Difference between revisions of "Category:Creatures"

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Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/Category:Creatures Creatures]
Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/Category:Creatures Creatures]


Creatures is a type of actor object that cannot wear armor or clothing, or appear in the Leveled NPC lists.  Unlike creature actors in Elder Scrolls IV: Oblivion, creatures in Fallout 3 have the capacity for dialog inherently built in.
Creatures are a class of actors that cannot wear armor or clothing, or appear in the Leveled NPC lists.  They have a skeletal and animation system separate from the standardized system that NPC actors use, allowing for more variation in appearance, VATS target areas, and other aspects.  However, this lack of standardization means that their selection of usable weaponry items is limited, or nonexistent, making them rely on built-in "Embedded weapons" or inherent melee attacks.  Unlike creature actors in Elder Scrolls IV: Oblivion, creatures in Fallout 3 have the capacity for dialog inherently built in to their setup.


='''Creature Window'''=
='''Creature Window'''=
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|-
|-
|Is Ghost
|Is Ghost
|The creatue is in the Ghost state, which XXX.
|The creature will not show up on your radar in the HUD.
|-
|-
|Invulnerable
|Invulnerable

Latest revision as of 10:43, 5 September 2015

Link to TES4 Construction Set Wiki: Creatures

Creatures are a class of actors that cannot wear armor or clothing, or appear in the Leveled NPC lists. They have a skeletal and animation system separate from the standardized system that NPC actors use, allowing for more variation in appearance, VATS target areas, and other aspects. However, this lack of standardization means that their selection of usable weaponry items is limited, or nonexistent, making them rely on built-in "Embedded weapons" or inherent melee attacks. Unlike creature actors in Elder Scrolls IV: Oblivion, creatures in Fallout 3 have the capacity for dialog inherently built in to their setup.

Creature Window[edit | edit source]

  • ID: Form ID of the object
  • Name: Display name for the object
  • Script: Active script for all references of this object. Select the elipses marks (...) to edit or view the script.
  • Dialogue Button: Opens a window that shows all dialogue this creature might say.
  • Preview: Mark this box to see a rendered preview of the creature to the right of the tabs.

Template Data[edit | edit source]

Each checkbox corresponds to a tab on the creature. If checked, the creature gets it's data for that tab from the creature specified in the ActorBase field.

  • Base Data does not include the Quest Item, No Knockdowns, No VATS Melee, Is Ghost, or Invulnerable flags.
  • Use Model/Animation includes the Blood, Sounds, and Destruction tabs.

Flags[edit | edit source]

Flag Function
Quest Item Creature updates more frequently. Dead body isn't removed when the cell regenerates.
Can't Open Doors Just like it sounds. If checked, the creature cannot open or pass through doors of any kind. This includes doors that actually open as well as doors that act as portals to a new places (like the door to your Megaton home).
No Low Level Processing The creature does not update its AI unless the player is in the same cell as it.
Essential The essential creature in question never dies. No special message appears when interacted with while unconscious, and may still be looted.
No Knockdowns If checked, this creature cannot be knocked down by any attack.
No VATS Melee The player cannot go into VATS with this creature if he has a melee weapon equipped.
Respawn References of this creature in the world will be recreated after three days.
Allow PC Dialogue The player may engage this creature in dialogue.
Allow Pickpocket The player may pickpocket this creature.
Is Ghost The creature will not show up on your radar in the HUD.
Invulnerable The creature is not affected by combat.

Tabs[edit | edit source]

For a description of the tabs to the right, select from below: