Category:Glossary

From the Fallout4 CreationKit Wiki
Revision as of 14:21, 2 September 2019 by imported>Qazaaq (fixed link)
Jump to navigation Jump to search

The glossary of terms for the Creation Kit and modding.

A

Activation

Activation is the interaction between two objects in the Creation Engine. For example, when the player opens a door, this is an activation event between the player object and the Door object in question. Many object types react to an activation with some default behavior. Doors will open or shut, Containers display their contents, and NPCs will converse. Activation Events are script-accessible as well, allowing content creators to implement advanced interactions.

Archive

Archive Files are compressed .bsa files used by Creation Engine to store certain types of data, such as 3D models, sound, meshes, and textures, efficiently. The Creation Kit allows users to create these archives by hand or automatically when uploading mods to the Steam Workshop. See also: File Menu > Create Archive

Artifact

In computer graphics, an artifact is a visual glitch introduced by some technical process. Non-game specific examples on wikipedia

B

Base Object

The term for any Object listed in the Object Window. Objects can have any number of References placed into the game world.

For example, the Base Object Actor "Alvor" has a single Reference with the EditorID of "AlvorRef" that is in the RiverwoodAlvorsHouse Cell. The Base Object Kit Piece "NorRmSmMid01" has many References, found throughout most Nordic ruins.

C

Cleared Location

A Location can be cleared. By default, a Location is cleared when any/all reference(s) with the "Boss" Location Reference Type is killed. A Location can also be cleared via script.

Locations that are cleared are indicated as such on the world map. If the player re-visits the Location after the area has had time to reset, it may re-populated.

Creation Club

The Creation Club is a microtransaction system for content curated by Bethesda Game Studios for Fallout 4 and Skyrim.

Creation Engine

The Creation Engine is a collection of software and technologies behind Fallout 4.

Creation Kit

The Creation Kit will create Data Files for Fallout 4.

Culling

To cull, to pick out : in computer science, culling is a term used for objects which are prevented from rendering.

D

Default Master Package

The Default Master Package is a special package which gives content creators quick access to commonly used AI behaviors without needing to create custom Packages each time.

Default Object

Default Objects are permanent Objects that the programs needs to access reliably. Assign the appropriate game object to the default Use.

Depth Bias

Depth bias enables coplanar geometry to not z-fight, offsetting decal geometry when depth-bias is on so that it appears in front of the geometry it is on top of.

Depth bias (on shadow lights) is a method to account for insufficient depth precision in shadowmaps. Small depth bias can result in striping artifacts on the surface of objects, large depth bias can result in a lack of contact shadows.

DMP

Acronym shorthand for Default Master Package.

E

Edge

Term used to describe the edge of a polygon. Usually used in reference to Navmesh

EOF

When seen in the context of Papyrus Compiler Errors this means Event Or Function. Generally, in computing this would mean End Of File.

Exterior Cell

Exterior Cells belong to a Worldspaces, and are part of the worldspace's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 units by 4096 Units, or approximately 192x192ft or 58.5x58.5m. Each vertex in an exterior Cell is 128 units (6ft) apart.

All exterior cells are automatically given a grid number that represents their [X,Y] position from the center of the world. You will see this in the Render Window title as you select objects.

External Emittance

External emittance is when an object gets its emittance color from an external source. External Emittance can be set to a specific light color, but can also inherit the sky color from a specific region of the world, allowing the emittance color to change to reflect time-of-day.

F

Form

Each of the Objects in the currently loaded Master Files and Plugins, including those found in the Object Window as well as not found there. For example, Actors, Factions, Packages, Cells, References, etc., are all Forms.

Frustum

In games, a Frustum generally refers to the "view frustum" of the game camera. Imagine the 3D space of the game-world, and a camera floating in that space. The frustum of that camera, a cone-shaped field, would include all visible objects within that 3D space. Frustums can also be used to describe the area which an NPC can see.

FX

Shorthand for "Effects", usually "Special Effects". In the Creation Kit, FX objects usually are particle systems such as fire, smoke or fog.

G

Glow Fill

Glow Fills are a kind of Special Effects object. These are designed to simulate the glowing haze surrounding a source of light. They are typically used to create ambiance in interiors as well as obscure visual tricks such as Sun Holes. The object FXAmbBeamDust03 is one example of a glow fill.

I

ImageSpace

An ImageSpace applies post-processing effects to the image. Images space can control elements such as contrast, tinting, how bright objects must be for bloom lighting, the intensity of the sky/sun, depth of field and more.

