Difference between revisions of "Actor"

2,128 bytes added ,  23:42, 13 October 2023
→‎Attack Data: updated some items based on some information from Skyrim and Combat Style. Updated the whole Actor page entry with new formatting so that it was not so jumbled together. Updated Character gen tabs with some info.
(→‎Templates: reformatted)
(→‎Attack Data: updated some items based on some information from Skyrim and Combat Style. Updated the whole Actor page entry with new formatting so that it was not so jumbled together. Updated Character gen tabs with some info.)
 
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== Editor Dialog ==
== Editor Dialog ==
[[File:Actor Editor.png|thumb|right|400px]]
[[File:Actor Editor.png|thumb|right|400px]]The Actor form is separated into three "zones". From left to right, the Actor's Base Data, the Tabbed groups of modifiable data, and the right-side Preview window. The bottom of the form has checkboxes to update the right-side Preview Window.


=== Base Data ===
== Base Data ==
'''Base Data''' remains visible on the left side of the form while editing any tab. It can be overridden via the '''Templates Tab'''.
'''Base Data''' remains visible on the left side of the form while editing any tab. It can be overridden via the '''Templates Tab'''.


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*{{Template:Editor:Property:Short Name}}
*{{Template:Editor:Property:Short Name}}
*'''Alt Activation Text:'''  
*'''Alt Activation Text:'''  
*'''Flags'''
 
**'''Is CharGen Face Preset:''' If checked, the face created for this actor is available for the player to choose in Character Gen. There is a misconception that this flag will also prevent CK from editing the NPC's Face Data, and some mods have used this heavily on their NPC's resulting in a heavily populated Character Gen menu. Do not use unless you wish this face to be an available Preset for the Player.
=== '''Flags''' ===
**'''Essential:''' Essential Actors cannot be killed. When they reach 0 health, they go into a special "bleedout" state and recover over time.
*'''Is CharGen Face Preset:''' If checked, the face created for this actor is available for the player to choose in Character Gen. There is a misconception that this flag will also prevent CK from editing the NPC's Face Data, and some mods have used this heavily on their NPC's resulting in a heavily populated Character Gen menu. Do not use unless you wish this face to be an available Preset for the Player.
**'''Protected:''' Protected Actors are treated as essential to all damage except that delivered by the Player. The Player is the only one allowed to kill a Protected Actor.
*'''Essential:''' Essential Actors cannot be killed. When they reach 0 health, they go into a special "bleedout" state and recover over time.
**'''Respawn:''' References of this Actor in the world will resurrect and reset when their cell is reset. The Actor will respawn at their original Editor Location.
*'''Protected:''' Protected Actors are treated as essential to all damage except that delivered by the Player. The Player is the only one allowed to kill a Protected Actor.
**'''Unique:''' Only one reference of this Actor is allowed to exist. Unique actors mainly exist so that the [[Story Manager]] can find them even when they are not currently persisting.
*'''Respawn:''' References of this Actor in the world will resurrect and reset when their cell is reset. The Actor will respawn at their original Editor Location.
**'''Doesn't affect stealth meter:''' When this Actor detects the Player, the stealth meter does not react. Typically used for non-hostile actors such as animals and critters. Does not appear to be used by Fallout 4's HUD/UI and is possibly a remnant from previous games.
*'''Unique:''' Only one reference of this Actor is allowed to exist. Unique actors mainly exist so that the [[Story Manager]] can find them even when they are not currently persisting.
**'''Diffuse alpha test:'''  
*'''Doesn't affect stealth meter:''' When this Actor detects the Player, the stealth meter does not react. Typically used for non-hostile actors such as animals and critters. Does not appear to be used by Fallout 4's HUD/UI and is possibly a remnant from previous games.
**'''Summonable:''' This Actor can be associated with a Summon Actor magic effect. Does not appear to be used by Fallout 4.
*'''Diffuse alpha test:'''  
**'''Is Ghost:''' This Actor is immune to all damage, and all weapons pass through them without playing hit effects or triggering hit events.
*'''Summonable:''' This Actor can be associated with a Summon Actor magic effect. Does not appear to be used by Fallout 4.
**'''Invulnerable:''' This Actor is immune to all damage, although weapons and projectiles appear to hit them normally.
*'''Is Ghost:''' This Actor is immune to all damage, and all weapons pass through them without playing hit effects or triggering hit events.
**'''Doesnt Bleed:''' When the Actor is struck by a weapon, blood effects are disabled.
*'''Invulnerable:''' This Actor is immune to all damage, although weapons and projectiles appear to hit them normally.
**'''Simple Actor:''' Disables face animations and morphing. Also disables the [[Story Manager]]'s Death and Assault events.
*'''Doesnt Bleed:''' When the Actor is struck by a weapon, blood effects are disabled.
**'''No Activation/Hellos:'''
*'''Simple Actor:''' Disables face animations and morphing. Also disables the [[Story Manager]]'s Death and Assault events.
*'''No Activation/Hellos:'''
 
