Difference between revisions of "Category:Objects"

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Modders with any kind of programming background may see some cause for confusion.  Terms such as "object" and "reference" have very different meanings in the [[The Elder Scrolls Construction Set|Construction Set]] than they do in the terminology of programming.  In the discussion above, the term "object" refers to something which an object-oriented programmer might be more inclined to call a "class".  What we call "creating a reference" here is analogous to "instantiating a class" in the language of OOP.  It may be helpful for programmers to see [http://www.uesp.net/wiki/Tes4Mod:Modding_Terminology#Vs._Programming_Terminology this brief article] to clear up any potential confusion of terms.
Modders with any kind of programming background may see some cause for confusion.  Terms such as "object" and "reference" have very different meanings in the [[The Elder Scrolls Construction Set|Construction Set]] than they do in the terminology of programming.  In the discussion above, the term "object" refers to something which an object-oriented programmer might be more inclined to call an instance of a "class".  What we call "creating a reference" here is analogous to "instantiating a class" in the object oriented paradigm.  It may be helpful for programmers to see [http://www.uesp.net/wiki/Tes4Mod:Modding_Terminology#Vs._Programming_Terminology this brief article] to clear up any potential confusion of terms.
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'''For specific information regarding different types of Object, see:'''
:*[[:Category:Actors|Actors]]
:*[[Glossary#I|Items]]
:*[[:Category:Leveled Lists|Leveled Lists]]
:*[[:Category:World Objects|World Objects]]


==Creating and Manipulating Objects==
==Creating and Manipulating Objects==
If you right click on an object in the [[Object Window]], a small menu pops up.
If you right click on an object in the [[Object Window]], a small menu pops up.
*'''New:''' Creates a new, blank object of that type. Many times it is safer to create a duplicate of an existing object because much of the data will be redundant. This is done by editing the object and changing its ID. When you select OK, you will be asked of you want to change this form ID or create a duplicate object.
*'''New:''' Creates a new, blank object of that type. Many times it is safer to create a duplicate of an existing object because much of the data will be redundant. This is done by selecting '''Edit''' (see below) and changing an existing object's ID. When you select '''OK''', you will be informed that you have changed the editor ID of the object, and asked if you wish to create a new Form.  Answer '''Yes'''.  This will create a new object which is an exact duplicate of the one you copied, with the new editor ID you supply.
*'''Edit:''' Same as double clicking on the object to pull up its form window.
*'''Edit:''' Same as double clicking on the object to pull up its form window.
*'''Delete:''' Removes the object and all references for it in the world.
*'''Delete:''' Removes the object and all references for it in the world.
*'''Toggle Quest Object:''' Changes the quest object status without having to pull up the form window.
*'''Toggle Quest Object:''' Changes the quest object status without having to pull up the form window.
*'''Use Info:''' A very powerful option that shows all references and direct links to the object. You can double click on a cell in the "Used in" list and it will load it in the render window with the object centered in the view.
*'''Use Info:''' A very powerful option that shows all references and direct links to the object. You can double click on a cell in the "Used in" list and it will load it in the render window with the object centered in the view.
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