Interior Cell

Interior Cells are entered through a load Door linked to another Cell (interior or exterior). When in an interior, the exterior world is no longer visible. Each interior cell is essentially its own universe.

K

Kit Piece

A Kit Piece is the basic building block for level design. These are premade level design kits which snap together in a seemless manner.

L

Leaky Faucet Pacing

Term used to describe a level design pacing problem. Imagine the annoying persistence of a leaking faucet - it's easy to fall into a pattern of placing encounters into a level at very regular intervals. This problem is usually addressed very simply by removing entire encounters, as many designers will tend towards too much combat in early iterations. The issue can also be addressed by paying attention to relative intensity of encounters, and making sure there is an interesting progression rather than a linear one.

LinkedRef

Shorthand for "Linked Reference". Refers to the target of a Linked Reference relationship, which can be set in the Reference Properties of most references, from the Linked Ref tab. LinkedRefs may optionally have a keyword specified, which is helpful for references that need multiple associations/relationships. This is commonly used in package building and scripting.

LocRefType

Shorthand for Location Reference Type. This is a tag that can be applied to a reference, used by the Radiant Story system to populate variable with appropriate objects and locations.

N

Navmesh

Navmesh is an editor-created three-dimensional shape which exists for the purpose of providing AI with navigation details in 3D space. The primary function of navmesh is simply to define where an actor can path, but navmesh can also include meta-data such as cover, ledges, water, and preferred routes.

O

Object

Can mean different things depending on context. Usually refers to a Form in the Master File or added by a mod. Often (but not always) either a Base Object or an Object Reference.

When discussing Papyrus Scripting, an Object may refer to any of the Script Objects. Script Objects correlate closely to Forms.

Object Reference

Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an Object, placed in the world.

For example, there is only one NorRmSmWallSideExSm01 Base Object - but you can place as many instances of that object as you like. Each of these instances is a reference to the Base Object: so, each one is an Object Reference. References are explained in more depth on their own page: see Reference.

Orthographic View

Sometimes shortened to "Ortho", orthographic view is a type of rendering/projection which displays a 3D space with no vanishing point. This is extremely useful for a blueprint-type view where walls appear as straight lines, allowing for very precise placement of objects in a space.

Orthographic view can be toggled in the Creation Kit with the "0" (zero) hotkey.

More information is available on wikipedia.

P

Pisa Problem

A problem in visual design. The term refers to the Leaning Tower of Pisa, which is remarkable specifically because remains standing although it doesn't look like it should remain standing. Because videogame locations are not required to obey the laws of physics, a structure such as the Tower would simply look ill-conceived.

In general, the Pisa problem is a reminder to build spaces that look physically grounded and feasible.

Prefab

Prefab is a shorthand term used to refer to a collection of objects which can be easily copied to provide some complex functionality, such as multi-object traps, puzzles and creature ambushes. These are provided in interior cells with the warehouse prefix.

Note that "prefab" is not a form type in the Creation Kit. It's just the term applied by the team to these kinds of pre-configured setups.

Q

Quest Item

The Quest Item check box is available on most base objects. Objects marked as Quest Item cannot be dropped from the player's inventory, are not counted against encumbrance, and are not cleaned up when a Cell is reset (and are not cleared from reset inventories). Actors marked as quest items update more frequently.

R

Reference

Also known as "Ref"s, there are various types of Reference in the Creation Kit. Generally, though, when speaking about References, people will mean Object References.

A Reference is an instance of an Base Object. Usually, this means that the Object has been placed in the Render Window, although references can also be created at runtime by scripts. Each Base Object can have multiple References. The count of References is displayed in the Object Window. If any of the properties of a Base Object are changed in the Object Window, all its References are also changed in-game.

However, references also hold some data that is unique to the reference. The simplest example is the Reference's position: it's unique for each reference, and is not stored with the Base Object's data in the Object Window.

If you Double Mouse Click on an Object in the Render Window, you will see its Reference Data. Different types of Objects have different Reference Data on their References. Different References of the same Object can be set differently.

All References are treated as ObjectReference Scripts. References can also be cast to their specific subtype, so references of Actors are also Actor Scripts.


Region

Regions are a means of storing data about blocks of cells in Worldspaces. In Fallout 4, they are primarily used as a way to assign Weather to exterior cells.

Rendering

Rendering is a computer science term for drawing an image on-screen. On this wiki, it refers to any 3D objects which the Creation Engine is currently displaying. It is important to note that a rendered image is not always visible. This is why optimization is important: it helps content creators cut down on the amount of wasted rendering by ensuring that as few objects as possible are unnecessarily rendered.