*{{Template:Editor:Property:Add Destruction Data|property=Destructible Object}}
*{{Template:Editor:Property:Add Destruction Data|property=Destructible Object}}
*'''Dialogue:'''  
*'''Dialogue:'''  
*'''Forced Ref Loc Type:''' For Workshop Children or [[Quest]]<nowiki/>s.
*'''Forced Ref Loc Type:''' For Workshop Children or [[Quest]]<nowiki/>s.
*{{Template:Editor:Property:Papyrus Script}}
 
=== Scripts ===
{{Template:Editor:Property:Papyrus Script}}
 
=== Miscellaneous ===
*'''Native Terminal:''' For Protectrons and Turrets. This an external [[Terminal]] that is displayed on the nearby terminal that a pod or a Turret is linked to.
*'''Native Terminal:''' For Protectrons and Turrets. This an external [[Terminal]] that is displayed on the nearby terminal that a pod or a Turret is linked to.
*{{Template:Editor:Property:Preview Transform}}
*{{Template:Editor:Property:Preview Transform}}
=== Template Quick View ===
*'''Templated From:''' Gives the name of any Actor Templates being used.
*'''Templated From:''' Gives the name of any Actor Templates being used.
{{ClearFloats}}
{{ClearFloats}}


=== Traits ===
== Render Panel ==
*'''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. Can be used to reset Animation Previews.
**'''Head:''' Allows you to preview changes to the Actor's face morphs.
 
== Traits Tab ==
The '''Traits Tab''' sets the Actor's basic [[Race]] and voice data. It can be overridden via the '''Templates Tab'''.
The '''Traits Tab''' sets the Actor's basic [[Race]] and voice data. It can be overridden via the '''Templates Tab'''.
[[File:Actor Traits Editor.png|thumb|right|400px]]
[[File:Actor Traits Editor.png|thumb|right|400px]]
=== Race, Body, and Voice ===
*'''Race:''' Choose the race of the Actor. Race determines what skeleton and animations are used for the Actor. Human Actors use HumanRace, for example and make use of the HumanRace animations and behaviors.
*'''Race:''' Choose the race of the Actor. Race determines what skeleton and animations are used for the Actor. Human Actors use HumanRace, for example and make use of the HumanRace animations and behaviors.
*'''Skin:''' Changes the default skin on the Actor's model, such as using an elderly skin for an elderly voiced character. Some Actors' skins can be changed on the Object Template.
*'''Skin:''' Changes the default skin on the Actor's model, such as using an elderly skin for an elderly voiced character. Some Actors' skins can be changed on the Object Template.
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**'''Skin:'''
**'''Skin:'''
**'''Distance:'''
**'''Distance:'''
=== Loot and Disposition ===
*'''Alignment:''' Not used.
*'''Alignment:''' Not used.
*'''Death Item:''' [[LeveledItem]] List that will drop additional loot upon death. Can also be configured on [[Quest Aliases]].
*'''Death Item:''' [[LeveledItem]] List that will drop additional loot upon death. Can also be configured on [[Quest Aliases]].
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**'''Collect From 3D:'''
**'''Collect From 3D:'''
*'''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
=== Additional Body Data ===
*'''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
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{{ClearFloats}}


=== Stats ===
== Stats Tab ==
The '''Stats Tab''' controls an Actor's Actor Values, Attributes, Class, and Level.  It can be overridden via the '''Templates Tab'''.
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''' ===
*'''Level:''' Represents Actor's fixed level or is the value multiplied by the player's level to determine the Actor's level. Adjusting this value will increase Actor's Attributes based on their Class. If ''PC Level Mult'' is checked, the level of the Player is multiplied by this field to determine the level of the Actor.
*'''Level:''' Represents Actor's fixed level or is the value multiplied by the player's level to determine the Actor's level. Adjusting this value will increase Actor's Attributes based on their Class. If ''PC Level Mult'' is checked, the level of the Player is multiplied by this field to determine the level of the Actor.
*'''PC Level Mult:''' Determines whether or not this Actor has a fixed leveled or if the Actor's level is based on the Player's level. Toggling the checkbox enables the calculations.
*'''PC Level Mult:''' Determines whether or not this Actor has a fixed leveled or if the Actor's level is based on the Player's level. Toggling the checkbox enables the calculations.
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*'''Calc Max:''' The Actor's Maximum Level.
*'''Calc Max:''' The Actor's Maximum Level.


