Static

From the CreationKit Wiki
Revision as of 20:23, 10 September 2016 by imported>NoobChungus
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Static Dialog Window

  • ID: Editor ID.
  • Flags:
    • Has Distant LOD: Check if this object should be visible in LOD beyond the 5x5 loaded area. You must specify LOD meshes if this is checked.
    • Specify Distant LOD Meshes: Opens a new dialog to let you pick LOD meshes for an object.
    • Show in World Map (ref must be in sky cell): Specifies that object must show it's LOD model in the world map at all times.
    • Has Platform/Language Specific Textures:
    • On Local Map: Will appear on the player's local map.
    • Has Tree LOD:
    • Never Fades: Instances of this object will ignore distance fade settings, thus always being displayed. Must be used in conjunction with "Is Distant LOD" on a reference of this object for it to not fade.
    • Is Marker: References of this object are invisible in-game, are unable to be scaled down and are restricted to being 1.0000, and are eligible to be a parent for enable references. Examples of this used on vanilla statics include XMarker and XMarkerHeader.
  • Model: The model for the object.
  • NavMesh Generation Import Option: Filter or use the bounding box of a static object for NavMesh generation.
    • Collision Geometry: Generation will use the object’s havok geometry.
    • Bounding Box: During generation the object’s bounding box will be imported instead of their havok geometry.
    • Filter: The object will not be imported or used for generation.