Light
From GECK
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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.