BodyPartData: Difference between revisions

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filled in some gaps using xEdit and the GECK Wiki
(initial write-up)
 
(filled in some gaps using xEdit and the GECK Wiki)
 
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This form type is undocumented.
This form type is used to describe a collection of body parts that pertain to a given animation skeleton. [[Race]]s can specify forms of this type to indicate the race's body parts.


== Properties ==
== Properties ==
[[File:BodyPartData.png|thumb|right]]
[[File:BodyPartData.png|thumb|right]]
* '''Skeleton Model:''' A NIF file that defines an animation skeleton.
* '''Skeleton Model:''' A NIF file that defines an animation skeleton.
* '''Ragdoll Data:'''
* '''Ragdoll Data:''' Unused. This is a Fallout leftover: you would've been able to pick a form of the (no longer used) Ragdoll type.
* '''Part Data:''' A list of body parts.
* '''Part Data:''' A list of body parts. Double-click one to edit it, and use the context menu to add or delete body parts.


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[[File:BodyPartData Body Part.png|thumb|right]]
[[File:BodyPartData Body Part.png|thumb|right]]


* '''Part Name:'''
* '''Part Name:''' A name for this body part. In Fallout, this would be used to label the body part in VATS.
* '''Part Type:''' A hardcoded body part type.
* '''Part Type:''' A hardcoded body part type, of the same variety as the values used in conditions like [[GetKillingBlowLimb]].
* '''Part Node:''' A node in the BodyPartData's animation skeleton.
* '''Part Node:''' A node in the BodyPartData's animation skeleton.
* '''VATS Target:''' A node in the BodyPartData's animation skeleton.
* '''VATS Target:''' A node in the BodyPartData's animation skeleton.
* '''Actor Value:''' Disabled. This is a Fallout leftover used to associate a "limb condition" actor value with this body part.
* '''Actor Value:''' Disabled. This is a Fallout leftover used to associate a "limb condition" actor value with this body part.
* '''Damage Mult:''' Disabled. This is a Fallout leftover used to scale incoming damage dealt by a blow to this body part.
* '''Damage Mult:''' Disabled. This is a Fallout leftover used to scale incoming damage dealt by a blow to this body part.
* '''Health Percent:''' Disabled. This is a Fallout leftover.
* '''Health Percent:''' Disabled. This is a Fallout leftover indicating how much damage (as a percentage of the actor's total health) must be dealt to this body part to cripple the associated limb.
* '''To Hit Chance:''' Disabled. This is a Fallout leftover.
* '''To Hit Chance:''' Disabled. This is a Fallout leftover indicating the base chance to hit this body part when targeting it with VATS.
* '''IK Data:'''
* '''IK Data:'''  
** '''Biped Data:'''
** '''Biped Data:'''
** '''Is Head:'''
** '''Is Head:'''
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** '''Tracking Max Angle:'''
** '''Tracking Max Angle:'''
** '''Start Node:''' A node in the BodyPartData's animation skeleton.
** '''Start Node:''' A node in the BodyPartData's animation skeleton.
* '''Pose Matching:'''
* '''Pose Matching:''' A <code>.psa</code> file used for pose matching animations. Possibly a Fallout leftover.
* '''Severable:''' Disabled. This is a Fallout leftover.
* '''Severable:''' Disabled. This is a Fallout leftover.
* '''Explodable:''' Disabled. This is a Fallout leftover.
* '''Explodable:''' Disabled. This is a Fallout leftover.
* '''Gore Effects Positioning:''' Disabled. This is a Fallout leftover.
* '''Gore Effects Positioning:''' Disabled. This is a Fallout leftover used to position blood spray particle effects relative to the body part, when the body part is severed or exploded.
 
== Notes ==
* Although a lot of the Fallout leftovers are greyed out in the Creation Kit and likely non-functional in-game, any data assigned is still stored in ESP/ESM/ESL files.
* The current function of body parts' IK Data is unknown. The data seems to be rarely used; for example, ''DefaultBodyPartData'' (for humanoids) never uses it, but ''DragonBodyPartData'' uses it for dragon heads, with settings that don't cleanly align with how this data was known to function in Fallout. (Dragons list their heads as Biped Data and Is Head, but not as Headtracking.)


[[Category:Actor]]
[[Category:Actor]]
[[Category:Character]]
[[Category:Character]]
[[Category:Object Classes]]
[[Category:Object Classes]]
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