==== Attributes ====
=== Attributes ===
*'''Attributes:''' The stats of the Actor such as Health, ActionPoints, and Experience Points Value.
*'''Attributes:''' The stats of the Actor such as Health, ActionPoints, and Experience Points Value.
**'''Auto calc stats:''' If PC Level Mult checked, this will always be checked. If checked, the Actor's Attributes and Skills are automatically calculated based on their Class, Level, and Race. If unchecked, offsets for Attributes and Skills can be added.
**'''Auto calc stats:''' If PC Level Mult checked, this will always be checked. If checked, the Actor's Attributes and Skills are automatically calculated based on their Class, Level, and Race. If unchecked, offsets for Attributes and Skills can be added.
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*'''Class:''' The [[Class]] to use. Specifies the Attributes and S.P.E.C.I.A.L. bonuses an Actor gains based on their level. Most classes are zeroed out. SupermutantClass is used by Synths, while Supermutants use the BoSScribeClass.
*'''Class:''' The [[Class]] to use. Specifies the Attributes and S.P.E.C.I.A.L. bonuses an Actor gains based on their level. Most classes are zeroed out. SupermutantClass is used by Synths, while Supermutants use the BoSScribeClass.


==== Primary Statistics ====
=== Primary Statistics ===
'''S.P.E.C.I.A.L.''' is the fundamental character system of Fallout. The values range from 0-10. The Skill system of previous games is completely replaced by Perks and so S.P.E.C.I.A.L. influences or is influenced by Perks.
'''S.P.E.C.I.A.L.''' is the fundamental character system of Fallout. The values range from 0-10. The Skill system of previous games is completely replaced by Perks and so S.P.E.C.I.A.L. influences or is influenced by Perks.
*'''Base Actor Values:''' The base [[ActorValue]]<nowiki/>s of the Actor.
*'''Base Actor Values:''' The base [[ActorValue]]<nowiki/>s of the Actor.
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*'''Actor Value Report:'''
*'''Actor Value Report:'''


==== Derived Statistics ====
=== Derived Statistics ===


* Action Points
* Action Points
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=== Templates ===
== Templates Tab ==
Selecting Templates from '''Templates Tab''' allow an Actor to inherit data from one or more Actors to create Leveled Actor Forms for [[LeveledCharacter]] Lists. Unlike previous games, the Template system allows for highly specialized LeveledCharacter lists.
Selecting Templates from '''Templates Tab''' allow an Actor to inherit data from one or more Actors to create Leveled Actor Forms for [[LeveledCharacter]] Lists. Unlike previous games, the Template system allows for highly specialized LeveledCharacter lists.
[[File:Actor Templates Editor.png|thumb|right|400px]]
[[File:Actor Templates Editor.png|thumb|right|400px]]


==== Defaults and Legendaries ====
=== Defaults and Legendaries ===
*'''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.
*'''Legendary Template:'''  [[LeveledCharacter]] List of Actors with the [[DefaultObject]] Legendary [[Keyword]].
*'''Legendary Template:'''  [[LeveledCharacter]] List of Actors with the [[DefaultObject]] Legendary [[Keyword]].
*'''Legendary Chance:''' Chance of the Leveled Character being a Legendary. Determined by [[GlobalVariable]].
*'''Legendary Chance:''' Chance of the Leveled Character being a Legendary. Determined by [[GlobalVariable]].


==== '''Template Flags''' ====
=== '''Template Flags''' ===
The list of everything that can be inherited from other Actor forms. The tabs for the specific flag can no longer be edited on this form if the flag is checked.
The list of everything that can be inherited from other Actor forms. The tabs for the specific flag can no longer be edited on this form if the flag is checked.


