Difference between revisions of "Container"
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imported>Scrivener07 |
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*'''ID:''' Unique indentifier for this form. | *'''ID:''' Unique indentifier for this form. | ||
*'''Name:''' Display name. | *'''Name:''' Display name. | ||
*'''Weight:''' Not used? | |||
*'''Encumbrance:''' Not used? | |||
*'''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. | ||
*'''Obstacle:''' If this container dynamically cuts navmesh. | |||
*'''Respawns:''' If this container respawns/resets with the cell. | *'''Respawns:''' If this container respawns/resets with the cell. | ||
*''' | *'''Show Owner:''' Unknown use | ||
*'''Model:''' Displays the model for this object. | *'''Model:''' Displays the model for this object. | ||
**'''Edit:''' Chooses the model for this object. | **'''Edit:''' Chooses the model for this object. | ||
*'''Add Destruction Data:''' Sets the damage states if an object is destructable. | *'''Add Destruction Data:''' Sets the damage states if an object is destructable. | ||
==NavMesh Generation Import Option== | |||
Sets how the object interacts with navmesh generation. | |||
*'''Collision Geometry:''' Generated Navmesh will test against the collision of the object. | |||
*'''Bounding Box:''' Generated Navmesh will test against the bounding box of the object. | |||
*'''Filter:''' Generated Navmesh will ignore the object completely. | |||
*'''Ground:''' Generated Navmesh will treat the object like it is part of the ground. | |||
==Sounds== | |||
*'''Allow sounds when container animations exist:''' Only plays the following sounds if the container has an animation. | |||
*'''Open:''' Selects the sound that plays when opened. | |||
*'''Close:''' Selects the sound that plays when closed. | |||
==Item List== | |||
Each item has a count, an object ID, and may have an owner and a health value. By right clicking in the window, you can add a new item using the values from the drop-down and text fields below. | |||
*'''Object:''' Editor ID of the object to add to the container. | |||
*'''Count:''' Quantity of the particular object found in the container. | |||
*'''Health %:''' The condition of the object found in the container. Not used. | |||
*'''Owner:''' Each item in the container can belong to an NPC or Faction. | |||
**'''NPC:''' The specific NPC that owns the object. Stealing the object is considered an act of aggression against the NPC. | |||
**'''Faction:''' The specific Faction that owns the object. Stealing the object is considered an act of aggression against the faction. | |||
**'''Global Variable:''' Not used. | |||
**'''Required Rank:''' The minimum faction rank necessary to act as an owner of this object. | |||
*'''Preview Calculated Result:''' Displays a list of possible items that could be in the container when the player is at the specified level. Useful only when items in the container are leveled items. | |||
**'''Preview Level:''' Sets the character level for the preview. | |||
==Papyrus Scripts== | |||
A list of all the scripts attached to this container. | |||
== Lock Levels == | |||
{{Lock Level}} | |||
== See Also == | |||
* [[Reference#Lock|Reference - Lock Containers]] | |||
[[Category:WorldObjects]] | [[Category:WorldObjects]] |
Latest revision as of 12:30, 18 May 2019
Container Dialog[edit | edit source]
- ID: Unique indentifier for this form.
- Name: Display name.
- Weight: Not used?
- Encumbrance: Not used?
- 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.
- Obstacle: If this container dynamically cuts navmesh.
- Respawns: If this container respawns/resets with the cell.
- Show Owner: Unknown use
- Model: Displays the model for this object.
- Edit: Chooses the model for this object.
- Add Destruction Data: Sets the damage states if an object is destructable.
[edit | edit source]
Sets how the object interacts with navmesh generation.
- Collision Geometry: Generated Navmesh will test against the collision of the object.
- Bounding Box: Generated Navmesh will test against the bounding box of the object.
- Filter: Generated Navmesh will ignore the object completely.
- Ground: Generated Navmesh will treat the object like it is part of the ground.
Sounds[edit | edit source]
- Allow sounds when container animations exist: Only plays the following sounds if the container has an animation.
- Open: Selects the sound that plays when opened.
- Close: Selects the sound that plays when closed.
Item List[edit | edit source]
Each item has a count, an object ID, and may have an owner and a health value. By right clicking in the window, you can add a new item using the values from the drop-down and text fields below.
- Object: Editor ID of the object to add to the container.
- Count: Quantity of the particular object found in the container.
- Health %: The condition of the object found in the container. Not used.
- Owner: Each item in the container can belong to an NPC or Faction.
- NPC: The specific NPC that owns the object. Stealing the object is considered an act of aggression against the NPC.
- Faction: The specific Faction that owns the object. Stealing the object is considered an act of aggression against the faction.
- Global Variable: Not used.
- Required Rank: The minimum faction rank necessary to act as an owner of this object.
- Preview Calculated Result: Displays a list of possible items that could be in the container when the player is at the specified level. Useful only when items in the container are leveled items.
- Preview Level: Sets the character level for the preview.
Papyrus Scripts[edit | edit source]
A list of all the scripts attached to this container.
Lock Levels[edit | edit source]
Any References to Door or Container objects may specify if they are locked, the difficulty of the lock, and optionally any Keys required for the lock.
Lock Level | Skill to Pick Lock |
---|---|
Novice | 1 |
Apprentice | 25 |
Adept | 50 |
Expert | 75 |
Master | 100 |
Requires Key | N/A |