Markers

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Revision as of 21:37, 16 April 2012 by imported>Catwheezle (collision prims seem under-documented.)
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Markers are objects that are not normally visible in game, but have a specific meaning to the engine. Some important markers include:

  • Idle Markers: Specify how an Actor will behave in a specific spot.
  • Furniture Markers: Specify how an Actor will behave in a specific spot. Furniture Markers typically represent actions with Enter/Idle/Exit states, like chairs or beds.
  • Door Markers: Created automatically by Teleport Doors, indicate the destination of the teleport from the other side of the door.
  • North Marker: For Worldspaces and Interior Cells, identifies the direction that the Compass and Map should consider 'North'.
  • Prison Marker: Created automatically, these represent the location where a player will be placed when sent to or released from jail.
  • Map Marker: Contains data related to location discovery and map markers, including the display name, map icon, and discovery radius of the location. The Map Marker for a location must be specified in its Location data. When the player fast-travels to a location, they will be placed at:
    • The Map Marker's LinkRef, if any.
    • Otherwise, the Map Marker's location.
  • Horse Marker: The location of the player's horse, if any, will be moved to when the player fast-travels to a location. This must be specified in the location's Location data.
  • COCMarkerHeading: The location you will be moved to when using the COC Console Command. If the specified cell does not have a COCMarkerHeading, you will be placed in the 'center' of the cell.
  • RadiationMarker: Not used.
  • XMarker: A generic marker, often used to designate a specific point.
  • XMarkerHeading: A generic marker with a directional arrow, often used to designate a patrol point.
  • Primitives: cuboid and spherical collision primitives, mostly used to detect players/NPCs entering/leaving areas.