Weapons

Навигация

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Основные

  • Enchanting: Зачарование у этого оружия (enchantment).
  • Enchantment: Емкость для зачарования. Великий камень душ дает емкость зачаровния 3000.
  • Value: Базовая стоимость оружия в золотых. Стоимость зачарования плюсуется к этой цене.
  • Template: При заполнении этого поля, все значения кроме Name, Enchanting, Enchantment, и скриптов будут наследованы с объекта-шаблона.
  • Skill: Навык, связанный с этим оружием.
  • Equip Type: Сколько рук нужно для для использования этого оружия (1-2).
  • Damage per second: Рассчитанное значение урона в секунду
  • Description: Описание не отображается в игре.
  • Keywords: Ключевые слова для этого оружия
  • Scripts: Скрипты, прицепленные к этому оружию.

Флажки

  • 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: Не используется.
  • Automatic: Не применяется.
  • 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.
  • 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: Доступно для использовния магического эффекта призванного оружия.

Вкладка Game Data

  • Weight: The weight of the object.
  • Reach: For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a gamesetting).
  • 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.

Range

  • 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:

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.

Вкладка Art и Sound

  • 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 effects 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.
  • 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 (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 payed on picking up the weapon
  • Putdown Sound: Sound file played when the weapon is put down.

Model

  • 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.
  • 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

  • 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:

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.

Вкладка Rumble

  • 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.