Light

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Light objects provide spherical areas of illumination. They may or may not have a physical 3D object to represent them, such as a fire barrel or lamp.

Light Dialog

  • ID: Unique indentifier for this form.
  • Script: Selects the script for this object.
    • Script edit button: Opens the script for editing.
  • FOV:
  • Falloff Exponent:
  • Radius: The default radius of the light when added to the render window
  • Color: The color of the light emitted when added to the render window
  • Flicker Effect: Determines the effect used by the light; Pulse and Pulse Slow makes the light pulsate, growing brighter and dimming. Flicker and Flicker Slow gives the light a flickering effect, such as a candle would emit.
  • Flags:
    • Quest Item:
    • Random Anim Start: If checked, this object kicks off its idle animation at a random start time. This is so you can put a couple of the same animated activators in a scene and they won't be animating in sync.
    • Visible When Distant:
    • Obstacle: When checked the object will dynamically cut the navmesh in game preventing actors from walking into it.
  • Model: Displays the model for this object.
    • Edit: Chooses the model for this object.
  • Select TESSound: Sets the sound file for the object.
  • Add Destruction Data: Sets the damage states if an object is destructable.
  • This light can be carried:
    • Can Carry:
    • Off by default:
    • Name: Sets the display name.
    • Inventory image: Filename of texture (.DDS) if light can be carried in inventory. Click Edit to browse.
    • Message icon: Filename of texture (.DDS) used in HUD. Click Edit to browse.
    • Weight:
    • Time:
    • Value:

Notes

  • The "Obstacle" flag only works with NIFs that have the correct collision layer set, consult the Collision layer page for valid layer types.

See Also