Difference between revisions of "Base Effect"

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imported>Comte de Saint-Germain
(Added a section for specific base effects and linked the restore limb effects)
imported>JT
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Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/Magic_Effects Magic Effect]
Link to TES4 Construction Set Wiki: [http://cs.elderscrolls.com/constwiki/index.php/Magic_Effects Magic Effect]
A '''Base Effect''' is a fundamental "magic effect" in Fallout 3 that defines a particular way of modifying the player's stats or starting a script whenever the player consumes an [[Ingestible]] (food item, drug, or chemical) or is affected by an [[Actor Effect]] ("ability") or [[Object Effect]] ("enchantment").
Unlike in Oblivion, Fallout 3's base effects are very versatile, including the ability to add new effects and delete existing effects.  Fallout 3 gives the developer near-total freedom over which stats are modified by an effect.


=='''Base Effects Dialog'''==
=='''Base Effects Dialog'''==
*'''Name:''' The name of the effect.
*'''Name:''' The name of the effect.  Note that a base effect cannot be added to an effect item if it has no name.
*'''Effect Archetype:''' An effect must be based on one of the following archetypes:
*'''Effect Archetype:''' An effect must be based on one of the archetypes listed below.
*'''Assoc. Item:''' Many of they archetypes have an associated item. For example, Value Modifier uses the associated item to define which value it's modifying.
*'''Assoc. Item:''' Many of they archetypes have an associated item. For example, Value Modifier uses the associated item to define which value it's modifying.
*'''Resist value:''' The type of resistance used for this effect.  
*'''Resist value:''' The type of resistance used for this effect.  


==='''List of Existing Archetypes:'''===
Archetypes are hard-coded types that define the basic behaviour of the Base Effect.  You may select an archetype from the drop-down list.


==='''List of Existing Archetypes:'''===
There is a list of all currently existing base effects on the left side of the window, sortable by Editor ID and Name. Right-click on this list to create a New effect, Duplicate an existing effect, or Delete an existing effect.
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|Bound Item
|Bound Item
|Yes
|Yes
|Calls an associated Armor or Weapon item.
|Should theoretically call an associated Armor or Weapon item, automatically equipping it on the actor.  Unused in the default game.
|-
|-
|Chameleon
|Chameleon
|No
|No
|
|Applies a stealth field refraction shader to the affected actor proportional to the magnitude.
|-
|Concussion
|No
|Displays the concussion visuals for as long as the effect lasts.
|-
|-
|Cure Addiction
|Cure Addiction
|No
|No
|
|Should theoretically remove any addiction.  Unused in the default game.
|-
|-
|Cure Disease
|Cure Disease
|No
|No
|
|Should theoretically remove any disease.  Unused in the default game.  Because radiation is defined as a disease, this may have undesired repercussions if used.
|-
|-
|Cure Paralysis
|Cure Paralysis
|No
|No
|
|Should theoretically cancel any Paralysis effect. Unused in the default game.
|-
|-
|Cure Poison
|Cure Poison
|No
|No
|
|Should theoretically remove Poison-type effects from the actor.  Unused in the default game.
|-
|-
|Dispel
|Dispel
|No
|No
|
|Should theoretically cancel all effects affecting the actor with a cost less than the magnitude.  Unused in the default game.  Because no effects have any cost in Fallout 3, the behaviour may be undefined.
|-
|Invisibility
|No
|Should theoretically render the actor entirely invisible and immune to detection until the actor activates something.  Unused in the default game.
|-
|-
|Light
|Light
|No
|No
|
|Emits light proportional to the magnitude.  Used only by the Pip-Boy light in the default game.
|-
|-
|Lock
|Lock
|No
|No
|
|Should theoretically lock a container, setting its Lock Level equal to the magnitude.  Unused in the default game.
|-
|-
|Open
|Open
|No
|No
|
|Should theoretically unlock a container if its Lock Level is less than the magnitude.  Unused in the default game.
|-
|-
|Paralysis
|Paralysis
|No
|No
|
|Freezes the affected actor's animation, causing the actor to topple over.
|-
|-
|Script
|Script
|Yes
|Yes
|Runs a specified script
|Attaches the Assoc. Item script (which must be an effect script) to this base effect.
|-
|-
|Summon Creature
|Summon Creature
|Yes
|Yes
|Calls upon an associated creature or summonable NPC
|Should theoretically spawn a copy of an associated creature or summonable NPC.  Unused in the default game.
|-
|Value and Parts
|Yes
|Modifies an associated [[Stats List|actor value]] while simultaneously modifying all of the various body parts' condition ratings by the same value.  Used to give stimpacks their ability to heal limbs broadly or target specific limbs.  Only used with an Assoc. Item of ''Health'' in the default game, for stimpacks.  Other behaviour may be undefined.
|-
|-
|Value Modifier
|Value Modifier
|Yes
|Yes
|Modifies an associated [[Stats List|actor value]]
|Modifies an associated [[Stats List|actor value]] without affecting the body parts.  Well tested in the default game with a wide range of associated values.
|}
|}


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*'''Use Attribute:''' Allows the editor to display the attribute pull down to associate an attribute with that use of the effect.
*'''Use Attribute:''' Allows the editor to display the attribute pull down to associate an attribute with that use of the effect.
*'''Painless:''' Disabled the hit effects and pain vocalization for Hostile effects (used primarily for radiation).
*'''Painless:''' Disabled the hit effects and pain vocalization for Hostile effects (used primarily for radiation).
*'''Display Name Only:''' Certain effect archetypes will display a hard-coded expression identifying what they do when the user hovers over the item in their inventory (e.g., a Value Modifier Health base effect will display ''HP+[value]'' in the game engine for any ingestible that includes it); if this checkbox is marked, the effect will display its name instead.  Note that by default, script effects do not display any expression, but will display their name if this checkbox is marked.  If multiple script effects all have the checkbox marked, their names will be concatenated when displayed (''e.g.'', an ingestible with an "Morale" script effect and a "Satiation" script effect will include "MoraleSatiation" in its displayed effects).


==='''Sounds'''===
==='''Sounds'''===
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