Difference between revisions of "Category:Actors"

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179 bytes removed ,  03:44, 26 November 2008
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imported>Relax and Play
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imported>Relax and Play
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2 To tell who may legally take or use the item in question.
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.
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.


*'''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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