Difference between revisions of "Category:Actors"

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All actor references are considered to be persistent.
All actor references are considered to be persistent.


*'''Ownership Tab:''' Meaningful for Horse creatures. Ownership is used to resolve crimes of stealing horses.It is also usefull if you want a useable type of furniture(like a bed or a chair that an NPC or the player can use) reserved only for the player, or owning NPC.E.g. you dont want a servant eating on the high king's throne, or a jailor sleeping on a prisoner's bed.
*'''Ownership Tab:''' Ownership is used in three different ways;
 
1 To tell who may legally mount the horse in question. Also modifies who the horse engages combat against as a result of friendly fire, see section 3 for more information. If the horse has no owner, it behaves normally against friendly fire, and is presumed to be usable by anyone.
 
2 To tell who may legally take or use the item in question.
 
3 To tell who this actor will never engage against in combat. In the case of creatures, not even the in-game console command 'startcombat actor' will tell the creature otherwise. The creature wont even play the weaponequip animation. All the horses that the player buys are under ownership of the player, explaining why they do not respond to friendly fire from the player. Presumably, the same is true for NPCs, though when are struck in combat, their disposition may or may not be reduced, although ownership tab may have no function for NPCs at all.


*'''Merchant Container Tab:''' Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move. As a rule, merchant containers are placed outside the geometry of the space where the player cannot activate them. They are also give "needs a key" lock level.  To prevent conflicting mod compatibility, stick items you wish to add to existing merchants in a separate container. [http://www.elderscrolls.com/forums/index.php?showtopic=329799 Merchant compatibility][[User:Marco0009|Marco0009]]
*'''Merchant Container Tab:''' Only meaningful for NPCs that buy and sell. Points to the container where items they buy will be placed. This prevents the player from burdening the NPC to the point where he can't move. As a rule, merchant containers are placed outside the geometry of the space where the player cannot activate them. They are also give "needs a key" lock level.  To prevent conflicting mod compatibility, stick items you wish to add to existing merchants in a separate container. [http://www.elderscrolls.com/forums/index.php?showtopic=329799 Merchant compatibility][[User:Marco0009|Marco0009]]

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