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=== Factions ===
== Factions Tab ==
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'''.
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'''
 
**'''Rank:'''
=== '''Factions and Ranks''' ===
**'''Faction:'''
*'''Rank:'''
*'''Faction:'''
 
*'''Assigned Crime Faction:''' Crime Faction assigned. Crime Factions determines how the Actor will react to crimes witnessed or committed against it. An Actor's Crime Faction must be a faction they are a member of. Companions crime factions can sometimes be determined by [[Quest]] events.
*'''Assigned Crime Faction:''' Crime Faction assigned. Crime Factions determines how the Actor will react to crimes witnessed or committed against it. An Actor's Crime Faction must be a faction they are a member of. Companions crime factions can sometimes be determined by [[Quest]] events.
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=== Relationships ===
== Relationships Tab ==
The '''Relationships Tab''' lets you specify that an Actor has a relationship with another Actor. While the relationship data is in the CK, there are no scripts for determining relationships outside of the Workshops. Most of the Relationship data was set up in 2013-2014 based on dates within the CK. It is likely not used. In previous games it was used for conditioning certain dialogue.
The '''Relationships Tab''' lets you specify that an Actor has a relationship with another Actor. While the relationship data is in the CK, there are no scripts for determining relationships outside of the Workshops. Most of the Relationship data was set up in 2013-2014 based on dates within the CK. It is likely not used. In previous games it was used for conditioning certain dialogue.
[[File:Actor Relationships Editor.png|thumb|right|400px]]
[[File:Actor Relationships Editor.png|thumb|right|400px]]
*'''List'''
*'''Relationship NPC:''' The Actor that has the relationship to this one.
**'''Relationship NPC:''' The Actor that has the relationship to this one.
*'''Rank:''' Relationship Level such as Ally, Friend, Confidant.
**'''Rank:''' Relationship Level such as Ally, Friend, Confidant.
*'''Type:''' The Association Type such as ParentChild, BossEmployee, etc.
**'''Type:''' The Association Type such as ParentChild, BossEmployee, etc.
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=== Keywords ===
== Keywords Tab ==
The '''Keywords Tab''' contains a list of Keywords for signaling information to other Game Systems.  It can be overridden via the '''Templates Tab'''.
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]]
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=== AI Data ===
== AI Data Tab ==
The '''AI Data Tab''' determines the Actor's basic approach to combat.  It can be overridden via the '''Templates Tab'''.
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'''
 
**'''Aggression:''' Determines when the Actor will initiate combat. Uses data from Faction Relationships to make the determination. Values range from 0 - 3 and should never be lower than 0.
=== '''AI Attributes''' ===
***''Unaggressive'' (0) - will not initiate combat
*'''Aggression:''' Determines when the Actor will initiate combat. Uses data from Faction Relationships to make the determination. Values range from 0 - 3 and should never be lower than 0.
***''Aggressive'' (1) - will attack Enemies on sight
**''Unaggressive'' (0) - will not initiate combat
***''Very Aggressive'' (2) - will attack Enemies and Neutrals on sight
**''Aggressive'' (1) - will attack Enemies on sight
***''Frenzied'' (3) - will attack anyone on sight. Not a default value. Usually the result of some effect.
**''Very Aggressive'' (2) - will attack Enemies and Neutrals on sight
**'''Confidence:''' Determines if the Actor will avoid or flee from threats. Values range from 0 - 4 and can never be lower than 0.
**''Frenzied'' (3) - will attack anyone on sight. Not a default value. Usually the result of some effect.
***Cowardly (0) - Cowardly Actors never engage in combat under any circumstances.
*'''Confidence:''' Determines if the Actor will avoid or flee from threats. Values range from 0 - 4 and can never be lower than 0.
***Cautious (1) - If Actor is not stronger than Threat, will avoid/flee from Threat.
**Cowardly (0) - Cowardly Actors never engage in combat under any circumstances.
***Average (2) - If Actor is Outmatched, will avoid/flee from Threat.
**Cautious (1) - If Actor is not stronger than Threat, will avoid/flee from Threat.
***Brave (3) - If Actor is Severely Outmatched, will avoid/flee from Threat.
**Average (2) - If Actor is Outmatched, will avoid/flee from Threat.
***Foolhardy (4) - Actor does not avoid/flee from anyone.
**Brave (3) - If Actor is Severely Outmatched, will avoid/flee from Threat.
**'''Assistance:''' Uses data from Factions to determine whether the Actor will assist their Friends and Allies in combat.
**Foolhardy (4) - Actor does not avoid/flee from anyone.
**'''Mood:''' Not used.
*'''Assistance:''' Uses data from Factions to determine whether the Actor will assist their Friends and Allies in combat.
**'''Energy:''' Energy determines how often the Actor will move to a new location when in a [[Sandbox Package]].
*'''Mood:''' Not used.
**'''Morality:''' Does not appear to be used. Companions have their own FollowersScript that determines what they like and do not like.
*'''Energy:''' Energy determines how often the Actor will move to a new location when in a [[Sandbox Package]].
*'''Aggro Radius Behavior:''' Check the '''Aggro Radius Behavior''' box to enable the settings of this section. Aggro Behavior is determined by Neutral/Enemy Faction data on the '''Faction Tab'''.  If Actor is attacked while in Warn Behavior, they attack.
*'''Morality:''' Does not appear to be used. Companions have their own FollowersScript that determines what they like and do not like.
**'''Warn:''' The Actor goes into Warn Behavior and stops whatever they are doing until the target leaves the Warn Radius or combat begins.
 
