Body Part

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BodyPart Dialog

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.