Difference between revisions of "Keyword"

252 bytes added ,  16:54, 9 June 2020
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clarified the order of AP's when do_ModMenuSlotKeywordList is NOT used.
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Define keywords that allow you to tag associations across forms. The [[Keyword]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].
Define keywords that allow you to tag associations across forms. The [[Keyword]] [[:Category:Object Classes|object]] is found within the [[Object Window]] under the [[:Category:Miscellaneous|Miscellaneous Category]].


Some keywords are used by game systems, such as the weapon attachment system, and those are covered in the [[#Types|Types section]] below. Other keywords are ''semantic'', which means that they're used to describe things. For example, Bethesda uses the semantic ''ActorTypeRobot'' keyword on every robot actor (and modders should, too!), so [[Conditions]] can check for that keyword to see if they're dealing with a robot, even if the robot belongs to a modded or DLC [[Race]].
Some keywords are used by [[Game System]]s, such as the weapon attachment system, and those are covered in the [[#Types|Types section]] below. Other keywords are ''semantic'', which means that they're used to describe things. For example, Bethesda uses the semantic ''ActorTypeRobot'' keyword on every robot actor (and modders should, too!), so [[Conditions]] can check for that keyword to see if they're dealing with a robot, even if the robot belongs to a modded or DLC [[Race]].


== Editor Dialog ==
== Editor Dialog ==
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**{{Template:Editor:Property:G}}
**{{Template:Editor:Property:G}}
**{{Template:Editor:Property:B}}
**{{Template:Editor:Property:B}}
*'''Notes:''' A short textbox that can be used to explain the keyword.
*{{Template:Editor:Property:Notes}} Use this to explain purpose of the keyword.
*'''Type:''' Determines the type of association this keyword is used for. See the types section.
*'''Type:''' Determines the type of association this keyword is used for. See the types section.
**'''Rule:'''
*'''Rule:'''
**{{Template:Editor:Property:Display Name}} This field determines the displayed category name when at a crafting or modding workbench.
*{{Template:Editor:Property:Display Name}} This field determines the displayed category name when at a crafting or modding workbench.
*'''Restricted:'''  
*'''Restricted:'''  
{{ClearFloats}}
{{ClearFloats}}
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*'''Anim Face:''' Defines a category of facial expressions, which can be used in dialogue.
*'''Anim Face:''' Defines a category of facial expressions, which can be used in dialogue.
*<span id="attachPoint">'''Attach Point:'''</span> Defines a mod attachment point for an object and its [[Object Mod]]. Does not have to be visually/physically attached. You can think of it as a category or class of [[Object Mod]]. The Display Name is what will be shown at the modding workbenches as the mod category name, when no mod is attached. At the workbench, the order in which the attach points appear is controlled by do_ModMenuSlotKeywordList [[FormList]].  Attach points not in this list will appear in a random order after the items in the list. See [[Object Mod|Notes on the Object Mod]] page for information about creating new mod categories.
*<span id="attachPoint">'''Attach Point:'''</span> Defines a mod attachment point for an object and its [[Object Mod]]. Does not have to be visually/physically attached. You can think of it as a category or class of [[Object Mod]]. The Display Name is what will be shown at the modding workbenches as the mod category name, when no mod is attached. At the workbench, the order in which the attach points appear is controlled by the  [[FormList]] do_ModMenuSlotKeywordListThe order of attach points not in this list are <i>influenced</i> by their order in the ARMO's record; the game doesn't obey the ARMO's AP order, but changing the ARMO's AP order will change the game's AP order.  Through trial and error, it's possible to achieve a desired AP order for a given ARMO. See [[Object Mod|Notes on the Object Mod]] page for information about creating new mod categories.
*'''Attraction Type:''' Specifies an [[AttractionRule]] which is part of a system used to get characters to react to specific events that occur around them.
*'''Attraction Type:''' Specifies an [[AttractionRule]] which is part of a system used to get characters to react to specific events that occur around them.
*'''Mod Association:''' Defines an association between a mod and its object. Create a keyword with this type, then put it in the Keywords section of the item that can be modded, and the Target Object Mod Association section of the [[Object Mod]] to link them together as a viable combo.
*'''Mod Association:''' Defines an association between a mod and its object. Create a keyword with this type, then put it in the Keywords section of the item that can be modded, and the Target Object Mod Association section of the [[Object Mod]] to link them together as a viable combo.
*'''Recipe Filter:''' Defines a new crafting category to be used with a workbench. The Display Name is what will be shown at the crafting workbenches as the category name.
*'''Recipe Filter:''' Defines a new crafting category to be used with a workbench. The '''Display Name''' is what will be shown at the crafting workbenches as the category name.


== See Also ==
== See Also ==
*[[Object Mod]]
*[[Object Mod]]
*[[AttractionRule]]
*[[AttractionRule]]
*[[Game Systems]]




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