Difference between revisions of "Armor"

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imported>Qazaaq
(Added editor property fields)
imported>Google12
m (→‎Notes: Added a new note about index 0. Changed an earlier note I added about SCLP data which isn't consistent with my current tests.)
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== Notes ==
== Notes ==
* Items with an index of 0 will appear all the time.  Items with an index of 1 or more can be made to appear using OMODs to change the iAddonIndex
* If an armor addon is not appearing in game, check for a conflict between its equipment slots and the equipment slots specified by the armor.
* If an armor addon is not appearing in game, check for a conflict between its equipment slots and the equipment slots specified by the armor.
* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
* Let's say you have a piece of armor with two addons with separate indexes: 1) a pair of pants and 2) a shirt.  Even though they are separate indexes, their SCLP data will be combined so that even if you're only wearing the shirt, any over armor on the legs will be scaled up as through you're wearing the pants and even if you're only wearing the pants, any over armor on the chest will be scaled up as though you're wearing the shirt.  
* Needs confirmation, but SCLP data associated with addon's doesn't apply when changing the armor index.


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

Revision as of 12:58, 20 November 2017

Type: ARMO
Papyrus: Armor Script

An Armor form is an item that characters can equip and wear. Armor forms contain data for the item's gameplay effects and for the way it looks when dropped in the game world; Armors refer to ArmorAddons to define how the armor looks on a character model when it's actually being worn. A single Armor can refer to multiple ArmorAddons, to cover multiple body parts (like the Helmeted Cage Armor) or to make the armor available to multiple species with different body plans (like the Welding Goggles).

Editor Dialog

Armor.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.
  • Value: The object's value in caps which determines its worth to vendors.
  • Enchanting: The Enchantment to use. Enchantments applied to this armor are responsible for special bonuses, legendary effects, and additional text.
  • Template Armor:
  • Weight: The weight of this object which represents how heavy it is.
  • Health: The armor's base health. This is used by Power Armor pieces, which break and need to be repaired when their current health reaches zero.
  • Armor Rating: The amount of armor points this item grants the wearer.
  • Equip Type: Used for weapons
  • Stagger Rating:
  • 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.
  • Block Bash Impact Data Set:
  • Alternate Block Material:
  • Pickup Sound: The Sound Descriptor played when the object is picked up.
  • Putdown Sound: The Sound Descriptor played when the object is dropped.
  • Instance Naming: A set of prefixes that can be added to this item's name (on a per-reference basis) depending on what keywords and Object Mods it has.
  • Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
  • Ragdoll Constraint Template:
  • 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.
  • Has Platform/Language Specific Textures:
  • Attach Parent Slots: List of attach points into which object mods (OMODs) can be placed.
  • Object Template: The various instances of the armor that can be created (e.g., light, medium, heavy, etc.)
  • Race: The Race that can utilize this armor item.
    • Biped Object: The body parts and armor slots that this item uses. The item will be mutually exclusive with armors that cover any of the same parts. The parts shown will depend on the selected Race. The selected slots must be a superset of the slots occupied by the armor addons.
  • Male and Female Definitions:
    • World Model: The 3D model used by this armor, when it's viewed in the inventory or left lying around in the world.
    • Icon Image: This doesn't appear to be used in-game.
    • Message Icon: This doesn't appear to be used in-game.
  • Models: A list of ArmorAddon forms that this armor uses. The Armor form only defines the item itself; ArmorAddon forms define how the item appears on a character, when that character wears it.
    • AddonIndex: Organizes ArmorAddons into groups.
      • By default, only the addons with the lowest index will be displayed.
      • Armor addons in the same group must occupy different armor slots
      • Armor addons that use the same armor slot must belong to different groups.
      • For example, the Models list for leather armor will contain the addons for the light (1), medium(2) and heavy(3) variants and uses Object Mods (e.g., mod_armor_Leather_Arm_Size_B) to change the index (iAddonIndex).
    • ArmorAddon: The ID of the ArmorAddon.
  • Damage Type Resistances: A list of Damage Types, and the amount of resistance to each this armor offers when worn.
  • Description: The object's description as it will appear within user interface menus. This doesn't appear to be used in-game by Armor.
  • Keywords: A list of Keywords that signal information to other Game Systems. Some of these have special effects, such as preventing only the player from wearing an item.
  • 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. Scripts attached here should extend ObjectReference, not Armor.

Notes

  • Items with an index of 0 will appear all the time. Items with an index of 1 or more can be made to appear using OMODs to change the iAddonIndex
  • If an armor addon is not appearing in game, check for a conflict between its equipment slots and the equipment slots specified by the armor.
  • Even though the CreationKit editor will not allow the same addon to appear in the models list more than once, it is possible to accomplish this using F04Edit, and it works in game.
  • Needs confirmation, but SCLP data associated with addon's doesn't apply when changing the armor index.

See Also