PSA: This article was written in June of 2022 when I knew less, and even then it was more of a rough draft. Contact me directly for explanation/help with config.txt.
ON HOW TO USE
SKYUI'S CONFIG.TXT
I'm making this article as an attempt to provide some documentation for modifying SkyUI's config.txt. Very little information about how to use the config is available, and most of that information is from scattered mod authors minor edits to the config. I would like to provide a detailed account of how SkyUI's config works as what I know about it took a lot of time and effort to acquire, and I would like to make it easier on all of you.
Any text after a ; (semicolon) is "commented out" meaning the rest of that line is ignored. This is a good way to leave notes or create separators.
Examples:
In these examples any text in yellow is commented out.
Example 1:
; ===============
; COLUMNS
; ===============
Example 2:
quantityMenu.minCount = 6 ; Number of items required to trigger quantity dialog. 0 is disabled
Options that are configurable in the in-game MCM will overwrite the values defined in config.txt. I could be mistaken, but I believe due to how SkyUI is written, any variables that are configurable in the MCM render changing those same values in config.txt completely redundant. I'm pretty sure they aren't used at all.
config.txt is seperated into 7 sections. They start with [SectionName] and end with the next [SectionName]. Certain options need to configured in certain sections to work properly. Any variables you create can only be called within the section they are defined.
You can create a variable like so: vars.variableName.value = VALUE, replacing variableName with the name of your custom variable, and VALUE with the number, boolean, or other value for your variable. Ex: vars.testVar.value = true.
If you want to set the value to a string, you need to use apostrophes (' '). Ex: vars.testVar.value = 'Dawnbreaker'.
If you want to set the value to a series of values, you need to use greater-than and less-than signs (< >). Ex: vars.testVar.value = <0, 4, 4, 0>.
[Input] is the 1st section of the config.
This section allows you to change the input keybinds of certain inventory actions. The values are formatted in DirectX ScanCodes which are listed here.
At least the keyboard controls are configurable in the MCM. I've never used Skyrim with a controller, so I'm not sure about the gamepad controls.
controls.pc.search = 57 ; SPACE
controls.pc.switchTab = 56 ; ALT
controls.pc.equipMode = 42 ; LSHIFT
controls.gamepad.switchTab = 271 ; BACK
controls.gamepad.prevColumn = 274 ; LEFT_SHOULDER
controls.gamepad.nextColumn = 275 ; RIGHT_SHOULDER
controls.gamepad.sortOrder = 272 ; LEFT_THUMB
[SearchBox] is the 2nd section of the config.
This section relates to the search filter in the upper right hand hand corner of the inventory.
It only seems to contain variables which should probably be left as default, rendering this section redundant.
autoupdate.enable = true
autoupdate.delay = 0
[ItemInfo] is the 3rd section of the config.
This section relates to the item card, which is the information that appears of the right half of your screen in the inventory.
All these variables are also configurable in the MCM, rendering this section redundant.
itemcard.align = center
itemcard.xOffset = -35
itemcard.yOffset = 0
[ItemList] is the 4th section of the config.
It only contains 1 variable, which controls the minimum number of items required to trigger quantity dialog.
This variable is also configurable in the MCM, rendering this section redundant.
quantityMenu.minCount = 6 ; Number of items required to trigger quantity dialog. 0 is disabled
[Appearance] is the 5th section of the config.
This is probably the first section you may want to modify. The Appearance Section includes 4 things.
1: The links to the .swf files that contain the icons for the category and item/magic icons. You probably shouldn't change these.
icons.category.source = 'skyui/icons_category_psychosteve.swf'
icons.item.source = 'skyui/icons_item_psychosteve.swf'
2: The option to disable icon colors, making them all the default icon color. If this is set to false, you will still have gray for heavy armor, pink for gems, red for fire resistance potions, etc.
icons.item.noColor = false
3: The option to disable the little red hand icon that appears after an item's name if it is stolen.
icons.item.showStolen = true
4: Options to change the text colors for various scenarios. These values will likely the main difference between menu skin replacers like Dear Diary, Dear Diary Dark Mode, SkyUI The Adventurer's Theme, and default SkyUI values.
colors.text.enabled = 0xffffff
colors.stolen.enabled = 0xffffff
colors.negative.enabled = 0xff0000
colors.text.disabled = 0x4c4c4c
colors.stolen.disabled = 0x4c4c4c
colors.negative.disabled = 0x800000
Here are the text color values from several mods for reference.
Default SkyUI:
colors.text.enabled = 0xffffff
colors.stolen.enabled = 0xffffff
colors.negative.enabled = 0xff0000
colors.text.disabled = 0x4c4c4c
colors.stolen.disabled = 0x4c4c4c
colors.negative.disabled = 0x800000
Dear Diary:
colors.text.enabled = 0x141414
colors.stolen.enabled = 0x141414
colors.negative.enabled = 0x780000
colors.text.disabled = 0x550000
colors.stolen.disabled = 0x550000
colors.negative.disabled = 0x800000
Dear Diary Dark Mode (White Text):
colors.text.enabled = 0xffffff
colors.stolen.enabled = 0xffffff
colors.negative.enabled = 0xee0000
colors.text.disabled = 0x4c4c4c
colors.stolen.disabled = 0x4c4c4c
colors.negative.disabled = 0x700000
Dear Diary Dark Mode (Warm Text):
colors.text.enabled = 0xffcc99
colors.stolen.enabled = 0xffcc99
colors.negative.enabled = 0xee0000
colors.text.disabled = 0x4c4c4c
colors.stolen.disabled = 0x4c4c4c
colors.negative.disabled = 0x700000
SkyUI The Adventurer Theme:
colors.text.enabled = 0x431111
colors.stolen.enabled = 0x431111
colors.negative.enabled = 0x431111
colors.text.disabled = 0x431111
colors.stolen.disabled = 0x431111
colors.negative.disabled = 0x431111
[ListLayout] is the 6th section of the config.
This section contains all of the configurable information for the columns. This includes which columns exist, which are enabled by default, how they are sorted, and much much more.
Columns is the 1st part of [ListLayout].
Sections:
It starts with some defaults that will be used for the columns unless specified otherwise.
defaults.entry.textFormat controls the text formatting for the entry. The entry is the value that appears under the label for each item. Ex: Dawnbreaker, 12, Ingredient.
defaults.label.textFormat controls the text formatting for the label. The label is the name of the column. Ex: Name, Type, Weight.
vars.a_textBorder.value = <0, 0, 1.1, 0> ; left right top bottom
vars.n_iconSize.value = 18
defaults.entryWidth = 530
; Default text format defaults -------------------------------------------------------
defaults.entry.textFormat.font = '$EverywhereMediumFont'
defaults.entry.textFormat.align = right
defaults.entry.textFormat.bold = false
defaults.entry.textFormat.italic = false
defaults.entry.textFormat.underline = false
defaults.entry.textFormat.size = 14
defaults.entry.textFormat.letterSpacing = 0.8
defaults.entry.textFormat.kerning = false
defaults.entry.textFormat.leftMargin = 0
defaults.entry.textFormat.rightMargin = 0
defaults.entry.textFormat.indent = 0
defaults.entry.textFormat.leading = 0
defaults.label.textFormat.font = '$EverywhereMediumFont'
defaults.label.textFormat.align = right
defaults.label.textFormat.bold = false
defaults.label.textFormat.italic = false
defaults.label.textFormat.underline = false
defaults.label.textFormat.size = 12
defaults.label.textFormat.letterSpacing = 0.8
defaults.label.textFormat.kerning = false
defaults.label.textFormat.leftMargin = 0
defaults.label.textFormat.rightMargin = 0
defaults.label.textFormat.indent = 0
defaults.label.textFormat.leading = 0
Next is the Equip Icon Column with type = EQUIP_ICON. This is the column that shows the icon to the left of the inventory when you have an item or spell equipped.
