Difference between revisions of "Reference"

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99 bytes added ,  05:08, 19 May 2014
→‎Common Data: Added text for the respawn checkbox.
imported>Alfwyn
(→‎Common Data: Starts Dead, Respawns - where does "High Priority LOD" come from ? - Can't see it in the CK)
imported>Arthmoor
(→‎Common Data: Added text for the respawn checkbox.)
Line 21: Line 21:
*'''High Priority LOD:''' (?) Brings reference to the front of the LOD loading hierarchy. Object will fade out last and fade in first.
*'''High Priority LOD:''' (?) Brings reference to the front of the LOD loading hierarchy. Object will fade out last and fade in first.
*'''Starts Dead:''' For actors, a corpse is placed instead  
*'''Starts Dead:''' For actors, a corpse is placed instead  
*'''Respawns:'''
*'''Respawns:''' If unchecked (when possible) this object will not respawn even if the cell it is in should do so.
*'''Reflected by Auto Water:'''Toggles whether the endless water plane in exterior cells reflects the reference. This was not used in Skyrim. Functionality  
*'''Reflected by Auto Water:''' Toggles whether the endless water plane in exterior cells reflects the reference. This was not used in Skyrim. Functionality  
*'''Ignored by Sandbox:''' Check this box to prevent [[Sandbox Package|Sandboxing]] NPCs from attempting to use this reference. Useful for furniture and idle markers.
*'''Ignored by Sandbox:''' Check this box to prevent [[Sandbox Package|Sandboxing]] NPCs from attempting to use this reference. Useful for furniture and idle markers.
*'''Is Full LOD:''' Reference will not fade from a distance. Good to apply to very large objects or lighting where fading out would feel obvious and awkward. Warning: Can impact performance if over-used.
*'''Is Full LOD:''' Reference will not fade from a distance. Good to apply to very large objects or lighting where fading out would feel obvious and awkward. Warning: Can impact performance if over-used.
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