**'''Warn/Attack:''' The Actor goes into Warn Behavior and will attack if the Target does not leave within a few seconds.
=== '''Aggro Radius Behavior''' ===
**'''Attack:''' The Actor attacks when the Target enters the Attack Radius.
Check the '''Aggro Radius Behavior''' box to enable the settings of this section. Aggro Behavior is determined by Neutral/Enemy Faction data on the '''Faction Tab'''.  If Actor is attacked while in Warn Behavior, they attack.
**'''No Slow Approach:''' Either uses run/sprint from MovementType form on Race form or does not take into consideration Acceleration Rate calculations from Race.
*'''Warn:''' The Actor goes into Warn Behavior and stops whatever they are doing until the target leaves the Warn Radius or combat begins.
*'''Warn/Attack:''' The Actor goes into Warn Behavior and will attack if the Target does not leave within a few seconds.
*'''Attack:''' The Actor attacks when the Target enters the Attack Radius.
*'''No Slow Approach:''' Either uses run/sprint from MovementType form on Race form or does not take into consideration Acceleration Rate calculations from Race.
 
*'''Combat Style:''' The [[CombatStyle]] for the Actor. If your Actor has an ActorBase, but there is no AI Data to inherit, remember to set the Combat Style. A Combat Style of NONE is noticeably less effective.
*'''Combat Style:''' The [[CombatStyle]] for the Actor. If your Actor has an ActorBase, but there is no AI Data to inherit, remember to set the Combat Style. A Combat Style of NONE is noticeably less effective.
*'''Gift Filter:''' Not used.
*'''Gift Filter:''' Not used.
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=== AI Packages ===
== AI Packages Tab ==
The '''AI Packages Tab''' lists all of the Actor's base packages.  It can be overridden via the '''Templates Tab'''.  
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.
 
*'''Default Package List:''' If the above is empty or do not meet the conditions on any of the packages or otherwise invalid, and this entry is filled, this form list will run from topmost down. Most often, this list is just the Default Master Package.
=== '''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.
 
=== Override Dropdowns ===
 
* '''Default Package List:''' If the above is empty or do not meet the conditions on any of the packages or otherwise invalid, and this entry is filled, this form list will run from topmost down. Most often, this list is just the Default Master Package.
 
*'''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.
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=== Inventory ===
== Inventory Tab ==
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'''.
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]]
=== Worn Items ===
*'''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.
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*'''Outfit Objects:''' A list of the items in the Actor's Default Outfit. This list cannot be changed from this Tab. Change the Outfit form instead. This list is here as a reference to what is in the Outfit form.
*'''Outfit Objects:''' A list of the items in the Actor's Default Outfit. This list cannot be changed from this Tab. Change the Outfit form instead. This list is here as a reference to what is in the Outfit form.
*'''Power Armor Furniture:''' The Power Armor Furniture the Actor will appear in game in.
*'''Power Armor Furniture:''' The Power Armor Furniture the Actor will appear in game in.
*'''Inventory'''
 
