Difference between revisions of "Actor"

483 bytes added ,  05:35, 12 October 2023
m
Fixed a few grammatical, typo, and formatting errors.
(Filled in a lot of blanks on Actors that were missing. Please fix if you see a glaring derp.)
m (Fixed a few grammatical, typo, and formatting errors.)
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*'''Object Template:''' Object Modification form used for Robots, Creatures, and Animals for coloration, [[Enchantment]]<nowiki/>s, or additional [[Keyword]]<nowiki/>s within a [[LeveledCharacter]] List
*'''Object Template:''' Object Modification form used for Robots, Creatures, and Animals for coloration, [[Enchantment]]<nowiki/>s, or additional [[Keyword]]<nowiki/>s within a [[LeveledCharacter]] List
*'''Weight:''' Adjusts the weight of the Actor on a scale of 0-1.0 based on the weight scaling morph data on the Race form.
*'''Weight:''' Adjusts the weight of the Actor on a scale of 0-1.0 based on the weight scaling morph data on the Race form.
**'''Random: Will randomize the weight'''
**'''Random:''' Will randomize the weight
**'''Thin:''' Determines how much thin
**'''Thin:''' Determines how much thin
**'''Muscular:''' Determines how much musculature
**'''Muscular:''' Determines how much musculature
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=== Stats ===
=== Stats ===
The stats tab lets you specify an Actor's Actor Values, Attributes, Class, and Level.
The '''Stats Tab''' controls an Actor's Actor Values, Attributes, Class, and Level.  It can be overridden via the '''Templates Tab'''.
[[File:Actor Stats Editor.png|thumb|right|400px]]
[[File:Actor Stats Editor.png|thumb|right|400px]]
*'''Leveling Data'''
*'''Leveling Data'''
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=== Templates ===
=== Templates ===
The Templates Tab allows you to select templates for the Actor. Templates allow an Actor to inherit data from one or more Actors to create Leveled Actor Forms for [[LeveledCharacter]] Lists.
The selecting Templates from '''Templates Tab''' allow an Actor to inherit data from one or more Actors to create Leveled Actor Forms for [[LeveledCharacter]] Lists.
[[File:Actor Templates Editor.png|thumb|right|400px]]
[[File:Actor Templates Editor.png|thumb|right|400px]]
*'''Default Template:''' The Master Template. If only using one template, simply check the boxes for any Template Flags and the dropdowns below will auto-populate.
*'''Default Template:''' The Master Template. If only using one template, simply check the boxes for any Template Flags and the dropdowns below will auto-populate.
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=== Factions ===
=== Factions ===
The Actor '''Factions Tab''' displays the [[Faction]]<nowiki/>s that an Actor belongs to, and their Rank within the Faction. Most of Fallout 4 Faction data, but not all, is used to condition [[:Category:Dialogue|Dialogue]]. Other uses include Merchants, Crime Factions, and other Factions such as Diamond City or its inhabitants homes to designate what can or cannot be taken without committing a crime of theft.
The Actor '''Factions Tab''' displays the [[Faction]]<nowiki/>s that an Actor belongs to, and their Rank within the Faction. Most of Fallout 4 Faction data, but not all, is used to condition [[:Category:Dialogue|Dialogue]]. Other uses include Merchants, Crime Factions, and other Factions such as Diamond City or its inhabitants homes to designate what can or cannot be taken without committing a crime of theft.  It can be overridden via the '''Templates Tab'''.
[[File:Actor Factions Editor.png|thumb|right|400px]]
[[File:Actor Factions Editor.png|thumb|right|400px]]
*'''Factions and Ranks'''
*'''Factions and Ranks'''
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=== Keywords ===
=== Keywords ===
The '''Keywords Tab''' contains a list of Keywords for signaling information to other Game Systems.
The '''Keywords Tab''' contains a list of Keywords for signaling information to other Game Systems.  It can be overridden via the '''Templates Tab'''.
[[File:Actor Keywords Editor.png|thumb|right|400px]]
[[File:Actor Keywords Editor.png|thumb|right|400px]]
*{{Template:Editor:Property:Keywords}}
*{{Template:Editor:Property:Keywords}}
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=== AI Data ===
=== AI Data ===
The '''AI Data Tab''' determines the Actor's basic approach to combat.
The '''AI Data Tab''' determines the Actor's basic approach to combat.  It can be overridden via the '''Templates Tab'''.
[[File:Actor AI Data Editor.png|thumb|right|400px]]
[[File:Actor AI Data Editor.png|thumb|right|400px]]
*'''AI Attributes'''
*'''AI Attributes'''
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=== AI Packages ===
=== AI Packages ===
The '''AI Packages Tab''' lists all of the Actor's base packages.  
The '''AI Packages Tab''' lists all of the Actor's base packages.  It can be overridden via the '''Templates Tab'''.  
