User talk:Rasikko

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Revision as of 07:58, 5 September 2018 by imported>Scrivener07 (→‎Reference)
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Clutter

Seems like clutter can be found under WorldObjects > Statics > SetDressing.

Gatling Laser Ammo calc

Though this weapon appears to use certain amount of a fusion core's charge in the consistent range of 1 to 4, to calculate the available amount of ammo provided is based on the current charge amount * 5. So an unused core always provides 500 ammo(100 * 5) and assuming a full 40 charges are used by the weapon, a charge of 60 will provide 300 ammo (60 * 5). There is no native or F4SE way to obtain the charge value of ammo(otherwise known as Health in the CK). GetItemHealthPercent is a theory, but that only works on objectreferences and is not inventory-safe, so no point testing out that theory.

Cell Dimensions

Just like Skyrim, cells in Fallout 4 are 4096x4096. A perimeter of 16,384, with an area of 16,777,216. The halfway point is 2048, and a third of the cell is 3072. These are all multiplies of 32, 64, and 128. Each vertex in a cell is 32 units apart. The cells are broken up into 4 quadrants(seen by the blue lines when you toggle borders(B key). --Rasikko (talk) 2018-01-13T01:12:53 (EST)

To Do

Contributions, Thank You

Thank you for your contributions to the creation kit wiki, again. Scrivener07 (talk) 2017-12-02T13:42:23 (EST)

Reference

Using this space to work on the creation of the reference window page.

A reference is an instance of a Base Object. References can be either placed in the world via Render Window, or created at runtime by scripts, such as through the use of PlaceAtMe, or through Explosions.

Each base Object can have multiple references(this is the count of references that is displayed in the Object Window.) Changes to the base object will be passed on to their references in-game, including any properties from scripts placed on the base objects that are inherited by the references. The data stored by references are unique, for example, the references' position, angle, etc.

Double-clicking on an object in the Render Window, will bring of its reference window. Different types of references will contain different types of reference data. Different references of the same object can be set differently.

References are treated as ObjectReferences, and can be manipulated by functions provided by the ObjectReference Script. References can also be cast to their subtypes.

Reference Data

Common Data

  • Reference Editor ID: An optional name to give this reference. This is displayed in the Cell View Window.
  • Base Object: The base object this reference is derived from. This can be changed by clicking "Edit Base".
  • Layer:
  • Encounter Zone: The Encounter Zone this reference is attached to.
  • Materials Used: The number of textures that this reference can be changed to.
  • Inaccessible:
  • Turn Off Fire:
  • Initially Disabled: Set this reference to be disabled on load. Can only be enabled by scripts, enable parent, etc.
  • Hidden From Local Map: This reference wont be displayed on the local map.
  • LOD Respects Enable State:
  • Open By Default: For Door references. Allows for the door to be in the open position by default.
  • Motion Blur:
  • Starts Dead: For Actor references. Starts dead automatically, and can't be resurrected by the Resurrect function.
  • Respawns: Whether this reference should respawn or not.
  • Starts Unconscious:
  • Ground Piece:
  • Reflected By Auto Water:
  • Ignored By Sandbox:
  • Is Full LOD:
  • Don't Havok Settle:
  • Minimal Use Door: