Race
The Race Form[edit | edit source]
Common Data[edit | edit source]
- ID: The form's Editor ID.
- Editing: Toggles whether to edit the Male or Female of the race.
- Keywords: The list of Keywords associated with all Actors of this race.
- Preview: Displays either the head or full model in right preview window.
- Full: Displays full body.
- Head: Displays the head only.
General Data Tab[edit | edit source]
- Skill Bonus: Each Race can have a starting skill bonus in up to seven skills. These bonuses are applied to all Actors of that race at Level 1. The default skill value without a bonus is set by the iAVDSkillStart Gamesetting.
- Movement: Allows you to specify the ways in which Actors of this race can move. All movement types must be supported by associated animations.
- Immobile: They can't move.
- Walks: They can walk on the ground.
- Swims: They can swim in the water. Actors with only Swims checked (like Slaughterfish), can't leave the water. Actors without Swims checked (like Flame Atronachs) can't swim, but may still be able to pass over areas of deep water without swimming.
- Flies: They can fly, animations permitting.
- Avoids Roads:
- Not Pushable: Prevents the player or other objects from shoving actors of this race.
- No Combat in Water: The Actor cannot attack or cast spells while swimming.
- No Rotating to Head-track:
- Uses Head Track Anims:
- Specials: Any ability-type spells can be placed here, and will be inherited by all members of this race. (Note that if you try to add a special ability to a race that doesn't have any already, the Creation Kit doesn't recognize you've changed anything and won't save the change. To get around this, add the ability, make a change to some other option, and press OK. Now you can go back in and undo your other change if desired.)
- Stats
- Starting Health: Health for Level 1 actors of this race.
- Starting Magicka: Magicka for Level 1 actors of this race.
- Starting Stamina: Stamina for Level 1 actors of this race.
- Base Carry Weight: Carry Weight for level one actors of this race.
- Health Regen: The percentage of total Health that is regenerated each second.
- Magicka Regen: The percentage of total Magicka that is regenerated each second.
- Stamina Regen: The percentage of total Stamina that is regenerated each second.
- Size: Used by the Knockback formula.
- Flight Radius: Only used for dragons
- Copied data:
- Morph Race Inherits the FaceGen race morphs of a given type for a copied/custom race.
- Armor Race Inherits a race of a given type, use to auto-fill ArmorAddon:Additional Races entries for a custom race.
- Checkboxes
- Tilt Front/Back: Controls whether actors of this race are allowed to pitch forward and backward; if unchecked, the game will force those actors' local X-axis rotation to zero. This is generally left unchecked for humanoid races, to keep them upright, while being kept checked for non-bipedal races such as horses.
- Tilt Left/Right: Controls whether actors of this race are allowed to tilt sideways; if unchecked, the game will force those actors' local Y-axis rotation to zero. This is generally left unchecked for most races, to keep them upright, while being checked for spider-like races.
- No Shadow: Actor will not cast a shadow.
- Spells align w/magic node:
- Use World Raycasts For FootIK
- Allow PC Dialogue: Player is allowed to talk to actors of this race.
- No Knockdowns: Actor is never allowed to be knocked down or enter ragdoll state.
- Always Use Proxy Controller:
- FaceGen Head: Only used for player race types. Character model must include FaceGen data.
- Playable: Can be selected as a race by the player.
- Child: Race is a child and has hard-coded limitations, such as not being able to die.
- Allow Ragdoll Collision:
- Regen HP in Combat: Health can regen in combat. Always true for playable races.
- Allow Pickpocket: Player can pickpocket actors of this race.
- Can't Open Doors: Actors of this race can't go through doors.
- Allow Multiple Membrane Shaders:
Body Data Tab[edit | edit source]
- Height: A scaling factor applied to actors of this race and sex. 1.0 is the default value at which the models were created in 3DS Max.
- Weight: Can be shifted between 0 and 100. This will activate the morphs between skinny and large.
- Base Mass:
- Skeleton: A NIF file defining the animation skeleton for actors of this race and sex.
- Behavior Graph: The Havok behavior graph (*.hkx file) for actors of this race and sex.
- Body Texture: Unused; a development leftover from older games.