**'''Object:''' The selected inventory object within the inventory list.
=== '''Inventory''' ===
***'''Search Filter:''' Text entered here will filter the object list to only matching objects.
*'''Object:''' The selected inventory object within the inventory list.
**'''Count:''' The amount of an object within the inventory list.
**'''Search Filter:''' Text entered here will filter the object list to only matching objects.
**'''Health:''' Obsolete.
*'''Count:''' The amount of an object within the inventory list.
**'''Owner'''
*'''Health:''' Obsolete.
***'''NPC:''' Not used
*'''Owner'''
***'''Global Variable:''' Not used
**'''NPC:''' Not used
***'''Faction:''' Not used
**'''Global Variable:''' Not used
***'''Required Rank:''' Not used
**'''Faction:''' Not used
**'''Preview Calculated Results:''' When given a Preview Level, calculates the contents of any Leveled Items in the Actor's inventory and presents a list of results.
**'''Required Rank:''' Not used
**'''Preview Level:''' Used by '''Preview Calculated Results'''.
*'''Preview Calculated Results:''' When given a Preview Level, calculates the contents of any Leveled Items in the Actor's inventory and presents a list of results.
*'''Preview Level:''' Used by '''Preview Calculated Results'''.
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=== SpellList ===
== SpellList Tab ==
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'''.
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]]
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{{ClearFloats}}
{{ClearFloats}}


=== Sounds ===
== Sounds Tab ==
The '''Sounds Tab''' contains the sound data for the Actor. Some Actors sounds are linked from annotations on the Havok behavior file. They will have the same name descriptor within the Creation Kit.
The '''Sounds Tab''' contains the sound data for the Actor. Some Actors sounds are linked from annotations on the Havok behavior file. They will have the same name descriptor within the Creation Kit.
[[File:Actor Sounds Editor.png|thumb|right|400px]]
[[File:Actor Sounds Editor.png|thumb|right|400px]]
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{{ClearFloats}}
{{ClearFloats}}


=== Animation ===
== Animation Tab ==
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.
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 Render Panel.
 
*'''Preview Controls:''' Gives you a little control over what is previewed in the right-side Render Panel.
=== '''Havok Anim''' ===
**'''Allow Movement:''' Idles tend to wander off screen when this is checked.
List of all animations available. Clicking on each will show that particular animation in right-side Render Panel.
**'''Animation Speed:''' Speed up or slow down the preview. Does not affect actual animation speed in game.
 
**'''Resume:''' When clicked, the button will read Pause to pause the preview.
=== '''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.
*'''Animation Speed:''' Speed up or slow down the preview. Does not affect actual animation speed in game.
*'''Resume:''' When clicked, the button will read Pause to pause the preview.
{{ClearFloats}}
{{ClearFloats}}


=== Attack Data ===
== Attack Data Tab ==
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 Render 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.
*'''Attacks:'''
 
**'''Event:''' The name of the selected event.
=== '''Attacks''' ===
**'''Damage Mult:''' Damage from attacks associated with this animation are multiplied by this value.
*'''Event:''' The name of the selected event.
**'''Attack Chance:''' The chance an attack will be chosen.
*'''Damage Mult:''' Damage from attacks associated with this animation are multiplied by this value.
**'''Stagger Offset:'''  Multiplier to the stagger associated with the attack.
*'''Attack Chance:''' The chance an attack will be chosen.
**'''Recovery Time:'''
*'''Stagger Offset:'''  Multiplier to the stagger associated with the attack.
**'''Action Pts Mult:''' Multiplier to the Action Points cost of the attack.
*'''Recovery Time:'''
**'''Attack Spell:''' Spell applied to the target hit by that attack (such as radiation, disease, or poison damage)
*'''Action Pts Mult:''' Multiplier to the Action Points cost of the attack.
**'''Attack Type:''' Keyword identifying the attack type. Used by perks.
*'''Attack Spell:''' Spell applied to the target hit by that attack (such as radiation, disease, or poison damage)
**'''Weapon Slot:'''  
*'''Attack Type:''' Keyword identifying the attack type. Used by perks.
**'''Required Slot:'''
*'''Weapon Slot:'''  
**'''Description:'''
*'''Required Slot:'''
**'''Attack Angle:'''
*'''Description:'''
**'''Strike Angle:'''
*'''Attack Angle:''' Attack direction in degrees.
**'''Knockdown:'''  Multiplier to the knockdown associated with the attack.
*'''Strike Angle:''' Attacks strike area in degrees. Most Actors have a strike angle of 35. This value allows an attack to hit any actor within 35 degrees of 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 Power Attack damage multipliers to the weapon damage formula.
*'''Knockdown:'''  Multiplier to the knockdown associated with the attack.
**'''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.
=== Flags ===
**'''Rotating Attack:''' Flags the attack to indicate the attack rotates the Actor's character controller.
*'''Power Attack:''' Flags the attack as a Power Attack and depletes the Action Points of Actor. How much is depleted is determined by other modifiers applied to Actor at time of attack. How often the Actor will use this animation is determined by the Power Attack decision multipliers on the Combat Style form.
**'''Charge Attack:''' Flags the attack as charging attack and uses charging attack multipliers on Combat Style form in the weapon damage formula.
*'''Ignore Weapon:''' Flags the attack to ignore the weapons damage formula.
**'''Continous Attack:''' Specifies whether the attack is continuous or not. The word "continuous" is misspelled as "continous" within the creation kit.
*'''Bash Attack:''' Flags the attack as a bashing attack. How often the Actor will use this animation is determined by the Bash Attack decision multipliers on the Combat Style form.
**'''Override Data:'''
*'''Rotating Attack:''' Flags the attack to indicate the attack rotates the Actor's character controller.
*'''Charge Attack:''' Flags the attack as charging attack. How often the Actor will use this animation is determined by the Charge Attack decision multipliers on the Combat Style form.
*'''Continous Attack:''' Specifies whether the attack is continuous or not. The word "continuous" is misspelled as "continous" within the creation kit.
*'''Override Data:'''
{{ClearFloats}}
{{ClearFloats}}