; EQUIP ICON COLUMN -------------------------------------------------------
columns.equipColumn.type = EQUIP_ICON
columns.equipColumn.passive = true
columns.equipColumn.states = 1
columns.equipColumn.indent = -28
columns.equipColumn.icon.size = n_iconSize
columns.equipColumn.border = <0, 10, 3, 3> ; left right top bottom
columns.equipColumn.state1.label.text = ' '
Then we have the Icon Column(s) with type = ITEM_ICON. This is the column that shows the item/magic icons like Helmet, Ingredient, Misc, etc. If this column is set as the primary column in the Views section (more on that later) it will be the column that is selected by default when you open your inventory, and thus the one you would want the change the sorting attributes for. This would be what you would modify to change the default sorting order. I will touch on how to change sortAttributes later.
; ICON COLUMN (ITEM) -------------------------------------------------------
columns.iconColumn.type = ITEM_ICON
columns.iconColumn.states = 2
columns.iconColumn.icon.size = n_iconSize
columns.iconColumn.border = <0, 3, 3, 3> ; left right top bottom
columns.iconColumn.state1.label.text = ' '
columns.iconColumn.state1.label.arrowDown = false
columns.iconColumn.state1.sortAttributes = <isEquipped, type, formType, subType, weightClass, bipedSlots, material, infoDamage, infoBaseDamage, infoReach, infoSpeed, infoStagger, infoArmor, actorValue, resistance, magnitude, duration, text>
columns.iconColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.iconColumn.state2.label.text = ' '
columns.iconColumn.state2.label.arrowDown = true
columns.iconColumn.state2.sortAttributes = <isEquipped, type, formType, subType, weightClass, bipedSlots, material, infoDamage, infoBaseDamage, infoReach, infoSpeed, infoStagger, infoArmor, actorValue, resistance, magnitude, duration, text>
columns.iconColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | CASEINSENSITIVE}, {DESCENDING | CASEINSENSITIVE}, {DESCENDING | NUMERIC}, {DESCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {ASCENDING | NUMERIC}, {DESCENDING | CASEINSENSITIVE}>
Next are the Name Column(s) with type = NAME. This column shows the main entry for an item, the name. Ex: Iron Sword, Broom, Flames, etc.
columns.magicNameColumn.type = NAME
columns.magicNameColumn.name = '$NAME'
columns.magicNameColumn.states = 2
columns.magicNameColumn.weight = 1.0
columns.magicNameColumn.border = a_textBorder
columns.magicNameColumn.label.textFormat.align = left
columns.magicNameColumn.hidden = false
columns.magicNameColumn.state1.label.text = '$NAME'
columns.magicNameColumn.state1.label.arrowDown = false
columns.magicNameColumn.state1.entry.text = @text
columns.magicNameColumn.state1.sortOptions = {ASCENDING | CASEINSENSITIVE}
columns.magicNameColumn.state2.label.text = '$FAVORITE'
columns.magicNameColumn.state2.label.arrowDown = false
columns.magicNameColumn.state2.entry.text = @text
columns.magicNameColumn.state2.sortAttributes = <favorite, text>
columns.magicNameColumn.state2.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.magicNameColumn.state2.playerOnly = true
Lastly, are the rest of the columns with type = TEXT. This type is what you will use for almost all columns. Ex: Subtype, Value, Damage, School, etc.
; WEIGHT COLUMN -------------------------------------------------------
columns.weightColumn.type = TEXT
columns.weightColumn.name = '$WEIGHT'
columns.weightColumn.states = 2
columns.weightColumn.width = 0.06
columns.weightColumn.border = a_textBorder
columns.weightColumn.hidden = false
columns.weightColumn.state1.label.text = '$WGT'
columns.weightColumn.state1.label.arrowDown = true
columns.weightColumn.state1.entry.text = @infoWeight
columns.weightColumn.state1.sortAttributes = <infoWeight, text>
columns.weightColumn.state1.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.weightColumn.state2.label.text = '$WGT'
columns.weightColumn.state2.label.arrowDown = false
columns.weightColumn.state2.entry.text = @infoWeight
columns.weightColumn.state2.sortAttributes = <infoWeight, text>
columns.weightColumn.state2.sortOptions = <{ASCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
SPECIFIC EXPLANATIONS:
Code:
columns.columnName.type = VALUE
Known Valid Values:
"VALUE": EQUIP_ICON, ITEM_ICON, NAME, TEXT.
Explanation:
type controls the type of column, as explained above. You should use TEXT in most cases.
Code:
columns.columnName.name = '$STRING'
Known Valid Values:
"$STRING": Any string that is defined in the translation file. Ex: '$NAME', '$WEIGHT', etc.
Explanation:
name defines the text of the label that shows up when you click the settings gear in the upper right hand corner of your inventory to enable or disable certain columns.
Code:
columns.columnName.states = NUMBER
Known Valid Values:
"NUMBER": any number greater than or equal to 1 that you also define states for.
Explanation:
states controls the number of times you can click of a column to sort by it. Whatever number you choose, you will need to define additional information for each state.
Code:
columns.columnName.state#.label.text = '$STRING'
Known Valid Values:
"$STRING": any string that is defined in the translation file. Ex: '$ARM', '$WGT', etc.
Explanation:
state#.label.text defines the text of the label that shows up in the header area at the top of the inventory. This is where you would put the shortened text so that more columns can easily fit on your screen.
Code:
columns.columnName.state#.label.arrowDown = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false, (or 1 or 0).
Explanation:
state#.label.arrowDown controls if the little arrow next to the label you have highlighted points up or down. The arrow will point up if the value is false, which should be used for sorting A-Z or 1-9. The arrow will point down if the value is true, which should be used for sorting Z-A or 9-1.
Code:
columns.columnName.state#.entry.text = @attribute
Known Valid Values:
"attribute": See Attribute List.
Explanation:
state#.entry.text defines the value that shows up in the entry for that column. SkyUI gets a certain value from an item and places it in the entry for that column. Ex: @text, @subTypeDisplay, @infoArmor.
Code:
columns.columnName.state#.sortAttributes = <attribute, attribute, attribute>
columns.columnName.state#.sortOptions = <{SORTORDER | SORTTYPE}, {SORTORDER | SORTTYPE}, {SORTORDER | SORTTYPE}>
Known Valid Values:
"attribute": See Attribute List.
"SORTORDER": ASCENDING, DESCENDING.
"SORTTYPE": NUMERIC, CASEINSENSITIVE, (also CASESENSITIVE, probably).
Explanation:
state#.sortAttributes and state#.sortOptions control the sorting order when a column is selected and in that state. sortAttributes is a list of at least 1 attribute of an entry to sort by. Priority is from left to right: entries are sorted by attribute1, then attribute2, then attribute3, etc. sortOptions provides mandatory information about how to sort each attribute. You need an a value ({SORTORDER | SORTTYPE}) in sortOptions for each value (attribute) in sortAttributes. ASCENDING sorts from A-Z or 1-9. DESCENDING sorts from Z-A or 9-1. I haven't done much testing with SORTTYPE, but NUMERIC should probably be used when sorting numeric values like infoDamage or boolean values like isEquipped, whereas CASEINSENSITIVE should be used only when sorting specifically alphabetical values like text or infoSchoolName. I would assume CASESENSITIVE would also be a valid value if you can think of a reason to use that.