- Skin: An Armor form whose ArmorAddons determine the baseline appearance for actors of this race and sex (i.e. how they look when they aren't wearing anything).
- The actor doesn't equip this form as an item — it doesn't go into their inventory — but rather, their other Armors are layered on top of it, hiding parts as necessary.
- Decapitate Armor: An Armor form applied to actors of this race and sex when they're decapitated, to alter their appearance. The game will cut the actor's model at the neck automatically, so generally this armor should consist of "gore cap" meshes that cover the seam.
- Default Voice Type: The default voicetype for new actors of this race and sex.
- Body Part Data:
- Shield Biped Object:
- Body Biped Object:
- Biped Object Names: These are the body and armor slots that define the particular race. The numbers correspond to the W coordinates set and exported from 3DS Max.
- First Person: Selecting the appropriate body slots determines what will be visible in 1st person.
Blood Tab[edit | edit source]
- When We Are Hit:
- Impact Material Type:
- Decapitate Blood Art:
- Blood Spray:
- Blood Decal:
- Weapon Blood:
- When we hit something else (melee)
- Impact Data Set
- Sounds made when Looted
- Open Corpse: Sound played when the player opens the Container Menu to loot actors of this race.
- Close Corpse: Sound played when the player closes the Container Menu to loot actors of this race.
Text Data Tab[edit | edit source]
- Name: If a playable race, the name displayed in the Character Creation menu.
- Description If a playable race, the description displayed in the Character Creation menu.
Move Data[edit | edit source]
- Acceleration/Deceleration Rates
- Acceleration Rate:
- Deceleration Rate:
- Angular Acceleration Rate:
- Angular Tolerance:
- Use Advanced Avoidance: Allows an actor to use "velocity obstacles" for pathfinding avoidance, giving a smoother result. Unchecking that will revert to the simpler method. Note: This checkbox only works for bipeds.
- Movement Data Overrides: This appears to have been meant to allow you to specify Movement Types and override their speed values (for as yet unknown reasons, with as yet unknown effects). You're meant to be able to drag and drop Movement Types into the list. However, the UI is broken. If this list is empty, then all of the textboxes are supposed to be greyed out; however, Bethesda accidentally greys out the listview itself with them, and this prevents you from dragging anything in. If a race already has an override, then the listview is usable unless and until the last entry is deleted.
- If you really need to edit this, then you can use xEdit to add an entry to the list, or create your race by duplicating one that's known to contain this data already (e.g. the vanilla ChickenRace).
- Base Movement Defaults: Here, you can specify Movement Types for various hardcoded kinds of movement: walking, running, swimming, flying, sneaking, and sprinting. If you don't specify movement types for a given kind of movement, then defaults from the Default Objects list or the race's behavior graph may be used instead.
Attack Data Tab[edit | edit source]
For each Event (animation), the following data can be set. The data is only used if the event is a combat event.
- Event: The name of the selected event.
- Dmg Mult: Damage from attacks associated to this animation are multipled by this number.
- Attack Chance: the chance an attack will be chosen.
- Stagger: Multiplier to the stagger associated with the attack.
- Knockdown: Multiplier to the knockdown associated with the attack.
- Recovery Time:
- Stamina Mult: Multipler to the stamina cost for that attack.
- Attack Spell: Spell applied to the target hit by that attack.
- Attack Type: Keyword identifying the attack type. Used by perks.
- Attack Angle: The angle of the attack direction. An attack that strikes behind the attacker would use a value of 180.
- Strike Angle: The tolerance of the attack's strike area. A value of 35 would allow an attack to hit any actor within plus or minus 35 degrees of the attack.
- Knockdown:
- Checkboxes
- Power Attack: Flags the attack as a Power Attack, which will deplete an actor's stamina.
- Ignore Weapon: Flags the attack to ignore a weapon's damage formula.
- Bash Attack: Animation is identified as a bashing attack.
- Left Attack: Animation is identified as a left hand attack.
- Rotating Attack: Indicates the attack rotates the actor's character controller.
- Update Events: This button is used to update the events from the behavior graph.
- Display Event Data: Brings up the Event Data window, which displays additional information in a table format for debugging purposes.
