Interior Cells

Interior Cells are entered through a load door linked to another cell (interior or exterior). When in an interior, the exterior world is no longer visible. Each interior cell is essentially its own universe.

Common Data

Common Data TabEdit

  • Location: Set the location for this cell.
  • Default Acoustic: Sets the acoustic space for the cell.
  • Music type: Default music type for this cell.
  • ImageSpace: ImageSpace effect that is shown for this cell.
  • Has Water - Check if you want this cell to have water. (Only for Interior Cells)
    • Height: Water level
    • Water: Select Water type for this cell
    • Linear/Angular Velocity: Used for setting the current direction/speed.
  • Force Hide Land - Used for hiding landscape. (Only for Exterior Cells)
    • Quad 1-4: Which Quad of the Exterior Cell you want hidden. (Note that even though the landscape is invisible the collision still remains)
  • No LOD Water: Water doesn't show up when this cell is outside the loaded area
  • Hand Changed: Useful for exterior cells that have been edited and should not be affected by procedural generation.
  • Can't Travel From Here: Check to disable fast travel from this cell.

Cell Lighting TabEdit

  • Lighting Template
    • Template: Select from a predefined list of Lighting Templates. The list of templates can be found and edited under World -> Lighting Templates.
    • Inherit: Select any of these check boxes to override the parameters from Lighting Template. This will enable the fields below.
  • Ambient: Select color of the ambient light.
  • Fog: Select the color of the fog.
    • Fog Near: Sets the distance at which the fog begins.
    • Fog Far: Sets the distance at which the fog reaches 100 percent.
    • Fog Power: Edits the fog's curve. A value of 1 is linear, less that one pushes the curve toward the near value, and a value above 1 pushes the curve toward the far value.
    • Fog Max: Not used.
    • Clip Distance: Sets the distance of the clipping plane in an interior. Anything past this value will not be displayed.
  • Directional: Select color of directional light.
    • Rotation: Sets the angle of the directional light.
    • Fade: Sets the fade distance of the light.
  • Show Sky: If checked, enables sky and weather as if this cell was an exterior.
    • Region: The Region to use Weather data from.
    • Use Sky Lighting: Whether the sky's lighting conditions should affect the lighting in the cell.
  • Light Fade Distances: The distance at which regular omni lights start to fade out and when they are faded out completely. This has no impact on shadow casters.
    • If the "begin" distance is set to zero, then the game pulls a default value from the INI files — specifically, the fLightLODStartFade setting from the Display setting. If the "end" distance is set to zero, then it defaults to — fLightLODStartFade plus fLightLODRange.

Interior Data TabEdit

  • Name: Displayed name (used on load doors and local map)
  • Encounter Zone: Sets the Encounter Zone for this cell.
  • Water Environment Map: Used to specify the water environment map .dds file. If none selected, it uses a default map.
  • Selections:
    • Owner NPC: Select an NPC who owns the cell. Anyone else will be considered trespassing unless the cell is flagged Public or all locked load doors have been unlocked by the owner. If an Owner NPC is specified, then Owner Faction field will gray out.
    • Owner Faction: Select a Faction which owns the cell. Anyone not belonging to the faction (or not of the Required Rank) will be considered trespassing unless the cell is flagged Public or all locked load doors have been unlocked by a faction member. If an Owner Faction is specified, then Owner NPC field will gray out.
    • Lock List: A formlist of NPCs that specifies the owners of the house. They can enter, leave, lock, and unlock it freely.
    • Required Rank: If selected, this is the minimum faction rank required to access the cell. This field becomes available if something is specified in the Owner Faction field.
  • Flags:
    • Public Area: If checked, no one will ever be considered trespassing in the cell, but all objects in the cell still inherit the cell ownership and so cannot be freely taken.
    • Off Limits: If checked, anyone caught trespassing will immediately be considered committing a crime (instead of being warned as with normal trespassing behavior)
    • Can't Wait: If checked, waiting is disabled in this cell