Code:
columns.columnName.state#.playerOnly = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
state#.playerOnly should make the state only show up in the player inventory. This state wouldn't be selectable in menus like containers if I understand it correctly. Ex: playerOnly is used in the itemName column for the stolen state, so you should only be able to sort by stolen in your own inventory.
columns.itemNameColumnDefault.state3.label.text = '$STOLEN'
columns.itemNameColumnDefault.state3.label.arrowDown = false
columns.itemNameColumnDefault.state3.entry.text = @text
columns.itemNameColumnDefault.state3.sortAttributes = <isStolen, text>
columns.itemNameColumnDefault.state3.sortOptions = <{DESCENDING | NUMERIC}, {ASCENDING | CASEINSENSITIVE}>
columns.itemNameColumnDefault.state3.playerOnly = true
Code:
columns.columnName.border = VALUE
Known Valid Values:
"VALUE": a_textBorder, <#, #, #, #>.
Explanation:
I haven't looked into what exactly border does, but you should include the default value border = a_textBorder. a_textBorder is a variable that by default is set to <0, 0, 1.1, 0>. The other option is to use a custom list of 4 numbers, <left, right, top, bottom>. Ex: equipColumn.border = <0, 10, 3, 3>, iconColumn.border = <0, 3, 3, 3>.
Code:
columns.columnName.width = DECIMAL
Known Valid Values:
"DECIMAL": any number. Ex: 0.14, 0.06.
Explanation:
width controls the width of the column. Default values used range from 0.06 to 0.4 depending on how much text needs to fit in the entry and how many columns need to fit in a view.
Code:
columns.columnName.weight = DECIMAL
Known Valid Values:
"DECIMAL": any number. Ex: 1.0.
Explanation:
I'm also not completely sure what this does, but it's only used in the name columns. itemNameColumn.type = NAME, itemNameColumn.weight = 1.0.
Code:
columns.columnName.hidden = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
hidden controls whether or not a column is visible by default. You can use the settings gear in the upper right hand corner of the inventory to turn columns on and off, and once you save the game, your visible columns settings are saved for that save game. hidden = true just makes that column unchecked by default.
Code:
columns.columnName.passive = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
I'm not completely sure what this does, but if I had to guess, passive = true makes it so you can't select a column. It's only used for the equip icons column by default: columns.equipColumn.passive = true.
Code:
columns.columnName.indent = NUMBER
Known Valid Values:
"NUMBER": any positive or negative number. Ex: 0 , -28.
Explanation:
indent controls how far left or right the column is indented.
Code:
columns.columnName.icon.size = NUMBER
Known Valid Values:
"NUMBER": n_iconSize, any number. Ex: 18.
Explanation:
icon.size controls the size of the icon. n_iconSize is a variable that by default is set to 18.
Code:
textFormat.font = '$FONT'
Known Valid Values:
"$FONT": Fonts defined in the font config file. See Fonts List. Ex: '$EverywhereMediumFont'.
Explanation:
font controls the font of the text. It should be able to be set to any font that is defined in the font config file (/data/interface/fontconfig.txt).
Code:
textFormat.align = ALIGNMENT
Known Valid Values:
"ALIGNMENT": left, center, or right.
Explanation:
align controls the alignment of the text.
Code:
textFormat.color = COLOR
Known Valid Values:
"COLOR": a hex color between 0x000000 and 0xFFFFFF. Ex: 0xFFE044.
Explanation:
color controls the color of the text.
Code:
textFormat.bold = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
bold controls whether the text is bold or not.
Code:
textFormat.italic = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
italic controls whether the text is italic or not.
Code:
textFormat.underline = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
underline controls whether the text is underlined or not.
Code:
textFormat.size = NUMBER
Known Valid Values:
"NUMBER": any number. Ex: 12, 14.
Explanation:
size controls the size of the text.
Code:
textFormat.letterSpacing = DECIMAL
Known Valid Values:
"DECIMAL": any number. Ex: 0.8.
Explanation:
letterSpacing controls the spacing between letters.
Code:
textFormat.kerning = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
kerning affects the horizontal spacing between letters. Google "kerning" for more info.
Code:
textFormat.leftMargin = NUMBER
Known Valid Values:
"NUMBER": any number. Ex: 0.
Explanation:
Not sure how exactly the margins work. They are set to 0 by default.
Code:
textFormat.rightMargin = NUMBER
Known Valid Values:
"NUMBER": any number. Ex: 0.
Explanation:
Not sure how exactly the margins work. They are set to 0 by default.
Code:
textFormat.indent = NUMBER
Known Valid Values:
"NUMBER": any positive or negative number. Ex: 0 , -28.
Explanation:
indent controls how far left or right the column is indented.
Code:
textFormat.leading = NUMBER
Known Valid Values:
"NUMBER": any number. Ex: 0.
Explanation:
leading affects the vertical spacing between lines. Google "leading text" for more info.
Code:
---
Known Valid Values:
---
Explanation:
---
Views is the 2nd part of [ListLayout].
A view is the combination of a bunch of columns to use for certain tabs. This controls which columns are available for the All tab, Weapons tab, Misc tab, etc.
Code:
views.viewName.primaryColumn = columnName
Known Valid Values:
"columnName": any column variable defined in Columns.
Explanation:
primaryColumn controls which column is selected by default when you navigate to a tab in your inventory.
Code:
views.viewName.columns = <columnName, columnName, columnName>
Known Valid Values:
"columnName": any column variable defined in Columns.
Explanation:
columns controls which columns are available when selecting a tab that uses that view.
Code:
views.viewName.category = <Inventory.FILTERFLAG_FILTER, Inventory.FILTERFLAG_FILTER>
Known Valid Values:
"FILTERFLAG_FILTER": See Category FilterFlag List. Ex: Inventory.FILTERFLAG_INV_ARMOR.
Category FilterFlag List:
Can be found here: src/common/skyui/defines/Inventory.as.
When using, prepend with "Inventory."
FILTERFLAG_INV_ALL
FILTERFLAG_INV_FAVORITES
FILTERFLAG_INV_WEAPONS
FILTERFLAG_INV_ARMOR
FILTERFLAG_INV_POTIONS
FILTERFLAG_INV_SCROLLS
FILTERFLAG_INV_FOOD
FILTERFLAG_INV_INGREDIENTS
FILTERFLAG_INV_BOOKS
FILTERFLAG_INV_KEYS
FILTERFLAG_INV_MISC
FILTERFLAG_CONTAINER_ALL
FILTERFLAG_CONTAINER_WEAPONS
FILTERFLAG_CONTAINER_ARMOR
FILTERFLAG_CONTAINER_POTIONS
FILTERFLAG_CONTAINER_SCROLLS
FILTERFLAG_CONTAINER_FOOD
FILTERFLAG_CONTAINER_INGREDIENTS
FILTERFLAG_CONTAINER_BOOKS
FILTERFLAG_CONTAINER_KEYS
FILTERFLAG_CONTAINER_MISC
FILTERFLAG_MAGIC_ALL
FILTERFLAG_MAGIC_FAVORITES
FILTERFLAG_MAGIC_ALTERATION
FILTERFLAG_MAGIC_ILLUSION
FILTERFLAG_MAGIC_DESTRUCTION
FILTERFLAG_MAGIC_CONJURATION
FILTERFLAG_MAGIC_RESTORATION
FILTERFLAG_MAGIC_SHOUTS
FILTERFLAG_MAGIC_POWERS
FILTERFLAG_MAGIC_ACTIVEEFFECTS
FILTERFLAG_ENCHANTING_ITEM
FILTERFLAG_ENCHANTING_DISENCHANT
FILTERFLAG_ENCHANTING_ENCHANTMENT
FILTERFLAG_ENCHANTING_SOULGEM
FILTERFLAG_CRAFT_JEWELRY
FILTERFLAG_CRAFT_FOOD
FILTERFLAG_CRAFT_MISC
FILTERFLAG_CUST_CRAFT_ALL
FILTERFLAG_CUST_CRAFT_WEAPONS
FILTERFLAG_CUST_CRAFT_AMMO
FILTERFLAG_CUST_CRAFT_ARMOR
FILTERFLAG_CUST_CRAFT_JEWELRY
FILTERFLAG_CUST_CRAFT_FOOD
FILTERFLAG_CUST_CRAFT_MISC
FILTERFLAG_CUST_ALCH_INGREDIENTS
FILTERFLAG_CUST_ALCH_GOOD
FILTERFLAG_CUST_ALCH_BAD
FILTERFLAG_CUST_ALCH_OTHER
Explanation:
category filters which types of records use that view. If category is not defined on a view, it defaults to all records.