Combat Data Tab[edit | edit source]
- Injured Health Pct:
- Unarmed Damage: For creatures, this is the base damage they do with each attack. For player races it is the damage done by punching.
- Unarmed Reach: Distance in units that the attack will reach.
- Unarmed Equip Slot:
- Aim Angle Tolerance:
- Can Pickup Items: Actor is allowed to pick up weapons or other items.
- Can Dual Wield: Actor is allowed to use a weapon in both hands.
- Non-Hostile: Actor cannot enter combat.
- Equipment Restrictions: Where and what the actor can equip.
Phoneme Mapping[edit | edit source]
Sets weights between FaceFX and FaceGen morphs for lip sync.
- FaceFX Phonemes: A hardcoded list of all phonemes available in the version of FaceFX that Skyrim uses.
- Phoneme Targets: For the selected phoneme, a list of morphs available in the actor's head mesh, and the weight to apply to each such morph.
- You can select a morph and then click again on the morph name to rename it.
- You can select a morph and press the Delete key to remove it from the list.
- When focus is in this listview, pressing the Insert key will add a new entry to the bottom of the list.
- Weight: Edit the weight of the currently selected phoneme target (i.e. phoneme and morph).
- Restore all defaults:
- Default FaceGen Targets and Weights: If the race is FaceGen-enabled, then this checkbox will be available. Checking it will replace all of the Phoneme Targets with the default morphs (names and weights) for FaceGen actors. You also can't edit the list while this checkbox is checked. If the race is not FaceGen-enabled, then this checkbox will be unchecked and greyed out.
- Races that use the default weights will not store phoneme target names when saved. That is: the race, when viewed in xEdit, will appear to have no phoneme target names defined at all. Weights will still be present.
Face Data[edit | edit source]
This tab is only available if the actor uses a FaceGen head.
FaceGen actors' heads are composed entirely of HeadParts, which can have morphs applied. There are two kinds of morphs: those which move an area of the face around (i.e. width, height, depth, and length morphs); and those which change the shape of an area of the face (i.e. different eye, nose, and lip types). "Movement" morphs are expected to always be available for FaceGen actors, while "shape" morphs can be enabled and disabled in this tab.
- Overlay head part list: Check on for Vampires. This keeps your base settings for your NPC while overlaying Vampire characteristics.
- Override head part list:
- Base Head Parts: The default HeadParts to use for "mission critical" areas of the head and face. Of special note is the "Face" slot, which specifies the HeadPart for the bulk of the head geometry: a simple head model with empty eyesockets and basic facial features.
- Additional Head Parts: Additional parts that are also defined in the HeadPart section as miscellaneous objects. In the vanilla game, this includes things like scars and the inside of a character's mouth.
- You can drag HeadParts from the Object Window to this list to add them. You can add any HeadPart that isn't a "base" type (i.e. face, eyes, hair, facial hair, eyebrows).
- Available Morphs: Controls which eye, nose, and lip shapes are available for actors of this race and sex.
- Available Head Colors: Hair colors are defined in the ColorForm list. Right-clicking will bring up the colorform list for you to choose from.
- Default Hair Color: The starting hair color for that race, chosen from the Available Hair Color list.
- Hair Biped Object: Pertains to the Body Data tab where Hair was defined.
- Head Biped Object: Same as Hair.
You may notice that there's no place to specify all HeadParts that are usable in character creation for a given race. This is because that data (i.e. supported races and sexes) is specified on the HeadParts themselves.
Tinting[edit | edit source]
- Tint Layer: Defines textures to be blended together for character creation. Select an entry on the left to see options on the right.
- Mask Type: Which category the texture belongs to for in-game options.
- Presets: Color tint, picked from a ColorForm, value is set via the slider below, and governs how much to blend into that texture.
- Face Details Texture Set List: Sets a TextureSet to use as a detail overlay.
Be careful when removing Tint Layers from a Race. It's possible to select a single tint layer, hit the Delete key to remove it, and then keep hitting the Delete key to remove the others without selecting them. However, if you press the Delete key while the Tint Layer list has focus and is empty, you will crash the Creation Kit.
Preset NPCs[edit | edit source]
Lists which actors will be used as presets for character creation.
Language: | English • 日本語 |
---|