298
edits
imported>Zebrina m (typo) |
DavidJCobb (talk | contribs) (Removed fields that are no longer in the CK UI. Added links and elaborated on some fields as appropriate. Added a "Notes" section.) |
||
| Line 1: | Line 1: | ||
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. | |||
==General== | ==General== | ||
*'''Enchanting:''' The enchantment attached to this weapon. | *'''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. | *'''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. | *'''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:''' 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. | *'''Skill:''' The skill associated to this weapon. | ||
*'''Equip Type:''' Which hands are needed to wield this weapon. | *'''[[Equip Type]]:''' Which hands are needed to wield this weapon. | ||
*'''Damage per second:''' Calculated value. | *'''Damage per second:''' Calculated value. | ||
*'''Description:''' | *'''Description:''' Text displayed in the inventory menu, as part of the "item card" for this weapon. Overrides any text supplied by its enchantment. | ||
*''' | *'''[[Keyword]]s:''' Keywords associated with this weapon | ||
*'''Scripts:''' Scripts attached to this weapon. | *'''Scripts:''' Scripts attached to this weapon. | ||
| Line 16: | Line 18: | ||
*'''Automatic:''' Not applicable. | *'''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. | *'''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 | *'''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. | *'''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. | *'''No Jam After Reload:''' Not applicable. | ||
| Line 23: | Line 25: | ||
*'''Playable:''' Player can see it in another actors inventory. If not marked, the weapon is invisible to the player and cannot be used. | *'''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. | *'''Player Only:''' NPCs will not use this weapon. They will not pick it up either. | ||
*'''Bound Weapon:''' Available for use in the | *'''Bound Weapon:''' Available for use in the Bound Weapon [[Magic Effect|magic effect]] archetype. | ||
==Game Data Tab== | ==Game Data Tab== | ||
*'''Weight:''' The weight of the | *'''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 | *'''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. | *'''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 | *'''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 | *'''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. | *'''On Death:''' If checked, critical effect is only applied when the target is killed. | ||
*'''Damage:''' Damage this weapon does. | *'''Damage:''' Damage this weapon does. | ||
*'''# Projectiles:''' Number of | *'''# Projectiles:''' Number of [[projectile]]s per single [[ammo]] object. | ||
*'''Base VATS To-Hit Chance:''' Not applicable. | *'''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. | *'''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. | ||
| Line 42: | Line 44: | ||
*'''Min Range:''' Tells combat AI they don't need to be closer than this value. | *'''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. | *'''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. | *'''Range Is Fixed''' Tells the combat AI not to use [[Combat Style|combat style]] multipliers for this weapon. | ||
===Embedded Weapon:=== | ===Embedded Weapon:=== | ||
| Line 52: | Line 54: | ||
*'''Inventory image:'''The image the weapon is identified with in inventory. | *'''Inventory image:'''The image the weapon is identified with in inventory. | ||
*'''Message Icon:'''The icon that appears on aquiring the weapon. | *'''Message Icon:'''The icon that appears on aquiring the weapon. | ||
*'''Projectile:''' The projectile object used by the weapon, found in the Miscellaneous list. | *'''[[Projectile]]:''' The projectile object used by the weapon, found in the Miscellaneous list. | ||
*'''[[ImpactDataSet|Impact Data Set]]:''' Determines how this weapon affects different material types. | *'''[[ImpactDataSet|Impact Data Set]]:''' Determines how this weapon affects different material types. | ||
*'''Attack Anim:''' The firing animation used for this weapon. | *'''Attack Anim:''' The firing animation used for this weapon. | ||
*'''Attack Sound:''' The sound made by this weapon when it is fired. | *'''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 Sound (First Person):''' Determines the sound file used in first person attacks with this weapon. | ||
| Line 64: | Line 63: | ||
*'''Detection Sound Level:''' Volume of weapon as it is fired. | *'''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. | *'''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 | *'''Pickup Sound:''' Sound file played on picking up the weapon. | ||
*'''Putdown Sound:''' Sound file played when the weapon is put down. | *'''Putdown Sound:''' Sound file played when the weapon is put down. | ||
===Model=== | ===Model=== | ||
*'''Model:''' The model used for this weapon when it appears in the world or in use by NPCs. | *'''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. | *'''1st Person Model Object:''' The [[weapon model object]] used for this weapon for the first person perspective. This is a [[Static]] form. | ||
===Animation=== | ===Animation=== | ||
| Line 91: | Line 88: | ||
*'''Right motor strength:''' Sets the rumble strength for the right 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. | *'''Duration:''' Sets the duration for the controller to rumble. | ||
== Notes == | |||
* 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. | |||
{{languages|Weapons}} | {{languages|Weapons}} | ||
edits