Layouts is the 3rd part of [ListLayout].
Layouts are the combination of views (which are combinations of columns), which are actually shipped out to be used by the game.
Code:
layouts.layoutName.name = 'STRING'
Known Valid Values:
"STRING": any string.
Explanation:
I don't know if the name is actually used anywhere or if it is just for the user to easily identify what the layout is used for.
Code:
layouts.layoutName.views = <viewName, viewName, viewName>
Known Valid Values:
"viewName": any view variable defined in Views.
Explanation:
views controls which views are actually used by the game. I don't know if you can create new layouts or just modify the default ones. The order of views (left to right) decides which views take priority.
For example, armorView has a category filter of FILTERFLAG_INV_ARMOR and FILTERFLAG_CONTAINER ARMOR, and defaultItemView has no category filters. A layout of layouts.itemListLayout.views = <armorView, defaultItemView> would have a specific set of columns when in the Armor tab, but all other item tabs would default back to defaultItemView's columns. If the layout was set up like this: layouts.itemListLayout.views = <defaultItemView, armorView>, since defaultItemView doesn't have any filters, it would override any views that come after it, meaning all tabs would use the columns defined by defaultItemView and armorView wouldn't be used.
[Properties] is the 7th and last section of the config.
This is one of the most powerful and complicated sections of the config. It allows you to overwrite various properties or attributes of an item or spell/effect. These are the same attributes that appear in the entries of columns and can be used to sort those columns.
Just like [ListLayout], [Properties] works by allowing you to set a bunch of variables which are compacted into a few specific variables that are sent to the game to be used. For [Properties] these special variables are: itemProperties, itemIcons, itemCompoundProperties, magicProperties, magicIcons, and magicCompoundProperties.
The difference between itemProperties and magicProperties is pretty simple. itemProperties is used to set the properties of armor, weapons, misc items, potions, etc. magicProperties is used to set the properties of spells, powers, shouts, magic effects, etc. This is the same for all of the item/magic variables.
There doesn't seem to be any difference between how the game handles itemProperties and itemIcons. You can use them the exact same way. Just think of them as itemProps1 and itemProps2. I haven't found a good reason to use 2 property variables yet, but there might be an advantage besides organization.
itemCompoundProperties and magicCompoundProperties are unique from the other 4 variables. I'm not exactly sure how or why to use them yet. Until I look into them more, here's some fragments of code/information I've gathered in this spoiler.
; Set Compound Properties -------------------------------------------------------
; Set properties that are a combination of other properties, used for icon column sorting
; By changing concatenateList you can change your icon column sorting.
; For example compoundProps.armorTotalSort.concatenateList = <'formType', 'weightClass', 'subType', 'material'>
; will put all heavy armor together and then sort by body/head/etc vs the default of putting all body/head/etc
; together and then sorting by weight class.
; Compound Properties ----------------------------------------------
; itemCompoundProperties
; magicCompoundProperties
compoundProps.itemCompoundGroup.propertyToSet = 'mySortProperty'
compoundProps.itemCompoundGroup.filter = ...
compoundProps.itemCompoundGroup.concatenateList = <'type', 'formType', ...>
compoundProps.itemCompoundGroup.defaultValues = <'type': undefined, 'formType': undefined, ...>
itemCompoundProperties = <'itemCompoundGroup', ...>
compoundProps.magicCompoundGroup.propertyToSet = 'mySortProperty'
compoundProps.magicCompoundGroup.filter = ...
compoundProps.magicCompoundGroup.concatenateList = <'type', 'formType', ...>
compoundProps.magicCompoundGroup.defaultValues = <'type': undefined, 'formType': undefined, ...>
magicCompoundProperties = <'magicCompoundGroup', ...>
Code:
props.itemGroupName.propertiesToSet = <'attribute', 'attribute'>
Known Valid Values:
"attribute": See Attribute List.
Explanation:
propertiesToSet shows which properties you are setting in that group variable. It does not seem to be necessary to list all attributes you wish to set to be able to properly set them, but it's probably good practice to list them anyways.
Code:
props.itemGroupName.filter = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"attribute": See Attribute List. Ex: 'formType'.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List. Ex: Form.TYPE_ARMOR.
Explanation:
filter allows you to filter a group variable to a specific subset of items. Ex: props.armorIcon.filter = <'formType': Form.TYPE_ARMOR>.
Code:
props.itemGroupName.keywords.keywordName = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"keywordName": any keyword. Ex: VendorItemFirewood, WAF_MaterialChitin.
"attribute": See Attribute List.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List.
Explanation:
keywords allows you to set properties based on a keyword.
Code:
props.itemGroupName.dataMember#.filter = <'attribute': VALUE, 'attribute': VALUE>
props.itemGroupName.dataMember#.set = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"attribute": See Attribute List.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List.
Explanation:
dataMember# allows you to set properties based on other properties.
Code:
props.itemGroupName.defaultValues = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"attribute": See Attribute List.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List.
Explanation:
defaultValues --- ?
Code:
props.itemGroupName.overwrite = BOOLEAN
Known Valid Values:
"BOOLEAN": true or false.
Explanation:
overwrite --- ?
Code:
itemProperties = <itemGroupName, itemGroupName, itemGroupName>
itemIcons = <itemGroupName, itemGroupName, itemGroupName>
magicProperties = <magicGroupName, magicGroupName, magicGroupName>
magicIcons = <magicGroupName, magicGroupName, magicGroupName>
Known Valid Values:
"itemGroupName": any props group name you've defined.
"magicGroupName": any props group name you've defined.
Explanation:
These are the special variables that are sent to the game.
Code:
---
Known Valid Values:
---
Explanation:
---
Compound Properties:
Compound Properties are somehow used for more specific sorting. I haven't messed with this much yet, so I don't know much about the nuances of how it works.
Code:
compoundProps.itemCompGroupName.propertyToSet = 'attribute'
Known Valid Values:
"attribute": See Attribute List.
Explanation:
propertyToSet controls the property/attribute you set. You can create a new attribute. You can use this attribute for column sorting.
Code:
compoundProps.itemCompGroupName.filter = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"attribute": See Attribute List.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List.
Explanation:
filter allows you to filter a group variable to a specific subset of items.
Code:
compoundProps.itemCompGroupName.concatenateList = <'attribute', 'attribute', 'attribute'>
Known Valid Values:
"attribute": See Attribute List.
"VALUE": A valid value for the attribute you're filtering by. See Attribute List.
Explanation:
concatenateList --- ?
Code:
compoundProps.itemCompGroupName.defaultValues = <'attribute': VALUE, 'attribute': VALUE>
Known Valid Values:
"attribute": See Attribute List.
Explanation:
defaultValues --- ?
Code:
itemCompoundProperties = <itemCompGroupName, itemCompGroupName, itemCompGroupName>
magicCompoundProperties = <magicCompGroupName, magicCompGroupName, magicCompGroupName>
Known Valid Values:
"itemCompGroupName": any compoundProps group name you've defined.
"magicCompGroupName": any compoundProps group name you've defined.
Explanation:
These are the special variables that are sent to the game.
Attributes:
Attributes or Properties are variables that contain key information about an item or spell/effect. Only some attributes are provided with values by default through SkyUI/SKSE/swfs. You can create custom attributes and fill them with information by adding them through the interface (.swf files) or through the config. It might be difficult to fill your custom attributes for every item/spell/effect through the config though. I'm still figuring out how/if you can create full, proper attributes from the config alone.