=== Character Gen Parts ===
== Character Gen Parts Tab ==
When working with a non-templated humanoid actor, the '''Character Gen Parts Tab''' allows you to adjust their appearance.
When working with a non-templated humanoid actor, the '''Character Gen Parts Tab''' allows you to adjust the appearance of the Actor with textures and hairstyles and skin colors. All values are generated by the Creation Kit and must be unique for male, female, and all morphs for both genders to a player's load order to avoid conflicts.
[[File:Actor Character Gen Parts Editor.png|thumb|right|400px]]
[[File:Actor Character Gen Parts Editor.png|thumb|right|400px]]
*'''Face Complexion:'''
*'''Face Complexion:'''
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*'''Facial Morph Intensity:'''
*'''Facial Morph Intensity:'''
*'''Import:'''
*'''Import:'''
*'''Face Tinting Layers:'''
 
*'''Face Tinting Color:'''
=== '''Face Tinting Layers''' ===
**'''Value:'''
 
***'''Reset:'''
=== '''Face Tinting Color''' ===
**'''Preset:'''
*'''Value:'''
**'''Select Color:'''
**'''Reset:'''
**'''R:'''
*'''Preset:'''
**'''G:'''
*'''Select Color:'''
**'''B:'''
*'''R:'''
*'''Base Head Parts:'''
*'''G:'''
*'''Additional Head Parts:'''
*'''B:'''
 
=== '''Base Head Parts''' ===
 
=== '''Additional Head Parts''' ===
{{ClearFloats}}
{{ClearFloats}}


=== Character Gen Morphs ===
== Character Gen Morphs Tab ==
The Character Gen Morphs tab.
Use the '''Character Gen Morphs Tab''' to customize the shape of the Actor's face and decide the type of facial features such as eyes, nose, and mouth and their shapes. How much to move the morph sliders is directly affected by '''Facial Morph Intensity''' value set on the '''Character Gen Parts Tab'''. You can have an identical character but completely change the look just be utilizing the '''Facial Morph Intensity''' value instead of twiddling with sliders on this tab.
 
'''Note:''' UI Mapping for this Tab is defined on ''HumanRaceFacialBoneRegionUIRemappingFemale.txt'' and ''HumanRaceFacialBoneRegionUIRemappingMale.txt'' located under ''../Data/Meshes/Actors/Character/CharacterAssets''. These text files affect HumanRace as a whole and therefore any values and IDs modified or adjustments made to the text files must have unique values and IDs for '''both''' genders. Any adjustments should show up in the Creation Kit and in the game Looks Menu if adjustments are made to these text files and ''HumanRaceFacialBoneRegionsFemale.txt'' and ''HumanRaceFacialBoneRegionsMale.txt.''
[[File:Actor Character Gen Morphs Editor.png|thumb|right|400px]]
[[File:Actor Character Gen Morphs Editor.png|thumb|right|400px]]
*'''Collapse All:'''
*'''Collapse All:'''
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*[[Actor/Dark Face Bug]]
*[[Actor/Dark Face Bug]]


== Render Panel==
*'''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. Can be used to reset Animation Previews.
**'''Head:''' Allows you to preview changes to the Actor's face morphs.


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