Difference between revisions of "Modding Terminology"
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Incidentally, aside from references, there is another group of records without editor ids -- and that is base records created in-game. Editor ids are really only useful to human modders, not to the CS or game engine, both of which prefer to work with formids. So, since the alchemy potions, spells, enchanted armor and weapons created in-game aren't expected to be viewed by humans, they're not assigned editor ids. | Incidentally, aside from references, there is another group of records without editor ids -- and that is base records created in-game. Editor ids are really only useful to human modders, not to the CS or game engine, both of which prefer to work with formids. So, since the alchemy potions, spells, enchanted armor and weapons created in-game aren't expected to be viewed by humans, they're not assigned editor ids. | ||
References can also have "parent" references. Parent references are | References can also have "parent" references. Parent references are used for two purposes: 1) chaining enable/disable states across the references (the appearance of Oblivion gates is controlled by such chains), and 2) linking references in a way that scripts can use (traps use this -- a trigger rope reference might have a falling log as it's parent -- the script for the rope will then trigger will react to an actor colliding with it by triggering the parent ref). Note that for enable/disable state control the parent ref really does act as a "parent", but when used in a trap, or similar situation, the flow is reversed -- it's the "child" that controls the "parent". | ||
==Base Records== | ==Base Records== |