Body Part
From GECK
Description
Body Parts can be added to BodyPartData objects.
- Part Name: Display name of the part.
- Part Type: The assigned type of body part.
- Part Node: The specific bone (node) that the body part is attached to.
- VATS Target: The bone (node) that is used by VATS to identify this part.
- Actor Value: The actor value that will be affected when this body part is reduced to zero. Note that Body Parts are "grouped" in VATS by Actor Value.
- Damage Mult: The damage multiplier used for damage done to this body part.
- Health Percent: The percentage of the actor's total health at which that body part becomes crippled.
- To Hit Chance: The base percentage change to hit this body part target in VATS.
- IK Data: If checked, sets up the Inverse Kinematics per body part.
- Biped Data: Checked if body part is used for movement, typically for two-legged actors.
- Is Head: Checked if body part is the head.
- Headtracking: Checked if the head will turn towards its target.
- Tracking Max Angle: This is the maximum angle the actor will turn its head to look at something.
- Start Node: The Base Node of this part in the skeleton.
- Pose Matching: path to the .psa file to use for the death pose.
- Severable: If checked, body part can be severed from body.
- Explosion Type: The EditorID of the assigned explosion when body part is severed.
- Generic Debris: The EditorID of the assigned debris when body part is severed.
- Debris Count: Number of debris to appear when the severing takes place.
- Debris Scale: Scale of debris when the severing takes place.
- Blood Spurt/Decal ImpactDataSet: The EditorID of the assigned blood spout when body part is severed.
- Decal Count: Number of decals to appear when severing takes place.
- Explodable: If checked, body part can explode.
- Explosion Chance %: The possibility that the body part will explode.
- Absolute: If checked, the explosion chance is absolute.
- Limb Replacement: Path to limb model placed when body part explodes.
- Limb Replacement Scale: Scale of limb replacement part placed when body part explodes.
- Explosion Type: Editor ID of the assigned explosion when body part explodes.
- Generic Debris: Editor ID of the assigned debris when body part explodes.
- Debris Count: Number of debris to appear when explosion takes place.
- Debris Scale: Scale of debris when explosion takes place.
- Blood Spurt/Decal ImpactDataSet: The EditorID of the assigned blood spout when body part explodes.
- Decal Count: Number of decals to appear when explosion takes place.
- Gore Effects Positioning:
- Target Bone: Skeletal node which the blood spout originates from when severed or exploded.
- Local Translate: X,Y,Z translation of the blood spurt relative to the Target Bone.
- Local Rotate: X,Y,Z rotation of the blood spurt relative to the Target Bone.