For more information, check out the Rendering article on wikipedia

Roombound

A synonym for "Room Marker"

Room-Hall-Room

Refers to a pacing problem in level design. It's very easy for a level to fall into a rut where the space simply feels like a series of random rooms connected by repetitive hallways. This is usually the sign of a level in early stages of design. Room-Hall-Room can be addressed by replacing bland hallways with more interesting traversal spaces, giving rooms a sense of cohesive purpose in the larger meaning of a level, and tuning encounter pacing.

Room Marker

A cube used to encompass references for the sake of manual occlusion. Room Markers are linked to each other via portals, helping the Creation Engine make better decisions about what to cull and render. More information is available in this tutorial.

S

Skybox

A common game development term for an unreachable area created as a sort of diorama to create the illusion of an opening to sky. In Skyrim these usually consist of ceiling holes where a patch of sky can be seen, and additional clutter such as foliage is often used to make the illusion more convincing.

T

Triangle

In the context of Navmesh, a triangle or "tri" is a 3-sided polygon.

U

Unit

The Unit of measure used for the Creation Engine.

UI

Common acronym for "User Interface". Used interchangeably with GUI and HUD, or "Graphical User Interface", and "Heads-Up Display", respectively.

V

Vertex

A vertex, or "vert", is a point in 3D space. When working with Navmesh, vertices(plural) are used to create the corners of triangular polygons.

Z

Z-Fighting

In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. Z-Fighting in the Creation Kit is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset.

Object Classes

Links Object Property
Search Activate Text Override: A short verb that replaces the word "Activate" when looking at this object.
Search Actor Value: The Actor Value to use.
Search Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
Search Art Object: The Art Object to use.
Search B: The colors blue channel is represented by a number between 0 and 255.
Search Clac from components: The MiscItem will use it's Component Data to determine the cap value.
Search Color: The default color used for this object.
Search 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.
Search Conditions: The Conditions must be met.
Search Crafting Sound: The Sound Descriptor played when the object is crafted.
Search Damage: The amount of damage caused by this object.
Search Desc: The object's description as it will appear within user interface menus.
Search Description: The object's description as it will appear within user interface menus.
Search Destructible Object: Allows you to configure the objects destruction data with the Destructible Object Data editor.
Search Display Name: The name as it will appear in-game.
Search Edit Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
Search Editor Color:
Search Effect Shader: The EffectShader to use.
Search Enchanting: The Enchantment to use.
Search Equip Type: Used for weapons.
Search Explosion: The Explosion to use.
Search Featured Item Message:
Search Full Name: This object's name as it will appear within user interface menus or when the player looks at it.
Search G: The colors green channel is represented by a number between 0 and 255.
Search Health: The object's base health.
Search 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.
Search ID: The ID, also referred to as Editor ID, is used by the Creation Kit to uniquely identify this record within a Data File.
Search ImageSpace Modifier: The ImageSpace Modifier to use.
Search Impact Data Set: The ImpactDataSet to use.
Search 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.
Search Inventory Art: The 3D model that appears in the inventory. Contains additional details for the book interface.
Search 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.
Search IS Mod: The ImageSpace Modifier to use.
Search Keywords: A list of Keywords that signal information to other Game Systems.
Search Menu Art Object:
Search 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.
Search 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.
Search Model: The 3D Model File that will be used when this object is placed in the game world.
Search Name: This object's name as it will appear within user interface menus or when the player looks at it.
Search Notes: A text box used to explain the purpose of this object. These notes are for developers and are not used in game.
Search Object Window Filter: Controls the sub-category that this object will appear within the Object Window.
Search 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.
Search 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.
Search Pack-In Use Only: The object is for pack-in use only.
Search Script Fragments: Papyrus script fragments can be attached here, and their properties edited.
Search 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.
Search Pickup Sound: The Sound Descriptor played when the object is picked up.
Search 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.
Search 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.
Search Priority: Controls the precedence for this object.
Search Projectile: The Projectile to use.
Search Putdown Sound: The Sound Descriptor played when the object is dropped.
Search R: The colors red channel is represented by a number between 0 and 255.
Search 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.
Search Sound: The Sound Descriptor to play.
Search Spells: A list of Spells to use.
Search SWF: The Flash File to display.
Search Use Global: Allows a Global variable to be used.
Search Use Sound: The Sound Descriptor played when the object is used or consumed.
Search Value: The object's value in caps which determines its worth to vendors.
Search Weight: The weight of this object which represents how heavy it is.
Search World Art: The 3D Model File as seen in the world.
Search 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.
Search This property is depreciated, obsolete, or does not appear to be used by the game.

Subcategories

This category has only the following subcategory.

E