Keep in mind that if you overwrite an attribute, that information may be purely visual. Eg: If you overwrite the infoDamage of a iron dagger from 4 to 1000, it will show up as 1000 damage under the DMG column in your inventory, but it will still only do ~4 damage.
Here is a list of known attributes you can use that already have values assigned to them, and what some of those values are. Some of these might have to be added in if you aren't using DD/DDDM or SAS, but I'll look into that later.
Attribute:
actorValue
Known Valid Values:
Actor.AV_AGGRESSION
Actor.AV_CONFIDENCE
Actor.AV_ENERGY
Actor.AV_MORALITY
Actor.AV_MOOD
Actor.AV_ASSISTANCE
Actor.AV_ONEHANDED
Actor.AV_TWOHANDED
Actor.AV_MARKSMAN
Actor.AV_BLOCK
Actor.AV_SMITHING
Actor.AV_HEAVYARMOR
Actor.AV_LIGHTARMOR
Actor.AV_PICKPOCKET
Actor.AV_LOCKPICKING
Actor.AV_SNEAK
Actor.AV_ALCHEMY
Actor.AV_SPEECHCRAFT
Actor.AV_ALTERATION
Actor.AV_CONJURATION
Actor.AV_DESTRUCTION
Actor.AV_ILLUSION
Actor.AV_RESTORATION
Actor.AV_ENCHANTING
Actor.AV_HEALTH
Actor.AV_MAGICKA
Actor.AV_STAMINA
Actor.AV_HEALRATE
Actor.AV_MAGICKARATE
Actor.AV_STAMINARATE
Actor.AV_SPEEDMULT
Actor.AV_INVENTORYWEIGHT
Actor.AV_CARRYWEIGHT
Actor.AV_CRITCHANCE
Actor.AV_MELEEDAMAGE
Actor.AV_UNARMEDDAMAGE
Actor.AV_MASS
Actor.AV_VOICEPOINTS
Actor.AV_VOICERATE
Actor.AV_DAMAGERESIST
Actor.AV_POISONRESIST
Actor.AV_FIRERESIST
Actor.AV_ELECTRICRESIST
Actor.AV_FROSTRESIST
Actor.AV_MAGICRESIST
Actor.AV_DISEASERESIST
Actor.AV_PERCEPTIONCONDITION
Actor.AV_ENDURANCECONDITION
Actor.AV_LEFTATTACKCONDITION
Actor.AV_RIGHTATTACKCONDITION
Actor.AV_LEFTMOBILITYCONDITION
Actor.AV_RIGHTMOBILITYCONDITION
Actor.AV_BRAINCONDITION
Actor.AV_PARALYSIS
Actor.AV_INVISIBILITY
Actor.AV_NIGHTEYE
Actor.AV_DETECTLIFERANGE
Actor.AV_WATERBREATHING
Actor.AV_WATERWALKING
Actor.AV_IGNORECRIPPLEDLIMBS
Actor.AV_FAME
Actor.AV_INFAMY
Actor.AV_JUMPINGBONUS
Actor.AV_WARDPOWER
Actor.AV_RIGHTITEMCHARGE
Actor.AV_ARMORPERKS
Actor.AV_SHIELDPERKS
Actor.AV_WARDDEFLECTION
Actor.AV_BOWSPEEDBONUS
Actor.AV_FAVORACTIVE
Actor.AV_FAVORSPERDAY
Actor.AV_FAVORSPERDAYTIMER
Actor.AV_LEFTITEMCHARGE
Actor.AV_ABSORBCHANCE
Actor.AV_BLINDNESS
Actor.AV_WEAPONSPEEDMULT
Actor.AV_SHOUTRECOVERYMULT
Actor.AV_BOWSTAGGERBONUS
Actor.AV_TELEKINESIS
Actor.AV_FAVORPOINTSBONUS
Actor.AV_LASTBRIBEDINTIMIDATED
Actor.AV_LASTFLATTERED
Actor.AV_MOVEMENTNOISEMULT
Actor.AV_BYPASSVENDORSTOLENCHECK
Actor.AV_BYPASSVENDORKEYWORDCHECK
Actor.AV_WAITINGFORPLAYER
Actor.AV_ONEHANDEDMOD
Actor.AV_TWOHANDEDMOD
Actor.AV_MARKSMANMOD
Actor.AV_BLOCKMOD
Actor.AV_SMITHINGMOD
Actor.AV_HEAVYARMORMOD
Actor.AV_LIGHTARMORMOD
Actor.AV_PICKPOCKETMOD
Actor.AV_LOCKPICKINGMOD
Actor.AV_SNEAKMOD
Actor.AV_ALCHEMYMOD
Actor.AV_SPEECHCRAFTMOD
Actor.AV_ALTERATIONMOD
Actor.AV_CONJURATIONMOD
Actor.AV_DESTRUCTIONMOD
Actor.AV_ILLUSIONMOD
Actor.AV_RESTORATIONMOD
Actor.AV_ENCHANTINGMOD
Actor.AV_ONEHANDEDSKILLADVANCE
Actor.AV_TWOHANDEDSKILLADVANCE
Actor.AV_MARKSMANSKILLADVANCE
Actor.AV_BLOCKSKILLADVANCE
Actor.AV_SMITHINGSKILLADVANCE
Actor.AV_HEAVYARMORSKILLADVANCE
Actor.AV_LIGHTARMORSKILLADVANCE
Actor.AV_PICKPOCKETSKILLADVANCE
Actor.AV_LOCKPICKINGSKILLADVANCE
Actor.AV_SNEAKSKILLADVANCE
Actor.AV_ALCHEMYSKILLADVANCE
Actor.AV_SPEECHCRAFTSKILLADVANCE
Actor.AV_ALTERATIONSKILLADVANCE
Actor.AV_CONJURATIONSKILLADVANCE
Actor.AV_DESTRUCTIONSKILLADVANCE
Actor.AV_ILLUSIONSKILLADVANCE
Actor.AV_RESTORATIONSKILLADVANCE
Actor.AV_ENCHANTINGSKILLADVANCE
Actor.AV_LEFTWEAPONSPEEDMULT
Actor.AV_DRAGONSOULS
Actor.AV_COMBATHEALTHREGENMULT
Actor.AV_ONEHANDEDPOWERMOD
Actor.AV_TWOHANDEDPOWERMOD
Actor.AV_MARKSMANPOWERMOD
Actor.AV_BLOCKPOWERMOD
Actor.AV_SMITHINGPOWERMOD
Actor.AV_HEAVYARMORPOWERMOD
Actor.AV_LIGHTARMORPOWERMOD
Actor.AV_PICKPOCKETPOWERMOD
Actor.AV_LOCKPICKINGPOWERMOD
Actor.AV_SNEAKPOWERMOD
Actor.AV_ALCHEMYPOWERMOD
Actor.AV_SPEECHCRAFTPOWERMOD
Actor.AV_ALTERATIONPOWERMOD
Actor.AV_CONJURATIONPOWERMOD
Actor.AV_DESTRUCTIONPOWERMOD
Actor.AV_ILLUSIONPOWERMOD
Actor.AV_RESTORATIONPOWERMOD
Actor.AV_ENCHANTINGPOWERMOD
Actor.AV_DRAGONREND
Actor.AV_ATTACKDAMAGEMULT
Actor.AV_HEALRATEMULT
Actor.AV_MAGICKARATEMULT
Actor.AV_STAMINARATEMULT
Actor.AV_WEREWOLFPERKS
Actor.AV_VAMPIREPERKS
Actor.AV_GRABACTOROFFSET
Actor.AV_GRABBED
Actor.AV_DEPRECATED05
Actor.AV_REFLECTDAMAGE
Description:
PC/NPC related value used by magic effect.
