Difference between revisions of "Light"

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**'''Attenuation Only:'''
**'''Attenuation Only:'''
<br/>
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*'''Papyrus Scripts:''' [[Papyrus]] scripts to be attached to references. These should extend [[ObjectReference script|ObjectReference]], not [[Light Script|Light]].
*'''Papyrus Scripts:''' [[Papyrus]] scripts to be attached to references. These should extend [[ObjectReference Script|ObjectReference]], not [[Light Script|Light]].
*'''Actor Values:'''
*'''Actor Values:'''



Revision as of 00:53, 14 July 2016

Papyrus: Light Script

A Light form represents a light source. These can be: placeable objects, like some of the workshop lights; inventory items, like the torches in Skyrim; or invisible light emitters placed in the Creation Kit.

Editor Dialog

Light Editor.png
  • ID: The editor ID that this form uses in the Creation Kit.
  • Name: The name shown for this object when it is displayed in an in-game UI.
  • Model: The 3D model that this light uses. Lights do not require a 3D model.
  • Off by default: Indicates whether the emitter actually casts light by default.
  • Sound:
  • Add Destruction Data:


  • Type: The type of light.
    • NonShadow Box:
    • NonShadow Spotlight:
    • Omnidirectional: This emitter casts light in all directions, and does not cast shadows.
    • Shadow Hemisphere: This emitter casts light in all directions, but only casts shadows in a hemisphere.
    • Shadow Omnidirectional: This emitter casts light and shadows in all directions.
    • Shadow Spotlight: This emitter casts light and shadows in a cone.
  • FOV: The light's "wideness," used by hemisphere and spotlights.
  • Falloff Exponent:
  • Radius: The default radius for the light. Individual references can have their radii changed in the Creation Kit.
  • Near Clip:
  • Volumetric Intensity:
  • Color: The color of the light cast by this emitter.
    • Fade: The intensity of the light; this is somewhat like a brightness value.
    • Gobo: A texture file through which the light will be filtered. See Wikipedia for information on how this works.
  • Flicker Effect: These options can add a flickering or pulsing effect to the light.
    • Flicker: If selected, the light's brightness will fluctuate in an unpredictable manner.
    • Pulse: If selected, the light's brightness will fluctuate in a regular pattern.
    • None: If selected, the light's brightness will remain constant.
    • Period:
    • Intensity Amplitude:
    • Movement Amplitude:


  • Flags:
    • Portal-strict:
    • Obstacle: Whether the game should check the light's model for NAVCUT data and apply it.
    • Specular:
    • Random Anim Start:
    • Ignore Roughness:
    • No Rim Lighting:
    • Volumetric Light:
    • Ambient Only:
  • Keywords: A list of keywords that signal information to other game systems.


  • This light can be carried: If checked, the light can be held by NPCs and stored in containers. The data in this section pertains to how the light is treated as an item.
    • Inventory image: Not used.
    • Message Icon: Not used.
    • Weight: The light's weight as an item.
    • Value: The light's value as an item.
    • Time: The amount of time that this emitter remains lit. In Skyrim, this was used to limit the duration a torch remained lit.
    • Preview Transform: A Transform applied to this light when its model is shown in the inventory menus.


  • God Rays:
    • Near Clip:
  • Lens Flare:
  • Attenuation Settings:
    • Constant:
    • Scalar:
    • Exponent:
    • Attenuation Only:


Notes

  • The engine treats Shadow Omnidirectional lights as two Shadow Hemisphere lights stitched together; these emitters may have a visible "seam" of light that cuts through the shadows. Try to place these lights to cover up that seam.
  • As with any ObjectReference base form, lights can be spawned at run-time by Papyrus scripts. However, it is impossible to set the fade (brightness) or radius of a created light.

See Also