Weapons
Weapons are items that an actor can equip in either or both of their hands. Melee weapons can be used to strike objects within a limited range, while ranged weapons can be used to fire a projectile. A weapon's core behaviors are determined by its Animation Type.
GeneralEdit
- Enchanting: The enchantment attached to this weapon. Staves can only use staff enchantments, while other weapons can only use non-staff enchantments. Whether a weapon is a staff or not depends on its Animation Type, in the Art and Sound tab.
- Enchantment: The size of the enchantment. A grand soul gem provides an enchantment of 3000.
- Value: The base value in gold of the item. The value of the enchantment is added to this.
- Template: If this field is filled, all values except name, enchanting, enchantment, value and scripts are derived from the template weapon.
- Skill: The skill associated to this weapon.
- Equip Type: Which hands are needed to wield this weapon.
- Damage per second: Calculated value.
- Description: Text displayed in the inventory menu, as part of the "item card" for this weapon. Overrides any text supplied by its enchantment.
- Keywords: Keywords associated with this weapon
- Scripts: Scripts attached to this weapon.
FlagsEdit
- NPCs Use Ammo: Normally NPCs do not use up ammo in their inventory. Checking this box will override that for this weapon only.
- Ignores Normal Weapon Resistance: No longer used.
- Automatic: Not applicable.
- Can't Drop: Weapon cannot be disarmed and does not fall off when actor dies. Usually reserved for weapons that are mounted into the actor or armor.
- Not Used In Normal Combat: Prevents NPCs from using the weapon unless directed to by a Use Weapon package.
- Non-hostile: An actor that is hit by this weapon does not consider it to be an actor aggression, and it does not force combat.
- No Jam After Reload: Not applicable.
- Minor Crime: Check to make attacking an NPC with this weapon a minor crime (as opposed to assault, a major crime).
- Hide Backpack: Makes the weapon invisible while it is sheathed. The weapon is only visible while it is drawn and held in one or both hands.
- Playable: Player can see it in another actors inventory. If not marked, the weapon is invisible to the player and cannot be used.
- Player Only: NPCs will not use this weapon. They will not pick it up either.
- Bound Weapon: Available for use in the Bound Weapon magic effect archetype.
Game Data TabEdit
- Weight: The weight of the item.
- Reach: For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a game setting).
- Sight FOV: The angle of view when using Iron Sights. Done by zooming in.
- Crit Dmg: How much extra damage the weapon does on a critical hit. This is not a multiplier; it's added damage. Additionally, this damage is added after armor, effectively making it bypass the target's armor.
- Crit Effect: The "spell" that is applied to the target on a critical hit. Must have ONLY Self-targeted effects.
- On Death: If checked, critical effect is only applied when the target is killed.
- Damage: Damage this weapon does.
- # Projectiles: Number of projectiles per single ammo object.
- Base VATS To-Hit Chance: Not applicable.
- Crit % Mult: Modifier to actor's critical chance derived attribute. Usually set to one. If set to zero, the weapon will not cause critical hits.
- Stagger: Amount of stagger applied on a hit. A 1.0 value plays the full stagger animation. Stagger can be reduced by a variety of factors, so a value above 1.0 does have meaning.
- On Hit - Normal formula behavior: The default formula alone is used.
RangeEdit
- Min Range: Tells combat AI they don't need to be closer than this value.
- Max Range: Tells combat AI they don't want to be any further away than this value.
- Range Is Fixed Tells the combat AI not to use combat style multipliers for this weapon.
Embedded Weapon:Edit
Checked if the weapon is a built in part of the creature. Not used in Skyrim.
- Node: Node that the weapon is attached to.
- Actor Value: The condition value affected when the weapon is targetted.
Art and Sound TabEdit
- Inventory image:The image the weapon is identified with in inventory.
- Message Icon:The icon that appears on aquiring the weapon.
- Projectile: The projectile object used by the weapon, found in the Miscellaneous list.
- Impact Data Set: Determines how this weapon affects different material types.
- Attack Anim: The firing animation used for this weapon.
- Attack Sound: The sound made by this weapon when it is fired.
- Attack Sound (First Person): Determines the sound file used in first person attacks with this weapon.
- Attack Fail (No Ammo/Melee Miss) The sound made by this weapon when it runs out of ammunition or misses.
- Animation Type: Determines the type of animations the wielder of this weapon will use.
- Detection Sound Level: Volume of weapon as it is fired.
- Add Destruction Data: Used to define what the weapon will look like when it's damaged.
- Pickup Sound: Sound file played on picking up the weapon.
- Putdown Sound: Sound file played when the weapon is put down.
ModelEdit
- Model: The model used for this weapon when it appears in the world or in use by NPCs.
- 1st Person Model Object: The weapon model object used for this weapon for the first person perspective. This is a Static form.
AnimationEdit
- Multiplier: Speeds up or slows down the weapon's animation speeds.
- Attack Multiplier: Speeds up or slows down just the attack animations.
- Don't Use 1st Person IS Animations: Check to keep the weapon from using iron sights animations in 1st person mode.
- Don't Use 3rd Person IS Animations: Check to keep the weapon from using iron sights animations in 3rd person mode.
- Attack Shots/Sec:How many shots
- Reload Time:How many reload animations can play per sec.
- Jam Time:How many Jam animations can to play.
Has Scope:Edit
The weapon can zoom in on a target in iron sights mode.
- Target NIF: The file name of the overlay effect.
- Effect: The effect shader applied to the target or the view when the scope is used.
Rumble TabEdit
- Left motor strength: Sets the rumble strength for the left side of the controller.
- Right motor strength: Sets the rumble strength for the right side of the controller.
- Duration: Sets the duration for the controller to rumble.
NotesEdit
- The Creation Kit only allows you to give weapons an enchantment with a matching type (Staff Enchantment for staves; Enchantment for everything else). If you use third-party tools to give a staff a non-staff enchantment, the player will be able to equip the staff, but will not be able to charge up or fire a round.
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