projectile to use.
Putdown Sound: The Sound Descriptor played when the object is dropped.
R: The colors red channel is represented by a number between 0 and 255.
Short Name: Optionally, a shorter name used on the HUD and for Text Replacement fields that specify the short name. If left blank the full Name is used.
Sound: The Sound Descriptor to play.
Spells: A list of Spells to use.
SWF: The Flash File to display.
Use Global: Allows a Global variable to be used.
Use Sound: The Sound Descriptor played when the object is used or consumed.
Value: The object's value in caps which determines its worth to vendors.
Weight: The weight of this object which represents how heavy it is.
World Art: The 3D Model File as seen in the world.
World Model: The 3D Model File that will be used when this object is placed in the game world. This model can be viewed in the inventory or when left lying around in the world.

Subcategories

This category has only the following subcategory.

E