Armor

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Armor is a type of item that only NPCs and the player can equip. Armor forms are used for all NPC clothing items such as jackets, glasses, hats, power armor to standard clothing like shirts.

Armor Dialog

  • ID: Unique Editor ID that can be used in scripts and can be searched in the Object Window with the "filter" bar.
  • Name: The name of the item as it appears in the user interface.
  • Script: pulldown menu, an object script applied to the item.
  • Weight: The weight of the item.
  • Unlabeled: pulldown menu, In Fallout 3 GECK, Light or Heavy are the selections and are unused. In Fallout: New Vegas GECK, Light, Medium and Heavy are the selections and control the speed penalty to the actor. The penalty is controlled by the settings fMoveMediumArmorPenalty and fMoveHeavyArmorPenalty.
  • Health: The number of hit points the item has. The more health, the slower an item will degrade.
  • AR: The Damage Resistance (DR) value. The percentage of damage resisted in a range of 0 to fMaxArmorRating (85 by default). In Fallout 3, the item must have at least 1 AR (DR) in order to be repaired by a vendor.
  • Value: Monetary value in caps.
  • Object Effect: The object effect that will be applied to the actor when they wear this armor. Note that magic effects will be applied to the actor every time they are loaded and will stack, this is an engine bug.
  • Add Destruction Data button:
  • Repair Item List: Form list of items that can be used to repair this object. Can be NONE, objects can always be repaired by items of the same type.
  • Equip Type: Specifies the type of item, this is which icon will be displayed by hot-keyed items. Note this setting has no other function.
  • Biped Model List: Specifies a form list that contains the armor addons that are a part of this armor. When the armor is equipped, so are all the addons. However, since the armor addons are not placed in the inventory directly, they don't show up in the inventory screens. Addons do not contribute weight, health, armor rating, value, biped object flags, sounds, speed penalty or scripts to the armor. They are only for 3D geometry. If an object is headwear or a hat the biped object flags need to be applied to the base armor in order to take effect.
  • Pickup Sound The TESSound form used when picking up the item.
  • Putdown Sound The TESSound form used when dropping the item.
  • DT: The Damage Threshold value. In Fallout: New Vegas, the item must have at least 1 DT to be repaired by a vendor.
  • Animation Sound Enum Template Selects the sound template the armor uses. Note that custom sound templates do not work in vanilla, this is fixed in the JIP_NVSE plugin.
  • Animation Sound Enums: Displays the Type, Chance and TESSound for the selected Animation Sound Enum Template.
  • Biped Object: Which biped object slots this item uses. This has the effect of removing other items using the same slots when equipped or hiding/using alternate hair and/or body addons.
    • Head Head slot, hides the actor's head when equipped.
    • Hair Hair slot, hides the actor's hair when equipped. Mutually exclusive with the Hat slot, use one or the other and not both.
    • UpperBody Body slot, hides the actor's body when equipped.
    • LeftHand Left Hand slot, hides the actor's Left Hand when equipped.
    • RightHand Right Hand slot, hides the actor's Right Hand when equipped.
    • Weapon Weapon slot. Possibly overrides the weapon attach node/slot (needs testing).
    • PipBoy PipBoy slot. Hides the PipBoyOff node and enables the PipBoyOn node.
    • Backpack Backpack slot, occupies the Backpack slot. Weapons with backpacks take priority over this slot.
    • Necklace Necklace slot, occupies the Necklace slot.
    • Headband Headband slot, occupies the Headband slot.
    • Hat Hat Slot, occupies the hat slot and enables the hat hair for the actors hair. Mutually exclusive with the Hair slot, use one or the other not both.
    • EyeGlasses Eye Glasses slot, occupies the Eye Glasses slot.
    • Nose Ring Nose Ring slot, occupies the Nose Ring slot.
    • Earrings Earrings slot, occupies the Earrings slot.
    • Mask Mask slot, occupies the Mask slot.
    • Choker Choker slot, occupies the Choker slot.
    • MouthObject Occupies the MouthObject slot.
    • BodyAddOn1 Occupies the BodyAddOn1 slot (possibly eyebrows, needs testing).
    • BodyAddOn2 Occupies the BodyAddOn2 slot (possibly mustache, needs testing).
    • BodyAddOn3 Occupies the BodyAddOn3 slot (possibly beard, needs testing).
  • Male: The list of icons and models used to display this object for male figures.
    • Biped Model The model for the item when equipped on an actor.
    • World Model The ground model for the item when placed or dropped in the world.
    • Icon Image The icon for the item shown in the user interface.
    • Message Icon The icon used for corner messages (unused) and the recipe menu.
  • Female: The list of icons and models used to display this object for male figures. If any field is blank, it draws from the same item in the Male list. Therefore it is only necessary to specify the items that are unique to female figures, such as the Biped Model.
    • Biped Model The model for the item when equipped on an actor.
    • World Model The ground model for the item when placed or dropped in the world.
    • Icon Image The icon for the item shown in the user interface.
    • Message Icon The icon used for corner messages (unused).
  • Ragdoll Constraint Template: Ragdoll Templates are a system of applying new Havok constraint and rigid body data to an existing skeleton. Its primary use is to modify the characteristics of the Ragdoll to reflect clothing or armor differences. Each armor piece and each character will be able to select a single Ragdoll template file. These files have the ".rdt" extension. Ragdoll templates do *not* work correctly in the Fallout 3/NV engine.

Checkboxes:

  • Quest Item: Quest items cannot be dropped from the player's inventory, and cannot be sold. Dead bodies that contain a quest item will not despawn until the item is removed.
  • Playable: Items that are not playable do not show up in the player's inventory. The player cannot equip or unequip them through Pip-Boy, though it's still possible to put them on the player through scripts or console commands.
  • Power Armor: Checked if this item is power armor. Used in conjunction with the SetPCCanUsePowerArmor function to control if the player can use power armor. Power Armor Training perk accomplishes this through Quest 'Generic' Stage 80.
  • Has Backpack: Moves the back weapon attach node outwards to prevent clipping with backpacks or the item.
  • Has Platform/Language Specific Textures: unused.
  • Modulates Voice: Checked if the item modulates the actor's voice.

Notes

  • If an armor isn't assigned any Biped Objects, the GECK will give a warning when opening the plugin. However, armor without any Biped Objects assigned to it (e.g. tokens) seem to work fine in-game.
  • Creatures cannot wear or equip armor, but can still hold the item in their inventory.

See Also