Attribute:
archetype
Known Valid Values:
Magic.ARCHETYPE_VALUEMOD
Magic.ARCHETYPE_SCRIPT
Magic.ARCHETYPE_DISPEL
Magic.ARCHETYPE_CUREDISEASE
Magic.ARCHETYPE_ABSORB
Magic.ARCHETYPE_DUALVALUEMOD
Magic.ARCHETYPE_CALM
Magic.ARCHETYPE_DEMORALIZE
Magic.ARCHETYPE_FRENZY
Magic.ARCHETYPE_DISARM
Magic.ARCHETYPE_COMMANDSUMMONED
Magic.ARCHETYPE_INVISIBILITY
Magic.ARCHETYPE_LIGHT
Magic.ARCHETYPE_LOCK
Magic.ARCHETYPE_OPEN
Magic.ARCHETYPE_BOUNDWEAPON
Magic.ARCHETYPE_SUMMONCREATURE
Magic.ARCHETYPE_DETECTLIFE
Magic.ARCHETYPE_TELEKINESIS
Magic.ARCHETYPE_PARALYSIS
Magic.ARCHETYPE_REANIMATE
Magic.ARCHETYPE_SOULTRAP
Magic.ARCHETYPE_TURNUNDEAD
Magic.ARCHETYPE_GUIDE
Magic.ARCHETYPE_WEREWOLFFEED
Magic.ARCHETYPE_CUREPARALYSIS
Magic.ARCHETYPE_CUREADDICTION
Magic.ARCHETYPE_CUREPOISON
Magic.ARCHETYPE_CONCUSSION
Magic.ARCHETYPE_VALUEANDPARTS
Magic.ARCHETYPE_ACCUMULATEMAGNITUDE
Magic.ARCHETYPE_STAGGER
Magic.ARCHETYPE_PEAKVALUEMOD
Magic.ARCHETYPE_CLOAK
Magic.ARCHETYPE_WEREWOLF
Magic.ARCHETYPE_SLOWTIME
Magic.ARCHETYPE_RALLY
Magic.ARCHETYPE_ENHANCEWEAPON
Magic.ARCHETYPE_SPAWNHAZARD
Magic.ARCHETYPE_ETHEREALIZE
Magic.ARCHETYPE_BANISH
Magic.ARCHETYPE_DISGUISE
Magic.ARCHETYPE_GRABACTOR
Magic.ARCHETYPE_VAMPIRELORD
Description:
Magic effect archetype.
Attribute:
archetypeDisplay
Known Valid Values:
String defined in translation file.
Description:
AIT. Spell subtype.
Attribute:
baseId
Known Valid Values:
?
Description:
?
Attribute:
bipedSlots
Known Valid Values:
/src/Common/skyui/defines/Armor.as
Armor.PARTMASK_HEAD
Armor.PARTMASK_HAIR
Armor.PARTMASK_BODY
Armor.PARTMASK_HANDS
Armor.PARTMASK_FOREARMS
Armor.PARTMASK_AMULET
Armor.PARTMASK_RING
Armor.PARTMASK_FEET
Armor.PARTMASK_CALVES
Armor.PARTMASK_SHIELD
Armor.PARTMASK_TAIL
Armor.PARTMASK_LONGHAIR
Armor.PARTMASK_CIRCLET
Armor.PARTMASK_EARS
Armor.PARTMASK_UNNAMED14
Armor.PARTMASK_UNNAMED15
Armor.PARTMASK_UNNAMED16
Armor.PARTMASK_UNNAMED17
Armor.PARTMASK_UNNAMED18
Armor.PARTMASK_UNNAMED19
Armor.PARTMASK_DECAPITATEHEAD
Armor.PARTMASK_DECAPITATE
Armor.PARTMASK_UNNAMED22
Armor.PARTMASK_UNNAMED23
Armor.PARTMASK_UNNAMED24
Armor.PARTMASK_UNNAMED25
Armor.PARTMASK_UNNAMED26
Armor.PARTMASK_UNNAMED27
Armor.PARTMASK_UNNAMED28
Armor.PARTMASK_UNNAMED29
Armor.PARTMASK_UNNAMED30
Armor.PARTMASK_FX01
Description:
Armor body slots.
Attribute:
bipedSlotsDisplay
Known Valid Values:
Can be found here.
30; Head
31; Hair
32; Body
33; Hands
34; Forearms
35; Amulet
36; Ring
37; Feet
38; Calves
39; Shield
40; Tail
41; Long Hair
42; Circlet
43; Ears
44; Face/Mouth
45; Neck (cape, scarf, shawl, neck-tie, etc.)
46; Chest Primary or Outergarment
47; Back (backpack, wings, etc.)
48; Misc/FX
49; Pelvis Primary or Outergarment
50; Decapitated Head
51; Decapitate
52; Pelvis Secondary or Undergarment
53; Leg Primary or Outergarment or Right Leg
54; Leg Secondary or Undergarment or Left Leg
55; Face Alternate or Jewelry
56; Chest Secondary or Undergarment
57; Shoulder
58; Arm Secondary or Undergarment or Left Arm
59; Arm Primary or Outergarment or Right Arm
60; Misc/FX
61; FX01
Description:
Armor body slots (display).
Attribute:
cardName
Known Valid Values:
String.
Description:
Used for magic effect "SOURCE" column.
Attribute:
duration
Known Valid Values:
#
Description:
How long a magic effect lasts.
Attribute:
effectName
Known Valid Values:
String.
Description:
Enchantment name.
Attribute:
equipState
Known Valid Values:
Form.EQUIP_RIGHT_HAND
Form.EQUIP_LEFT_HAND
Form.EQUIP_EITHER_HAND
Form.EQUIP_BOTH_HANDS
Form.EQUIP_VOICE
Description:
How an item/spell is equipped.
Attribute:
filterFlag
Known Valid Values:
Inventory.FILTERFLAG_INV_ALL
Inventory.FILTERFLAG_INV_FAVORITES
Inventory.FILTERFLAG_INV_WEAPONS
Inventory.FILTERFLAG_INV_ARMOR
Inventory.FILTERFLAG_INV_POTIONS
Inventory.FILTERFLAG_INV_SCROLLS
Inventory.FILTERFLAG_INV_FOOD
Inventory.FILTERFLAG_INV_INGREDIENTS
Inventory.FILTERFLAG_INV_BOOKS
Inventory.FILTERFLAG_INV_KEYS
Inventory.FILTERFLAG_INV_MISC
Inventory.FILTERFLAG_CONTAINER_ALL
Inventory.FILTERFLAG_CONTAINER_WEAPONS
Inventory.FILTERFLAG_CONTAINER_ARMOR
Inventory.FILTERFLAG_CONTAINER_POTIONS
Inventory.FILTERFLAG_CONTAINER_SCROLLS
Inventory.FILTERFLAG_CONTAINER_FOOD
Inventory.FILTERFLAG_CONTAINER_INGREDIENTS
Inventory.FILTERFLAG_CONTAINER_BOOKS
Inventory.FILTERFLAG_CONTAINER_KEYS
Inventory.FILTERFLAG_CONTAINER_MISC
Inventory.FILTERFLAG_MAGIC_ALL
Inventory.FILTERFLAG_MAGIC_FAVORITES
Inventory.FILTERFLAG_MAGIC_ALTERATION
Inventory.FILTERFLAG_MAGIC_ILLUSION
Inventory.FILTERFLAG_MAGIC_DESTRUCTION
Inventory.FILTERFLAG_MAGIC_CONJURATION
Inventory.FILTERFLAG_MAGIC_RESTORATION
Inventory.FILTERFLAG_MAGIC_SHOUTS
Inventory.FILTERFLAG_MAGIC_POWERS
Inventory.FILTERFLAG_MAGIC_ACTIVEEFFECTS
Inventory.FILTERFLAG_ENCHANTING_ITEM
Inventory.FILTERFLAG_ENCHANTING_DISENCHANT
Inventory.FILTERFLAG_ENCHANTING_ENCHANTMENT
Inventory.FILTERFLAG_ENCHANTING_SOULGEM
Inventory.FILTERFLAG_CRAFT_JEWELRY
Inventory.FILTERFLAG_CRAFT_FOOD
Inventory.FILTERFLAG_CRAFT_MISC
Inventory.FILTERFLAG_CUST_CRAFT_ALL
Inventory.FILTERFLAG_CUST_CRAFT_WEAPONS
Inventory.FILTERFLAG_CUST_CRAFT_AMMO
Inventory.FILTERFLAG_CUST_CRAFT_ARMOR
Inventory.FILTERFLAG_CUST_CRAFT_JEWELRY
Inventory.FILTERFLAG_CUST_CRAFT_FOOD
Inventory.FILTERFLAG_CUST_CRAFT_MISC
Inventory.FILTERFLAG_CUST_ALCH_INGREDIENTS
Inventory.FILTERFLAG_CUST_ALCH_GOOD
Inventory.FILTERFLAG_CUST_ALCH_BAD
Inventory.FILTERFLAG_CUST_ALCH_OTHER
Description:
Relates to which inventory tab an item/spell/effect is sorted into.