[[File:Actor AI Packages Editor.png|thumb|right|400px]]If an Actor is not in combat (or other interrupt state), they will periodically evaluate their packages and decide what to do. Packages are evaluated from the top of the stack down. The topmost (whose conditions are met) will run first. All conditions on a package must be met for the package to run. Additional packages are "pushed" to the top of the stack by [[Quest Aliases]].
[[File:Actor AI Packages Editor.png|thumb|right|400px]]If an Actor is not in combat (or other interrupt state), they will periodically evaluate their packages and decide what to do. Packages are evaluated from the top of the stack down. The topmost (whose conditions are met) will run first. All conditions on a package must be met for the package to run. Additional packages are "pushed" to the top of the stack by [[Quest Aliases]].
*'''AI Package List:''' Stack of packages that the Actor will run under normal circumstances. Packages are evaluated from the top of the stack down. The topmost package which meets all conditions will run first.
*'''AI Package List:''' Stack of packages that the Actor will run under normal circumstances. Packages are evaluated from the top of the stack down. The topmost package which meets all conditions will run first.
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*'''Spectator Override Package List:''' Actors who witness combat but do not participate (due to Unaggressive AI Data, etc) enter a special code-driven Spectator Behavior. This suspends their usual package evaluation and causes them to flee. This behavior can be overridden here.
*'''Spectator Override Package List:''' Actors who witness combat but do not participate (due to Unaggressive AI Data, etc) enter a special code-driven Spectator Behavior. This suspends their usual package evaluation and causes them to flee. This behavior can be overridden here.
*'''Observe Dead Body Override Package:''' Actors who find a dead body enter a special, code-driven Observe Dead Body Behavior. This suspends their usual package evaluation and will cause them to walk over to the body and examine it. This behavior can be overridden here.
*'''Observe Dead Body Override Package:''' Actors who find a dead body enter a special, code-driven Observe Dead Body Behavior. This suspends their usual package evaluation and will cause them to walk over to the body and examine it. This behavior can be overridden here.
*'''Guard Warn Override Package List: Actors in a Guard Package who enter the Warn Behavior suspend their usual package evaluation, and typically stand in place and warn the Player to leave the area.  This behavior can be overridden here.'''
*'''Guard Warn Override Package List:''' Actors in a Guard Package who enter the Warn Behavior suspend their usual package evaluation, and typically stand in place and warn the Player to leave the area.  This behavior can be overridden here.
*'''Combat Override Package List:''' Combat is controlled entirely at the engine level while Combat Style, Equipment stats, Movement Types, and AI Data give you some influence over the Actor's combat behavior. Combat override packages completely preempt combat. For example, if a ''Travel Package'' is added to this list, the Actor will not attack while he's moving to the specified position.
*'''Combat Override Package List:''' Combat is controlled entirely at the engine level while Combat Style, Equipment stats, Movement Types, and AI Data give you some influence over the Actor's combat behavior. Combat override packages completely preempt combat. For example, if a ''Travel Package'' is added to this list, the Actor will not attack while he's moving to the specified position.
*'''Follower Command Package List:''' Not used. Set on Followers Quest.
*'''Follower Command Package List:''' Not used. Set on Followers Quest.
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=== Inventory ===
=== Inventory ===
The Inventory Tab lists all of the items that the actor is carrying or wearing by default.
The '''Inventory Tab''' lists all of the items that the actor is carrying or wearing by default.  It can be overridden via the '''Templates Tab'''.
[[File:Actor Inventory Editor.png|thumb|right|400px]]
[[File:Actor Inventory Editor.png|thumb|right|400px]]
*'''Default Outfit: This is the Actor's default outfit as determined by the Outfit Form.'''
*'''Default Outfit:''' This is the Actor's default outfit as determined by the Outfit Form.
*'''Sleep Outfit:''' Not used.
*'''Sleep Outfit:''' Not used.
*'''Geared Up Weapons:'''
*'''Geared Up Weapons:'''
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=== SpellList ===
=== SpellList ===
The Spell List Tab contains a list of Spells and Perks applied to the Actor. Most Spells are applied to Actors from the [[Race]] form (e.g. ''AbLegendaryCreatureItem'' or ''AbRaceMolerat'') or given via Perk (e.g. ''ImmuneToPoison'' or ''ImmuneToRadiation''). Legendary creatures are some of the only Actors that have a spells list.
The '''Spell List Tab''' contains a list of Spells and Perks applied to the Actor. Most Spells are applied to Actors from the [[Race]] form (e.g. ''AbLegendaryCreatureItem'' or ''AbRaceMolerat'') or given via Perk (e.g. ''ImmuneToPoison'' or ''ImmuneToRadiation''). Legendary creatures are some of the only Actors that have a spells list.  It can be overridden via the '''Templates Tab'''.
[[File:Actor SpellList Editor.png|thumb|right|400px]]
[[File:Actor SpellList Editor.png|thumb|right|400px]]
*'''Spells:''' List of spells (e.g. ''AbLegendaryPoison'') applied to Actors.
