Difference between revisions of "Furniture"

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imported>Qazaaq
(Changed flags)
imported>Qazaaq
(added property templates)
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[[Category:Editor Reference]]
'''Papyrus:''' [[Furniture Script]], [[ObjectReference Script]]
[[Category:Object_Classes]]
[[Category:WorldObjects]]
'''Papyrus:''' [[Furniture Script]]


All furniture objects can be used by actors. In general, this means objects like chairs and beds.
All furniture objects can be used by actors. In general, this means objects like chairs and beds.


==Editor Dialog==
== Editor Dialog ==
[[File:Furniture_Editor.png]]
[[File:Furniture_Editor.png]]
*'''ID:''' The editor ID that this form uses in the Creation Kit.
*{{Template:Editor:Property:ID}}
*'''Name:''' The name as it will appear in-game.
*{{Template:Editor:Property:Name}}
*'''Model:''' Displays the 3D [[Model File]] for this object.
*{{Template:Editor:Property:Model}}
**'''Edit:''' Chooses the model.
**'''Edit:''' Chooses the model.
*'''Marker Model:''' In the Creation Kit, this model will be displayed in place of the default models used to indicate furniture markers.
*'''Marker Model:''' In the Creation Kit, this model will be displayed in place of the default models used to indicate furniture markers.
**'''Edit:''' Chooses the model.
**'''Edit:''' Chooses the model.
*'''Add Destruction Data:''' Sets the damage states if an object is destructible.
*{{Template:Editor:Property:Add Destruction Data}}
*'''Flags'''
*'''Flags'''
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.  
**'''Random Anim Start:''' If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.  
**'''Child Can Use:''' Can be used by child NPCs
**'''Child Can Use:''' Can be used by child NPCs.
**'''Is Marker:''' Determines whether or not the 3D for the object is loaded in game.  
**'''Is Marker:''' Determines whether or not the 3D for the object is loaded in game.  
**'''Disables Activation:''' ( function unknown )
**'''Disables Activation:'''
**'''Use Static Avoid Node:'''
**'''Use Static Avoid Node:'''
**'''Must Exit To Talk:'''  NPC cannot talk from this object and will leave it when greeted by player
**'''Must Exit To Talk:'''  NPC cannot talk from this object and will leave it when greeted by player.
**'''Is Perch:''' Can be used as a perch marker for dragons
**'''Is Perch:''' Can be used as a perch marker for dragons.
**'''Ignored By Sandbox:''' NPCs on sandbox packages will not use this furniture
**'''Ignored By Sandbox:''' NPCs on sandbox packages will not use this furniture.
**'''Play Anim When Full:'''
**'''Play Anim When Full:'''
**'''Allow Awake Sound:'''
**'''Allow Awake Sound:'''
*'''Workbench Data'''
*'''Workbench Data'''
**'''Bench Type:''' The type of crafting menu to open
**'''Bench Type:''' The type of crafting menu to open.
**'''Uses Skill:''' The type of skill used in the crafting
**'''Uses Skill:''' The type of skill used in the crafting. {{Template:Editor:PropertyObsolete}}
*'''Native Terminal:'''
*'''Native Terminal:'''
*'''Active Markers'''
*'''Active Markers'''
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**'''Collect From 3D:'''  
**'''Collect From 3D:'''  
**'''Object Template:'''  
**'''Object Template:'''  
*'''Papyrus Scripts:''' A list of [[Papyrus]] scripts attached to this object.
*{{Template:Editor:Property:Papyrus Script}}
**'''Add:''' Adds a papyrus script to this object.
**'''Add:''' Adds a papyrus script to this object.
**'''Remove:''' Removes the selected papyrus script from this object.
**'''Remove:''' Removes the selected papyrus script from this object.
**'''Properties:''' Shows the papyrus property editor for the selected script.
**'''Properties:''' Shows the papyrus property editor for the selected script.
*'''Interaction Conditions:'''
*{{Template:Editor:Property:Conditions|property=Interaction Conditions}}
**'''<<:'''
**'''>>:'''
**'''New:'''
*'''Idles:'''
*'''Idles:'''
**'''Anim Event:'''
**'''Anim Event:'''
**'''Enter With Weapon Drawn:'''
**'''Enter With Weapon Drawn:'''
*'''Keywords:''' A list of [[Keyword|Keywords]] that signal information to other game systems.
*{{Template:Editor:Property:Keywords}}
*'''Actor Values:'''
*'''Actor Values'''
**'''Actor Value:'''
**{{Template:Editor:Property:Actor Value}}
**'''Amount:'''
**'''Amount:'''
*'''Has Container:'''
*'''Has Container:'''
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*'''Forced Loc Ref Type:'''
*'''Forced Loc Ref Type:'''
*'''Activate Text Override:'''
*'''Activate Text Override:'''
*'''Preview Transform:'''
*{{Template:Editor:Property:Preview Transform}}


== See Also ==
== See Also ==
*[[Terminal]]
*[[:Category:WorldObjects|WorldObjects Category]]
*[[:Category:WorldObjects|WorldObjects Category]]
[[Category:Editor Reference]]
[[Category:Object Classes]]
[[Category:WorldObjects]]

Revision as of 21:07, 2 December 2018

Papyrus: Furniture Script, ObjectReference Script

All furniture objects can be used by actors. In general, this means objects like chairs and beds.

Editor Dialog

Furniture Editor.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.
  • Model: The 3D Model File that will be used when this object is placed in the game world.
    • Edit: Chooses the model.
  • Marker Model: In the Creation Kit, this model will be displayed in place of the default models used to indicate furniture markers.
    • Edit: Chooses the model.
  • Add Destruction Data: Allows you to configure the objects destruction data with the Destructible Object Data editor.
  • Flags
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in synch.
    • Child Can Use: Can be used by child NPCs.
    • Is Marker: Determines whether or not the 3D for the object is loaded in game.
    • Disables Activation:
    • Use Static Avoid Node:
    • Must Exit To Talk: NPC cannot talk from this object and will leave it when greeted by player.
    • Is Perch: Can be used as a perch marker for dragons.
    • Ignored By Sandbox: NPCs on sandbox packages will not use this furniture.
    • Play Anim When Full:
    • Allow Awake Sound:
  • Workbench Data
    • Bench Type: The type of crafting menu to open.
    • Uses Skill: The type of skill used in the crafting. This property is depreciated, obsolete, or does not appear to be used by the game.
  • Native Terminal:
  • Active Markers
    • Marker:
    • Marker Keyword:
    • Marker Position/Orientation
      • X:
      • Y:
      • Z:
      • Rot:
    • Marker Available Entry Types
      • Front:
      • Rear:
      • Right:
      • Left:
      • Other:
  • Mod Data
    • Attach Parent Slots:
    • Collect From 3D:
    • Object Template:
  • 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.
    • 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.
  • Interaction Conditions: The Conditions must be met.
  • Idles:
    • Anim Event:
    • Enter With Weapon Drawn:
  • Keywords: A list of Keywords that signal information to other Game Systems.
  • Actor Values
  • Has Container:
  • Associated Form:
  • Drinking Water Type:
  • Forced Loc Ref Type:
  • Activate Text Override:
  • 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.

See Also