Attribute:
formId
Known Valid Values:
?
Description:
?
Attribute:
formType
Known Valid Values:
/src/Common/skyui/defines/Form.as
Form.TYPE_AMMO
Form.TYPE_ARMOR
Form.TYPE_BOOK
Form.TYPE_INGREDIENT
Form.TYPE_KEY
Form.TYPE_LIGHT
Form.TYPE_MISC
Form.TYPE_POTION
Form.TYPE_SCROLLITEM
Form.TYPE_SOULGEM
Form.TYPE_WEAPON
Description:
Type of item.
Attribute:
gemColor
Known Valid Values:
1 ;white
2 ;black
Description:
AIT. Whether the soul gem can contain white or black souls.
Attribute:
gemColorDisplay
Known Valid Values:
$White
$Black
Description:
AIT. Whether the soul gem can contain white or black souls (display).
Attribute:
gemSize
Known Valid Values:
Item.SOULGEM_NONE
Item.SOULGEM_PETTY
Item.SOULGEM_LESSER
Item.SOULGEM_COMMON
Item.SOULGEM_GREATER
Item.SOULGEM_GRAND
Description:
Maximum soul size of a soul gem.
Attribute:
gemSizeDisplay
Known Valid Values:
$None
$Petty
$Lesser
$Common
$Greater
$Grand
$Black
Description:
AIT. Maximum soul size of a soul gem (display).
Attribute:
gender
Known Valid Values:
0 ;both/either
1 ;male only
2 ;female only
Description:
AIT. Armor gender model options.
Attribute:
genderDisplay
Known Valid Values:
$Genderless
$Male
$Female
Description:
AIT. Armor gender model options (display).
Attribute:
iconColor
Known Valid Values:
Any color in hex format: 0xFFFFFF.
Any color in decimal format: 16777215.
Description:
Color of the icon.
Attribute:
iconLabel
Known Valid Values:
Any icon label defined in icon swf.
armor_amulet
armor_body
armor_bracer
armor_calves
armor_circlet
armor_daedra
armor_feet
armor_forearms
armor_hands
armor_head
armor_mask
armor_ring
armor_shield
clothing_body
clothing_feet
clothing_forearms
clothing_hands
clothing_head
clothing_mask
clothing_pants
clothing_robe
clothing_shield
clothing_shoes
default_armor
lightarmor_body
lightarmor_calves
lightarmor_feet
lightarmor_forearms
lightarmor_hands
lightarmor_head
lightarmor_mask
lightarmor_shield
book_journal
book_map
book_note
book_tome
book_tome_read
default_book
default_book_read
default_food
food_beer
food_wine
default_potion
potion_poison
potion_fire
potion_frost
potion_shock
potion_health
potion_magic
potion_stam
default_ingredient
default_key
key_house
default_misc
misc_artifact
misc_clutter
misc_dragonclaw
misc_gem
misc_gold
misc_goldsack
misc_hide
misc_ingot
misc_leather
misc_lockpick
misc_ore
misc_remains
misc_strips
misc_wood
misc_torch
misc_soulgem
soulgem_empty
soulgem_partial
soulgem_full
soulgem_grandempty
soulgem_grandpartial
soulgem_grandfull
soulgem_azura
default_scroll
default_weapon
weapon_battleaxe
weapon_bow
weapon_crossbow
weapon_daedra
weapon_dagger
weapon_greatsword
weapon_hammer
weapon_mace
weapon_pickaxe
weapon_staff
weapon_sword
weapon_waraxe
weapon_woodaxe
weapon_arrow
weapon_bolt
default_alteration
default_conjuration
default_destruction
default_illusion
default_restoration
default_power
default_shout
default_effect
magic_fire
magic_frost
magic_shock
;SkyUI Weapons Pack
weapon_claw
weapon_gun
weapon_halberd
weapon_javelin
weapon_katana
weapon_pike
weapon_quarterstaff
weapon_rapier
weapon_scythe
weapon_spear
weapon_whip
Description:
Icon.
Attribute:
infoArmor
Known Valid Values:
#
Description:
Weapon armor (armor + armor modifiers).
Attribute:
infoBaseArmor
Known Valid Values:
#
Description:
SAS/AIT. Weapon base armor (armor).
Attribute:
infoBaseDamage
Known Valid Values:
#
Description:
DD/SAS/AIT. Weapon base damage (damage).
Attribute:
infoCastLevel
Known Valid Values:
Novice
Apprentice
Adapt
Expert
Master
Description:
Spell skill level (display).
Attribute:
infoCritical
Known Valid Values:
#
Description:
AIT. Weapon critical damage.
Attribute:
infoDamage
Known Valid Values:
#
Description:
Weapon damage (damage + damage modifiers).
Attribute:
infoReach
Known Valid Values:
#
Description:
DD/SAS/AIT. Weapon reach.
Attribute:
infoSchoolName
Known Valid Values:
Alteration
Conjuration
Destruction
Illusion
Restoration
Description:
Spell school.
Attribute:
infoSpeed
Known Valid Values:
#
Description:
DD/SAS/AIT. Weapon swing speed.
Attribute:
infoSpellCost
Known Valid Values:
#
Description:
Spell casting cost.
Attribute:
infoStagger
Known Valid Values:
#
Description:
DD/SAS/AIT. Weapon stagger.
Attribute:
infoTotalValue
Known Valid Values:
#
Description:
AIT. Item total value (value * number of items).
Attribute:
infoTotalWeight
Known Valid Values:
#
Description:
DD/SAS/AIT. Item total weight (weight * number of items).
Attribute:
infoValue
Known Valid Values:
#
Description:
Item value (value).
Attribute:
infoValueWeight
Known Valid Values:
#
Description:
Item value per 1 weight (value / weight).
Attribute:
infoWeight
Known Valid Values:
#
Description:
Item weight (weight).
Attribute:
isEnchanted
Known Valid Values:
true or 1
false or 0
Description:
Whether an item is enchanted or not.
Attribute:
isEquipped
Known Valid Values:
true or 1
false or 0
Description:
Whether an item or spell is equipped or not.
Attribute:
isPoisoned
Known Valid Values:
true or 1
false or 0
Description:
Whether a weapon is poisoned or not.
Attribute:
isRead
Known Valid Values:
true or 1
false or 0
Description:
Whether a book has been read before or not.
Attribute:
isStolen
Known Valid Values:
true or 1
false or 0
Description:
Whether an item counts as having been stolen or not.
Attribute:
magnitude
Known Valid Values:
#
Description:
Spell strength, power, or damage.