*'''Spells:''' List of spells (e.g. ''AbLegendaryPoison'') applied to Actors.
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=== Animation ===
=== Animation ===
The '''Animation Tab''' lists all of the animations available to the Actor and acts as a preview for each of the Animations.
The '''Animation Tab''' lists all of the animations available to the Actor and acts as a preview for each of the Animations which will show up in the Render Panel on the right side of the form.


'''Note:''' Behaviors and animations for Actors are required to be in an Actors folder under Meshes within the Data folder. E.g. ''Data/Meshes/Actors/DLC04/Animatronic'' or ''Data/Meshes/Actors/Supermutant''
'''Note:''' Behaviors and animations for Actors are required to be in an Actors folder under Meshes within the Data folder. E.g. ''Data/Meshes/Actors/DLC04/Animatronic'' or ''Data/Meshes/Actors/Supermutant''
[[File:Actor Animation Editor.png|thumb|right|400px]]
[[File:Actor Animation Editor.png|thumb|right|400px]]
*'''Havok Anim:''' List of all animations available. Clicking on each will show that particular animation in right-side Preview Panel.
*'''Havok Anim:''' List of all animations available. Clicking on each will show that particular animation in right-side Render Panel.
*'''Preview Controls:''' Gives you a little control over the preview screen.
*'''Preview Controls:''' Gives you a little control over what is previewed in the right-side Render Panel.
**'''Allow Movement:''' Idles tend to wander off screen when this is checked.
**'''Allow Movement:''' Idles tend to wander off screen when this is checked.
**'''Animation Speed:''' Speed up or slow down the preview. Does not affect actual animation speed in game.
**'''Animation Speed:''' Speed up or slow down the preview. Does not affect actual animation speed in game.
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=== Attack Data ===
=== Attack Data ===
The '''Actor Attack Data Tab''' displays the raw properties associated with animation attack events, and allows you to manually override their default values if desired. This data is only used if the event is a combat event.
The '''Actor Attack Data Tab''' displays the raw properties associated with animation attack events, and allows you to manually override their default values if desired. This data is only used if the event is a combat event.
[[File:Actor Attack Data Editor.png|thumb|right|400px]]'''Note:''' If you have used the '''Animation Tab''' to preview animations, used the '''Allow Movement''' control, and the Actor has 'wandered' off-screen, you will need to reset the right-side Preview Panel by re-checking '''Preview Full''' at the bottom of the Actor Form.
[[File:Actor Attack Data Editor.png|thumb|right|400px]]'''Note:''' If you have used the '''Animation Tab''' to preview animations, used the '''Allow Movement''' control, and the Actor has 'wandered' off-screen, you will need to reset the right-side Render Panel by re-checking '''Preview Full''' at the bottom of the Actor Form.


*'''Override from Behavior Graph:''' If filled with a Race, data on this Tab cannot be edited. The Behavior Graph from the Race will be used.
*'''Override from Behavior Graph:''' If filled with a Race, data on this Tab cannot be edited. The Behavior Graph from the Race will be used.
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**'''Strike Angle:'''
**'''Strike Angle:'''
**'''Knockdown:'''  Multiplier to the knockdown associated with the attack.
**'''Knockdown:'''  Multiplier to the knockdown associated with the attack.
**'''Power Attack:''' Flags the attack as a Power Attack, depletes the Action Points of Actor based on multipliers on Combat Style form and applies Bash Attack damage multipliers to the weapon damage formula.
**'''Power Attack:''' Flags the attack as a Power Attack, depletes the Action Points of Actor based on multipliers on Combat Style form, and applies Power Attack damage multipliers to the weapon damage formula.
**'''Ignore Weapon:''' Flags the attack to ignore the weaons damage formula.
**'''Ignore Weapon:''' Flags the attack to ignore the weapons damage formula.
**'''Bash Attack:''' Flags the attack as a bashing attack and uses Bash Attack multipliers on Combat Style form in the weapon damage formula.
**'''Bash Attack:''' Flags the attack as a bashing attack and uses Bash Attack multipliers on Combat Style form in the weapon damage formula.
**'''Rotating Attack:''' Flags the attack to indicate the attack rotates the Actor's character controller.
**'''Rotating Attack:''' Flags the attack to indicate the attack rotates the Actor's character controller.
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== Render Panel==
== Render Panel==
*'''Preview''' Allows you to view a preview of the Actor in the Preview panel on the right side of the Actor form.
*'''Preview''' Allows you to view a preview of the Actor in the Preview panel on the right side of the Actor form.
**'''Full:''' Allows you to preview changes to the Actor's body.
**'''Full:''' Allows you to preview changes to the Actor's body. Can be used to reset Animation Previews.
**'''Head:''' Allows you to preview changes to the Actor's face morphs.
**'''Head:''' Allows you to preview changes to the Actor's face morphs.