Weapons: Difference between revisions

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558 bytes added ,  5 August
Removed fields that are no longer in the CK UI. Added links and elaborated on some fields as appropriate. Added a "Notes" section.
imported>Zebrina
m (typo)
(Removed fields that are no longer in the CK UI. Added links and elaborated on some fields as appropriate. Added a "Notes" section.)
 
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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 templated object.
*'''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:''' Not displayed in the game.
*'''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
*'''[[Keyword]]s:''' Keywords associated with this weapon
*'''Scripts:''' Scripts attached to this weapon.
*'''Scripts:''' Scripts attached to this weapon.


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*'''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 specified in the use weapons package.
*'''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.
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*'''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 magic effect.
*'''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 object.
*'''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 gamesetting).
*'''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. It's added damage. Additionally, this damage is added after armor, effectively making it bypass the target's armor.
*'''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.
*'''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 per single ammo object.
*'''# 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.
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*'''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:===
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*'''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.
*'''Reload Anim:''' The animation object used for reloading this weapon.
*'''Hand Grip:''' Determines the type of hand grip used for this weapon.
*'''Attack Anim:''' The firing animation used for this weapon.
*'''Attack Anim:''' The firing animation used for this weapon.
*'''Shell Casing:''' The name of the file used for the 3D model of the shell casing expended by 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.
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*'''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.
*'''Armor List:''' Used when a weapon requires skin geometry (i.e. WeapPowerFist).
*'''World Model:''' Used to differentiate between the world model and the model used by npcs.


===Animation===
===Animation===
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*'''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}}
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