Attribute:
material
Known Valid Values:
Material.AETHERIUM
Material.ARTIFACT
Material.BONEMOLD
Material.BROTHERHOOD
Material.CHITIN
Material.CLOTHING
Material.DAEDRIC
Material.DAWNGUARD
Material.DRAGONBONE
Material.DRAGONPLATE
Material.DRAGONSCALE
Material.DRAUGR
Material.DRAUGRHONED
Material.DEATHBRAND
Material.DWARVEN
Material.EBONY
Material.ELVEN
Material.ELVENGILDED
Material.FALMER
Material.FALMERHARDENED
Material.FALMERHONED
Material.FUR
Material.GLASS
Material.HIDE
Material.HUNTER
Material.IMPERIAL
Material.IMPERIALSTUDDED
Material.IRON
Material.IRONBANDED
Material.LEATHER
Material.MAGIC
Material.MORAGTONG
Material.NIGHTINGALE
Material.NORDIC
Material.ORCISH
Material.SCALED
Material.SILVER
Material.STALHRIM
Material.STEEL
Material.STEELPLATE
Material.STORMCLOAK
Material.STUDDED
Material.VAMPIRE
Material.WOOD
Description:
Item crafting material.
Attribute:
materialDisplay
Known Valid Values:
String defined in translation file.
$Aetherium
$Artifact
$Bonemold
$Brotherhood
$Chitin
$Clothing
$Daedric
$Dawnguard
$Dragonbone
$Dragonplate
$Dragonscale
$Draugr
$Draugr Honed
$Deathbrand
$Dwarven
$Ebony
$Elven
$Elven Gilded
$Falmer
$Falmer Hardened
$Falmer Honed
$Fur
$Glass
$Hide
$Hunter
$Imperial
$Studded
$Iron
$Iron Banded
$Leather
$Magic
$Morag Tong
$Nightingale
$Nordic
$Orcish
$Scaled
$Silver
$Stalhrim
$Steel
$Steel Plate
$Stormcloak
$Studded
$Vampire
$Wood
Description:
Item crafting material (display).
Attribute:
PowerCooldown
Known Valid Values:
#
$Ready
Description:
SAS. Time until you can cast a power again.
Attribute:
PowerType
Known Valid Values:
$Lesser Power
$Greater Power
;AIT
$Superior Power
Description:
SAS/AIT. Whether a power is a lesser power or greater power.
Attribute:
resistance
Known Valid Values:
Actor.AV_DAMAGERESIST
Actor.AV_MAGICRESIST
Actor.AV_FIRERESIST
Actor.AV_FROSTRESIST
Actor.AV_ELECTRICRESIST
Actor.AV_POISONRESIST
Actor.AV_DISEASERESIST
Description:
Item/spell damage resistance.
Attribute:
resistanceDisplay
Known Valid Values:
String defined in translation files.
$DamageLow
$Magic
$Fire
$Frost
$Shock
$Poison
$Disease
Description:
AIT. Damage resistance (display).
Attribute:
skillLevel
Known Valid Values:
0;Novice
25;Apprentice
50;Adept
75;Expert
100;Master
Description:
Spell skill level.
Attribute:
soulSize
Known Valid Values:
Item.SOULGEM_NONE
Item.SOULGEM_PETTY
Item.SOULGEM_LESSER
Item.SOULGEM_COMMON
Item.SOULGEM_GREATER
Item.SOULGEM_GRAND
Item.SOULGEM_AZURA
Description:
Size of the soul currently in a soul gem.
Attribute:
soulSizeDisplay
Known Valid Values:
$None
$Petty
$Lesser
$Common
$Greater
$Grand
Description:
Size of the soul currently in a soul gem (display).
Attribute:
spellCostDisplay
Known Valid Values:
#
Description:
Spell casting cost (rounded to nearest whole number).
Attribute:
status
Known Valid Values:
Item.SOULGEMSTATUS_EMPTY
Item.SOULGEMSTATUS_PARTIAL
Item.SOULGEMSTATUS_FULL
Description:
Relation of the size of the soul contained in the soul gem to the maximum size of soul that that soul gem can contain.
Attribute:
subType
Known Valid Values:
Weapon.TYPE_MELEE
Weapon.TYPE_SWORD
Weapon.TYPE_DAGGER
Weapon.TYPE_WARAXE
Weapon.TYPE_MACE
Weapon.TYPE_GREATSWORD
Weapon.TYPE_BATTLEAXE
Weapon.TYPE_WARHAMMER
Weapon.TYPE_BOW
Weapon.TYPE_CROSSBOW
Weapon.TYPE_STAFF
Weapon.TYPE_PICKAXE
Weapon.TYPE_WOODAXE
Weapon.AMMO_ARROW
Weapon.AMMO_BOLT
Armor.EQUIP_HEAD
Armor.EQUIP_HAIR
Armor.EQUIP_LONGHAIR
Armor.EQUIP_BODY
Armor.EQUIP_FOREARMS
Armor.EQUIP_HANDS
Armor.EQUIP_SHIELD
Armor.EQUIP_CALVES
Armor.EQUIP_FEET
Armor.EQUIP_CIRCLET
Armor.EQUIP_AMULET
Armor.EQUIP_EARS
Armor.EQUIP_RING
Armor.EQUIP_TAIL
Item.POTION_HEALTH
Item.POTION_HEALRATE
Item.POTION_HEALRATEMULT
Item.POTION_MAGICKA
Item.POTION_MAGICKARATE
Item.POTION_MAGICKARATEMULT
Item.POTION_STAMINA
Item.POTION_STAMINARATE
Item.POTION_STAMINARATEMULT
Item.POTION_FIRERESIST
Item.POTION_ELECTRICRESIST
Item.POTION_FROSTRESIST
Item.POTION_POTION
Item.POTION_DRINK
Item.POTION_FOOD
Item.POTION_POISON
Item.MISC_GEM
Item.MISC_DRAGONCLAW
Item.MISC_ARTIFACT
Item.MISC_LEATHER
Item.MISC_LEATHERSTRIPS
Item.MISC_HIDE
Item.MISC_REMAINS
Item.MISC_INGOT
Item.MISC_TOOL
Item.MISC_CHILDRENSCLOTHES
Item.MISC_TOY
Item.MISC_FIREWOOD
Item.MISC_HOUSEPART
Item.MISC_CLUTTER
Item.MISC_LOCKPICK
Item.MISC_GOLD
Item.BOOK_SPELLTOME
Item.BOOK_NOTE
Item.BOOK_RECIPE
Item.SOULGEM_NONE
Item.SOULGEM_PETTY
Item.SOULGEM_LESSER
Item.SOULGEM_COMMON
Item.SOULGEM_GREATER
Item.SOULGEM_GRAND
Item.SOULGEM_AZURA
Description:
Item subtype.
Attribute:
subTypeDisplay
Known Valid Values:
String defined in the translation file.
Description:
Item subtype (display).
Attribute:
text
Known Valid Values:
String.
Description:
Item or spell name.
Attribute:
timeRemaining
Known Valid Values:
#
Description:
Time until effect ends.
Attribute:
timeRemainingDisplay
Known Valid Values:
d #
h #
m #
s #
Description:
Time until effect ends (formatted and rounded).
Attribute:
type
Known Valid Values:
Inventory.ICT_ARMOR
Inventory.ICT_WEAPON
Inventory.ICT_MISC
Inventory.ICT_BOOK
Inventory.ICT_FOOD
Inventory.ICT_POTION
Inventory.ICT_SPELL
Inventory.ICT_INGREDIENT
Inventory.ICT_KEY
Inventory.ICT_SHOUT
Inventory.ICT_ACTIVE_EFFECT
Inventory.ICT_SOUL_GEMS
Inventory.ICT_SPELL_DEFAULT
Description:
Item/spell/effect type.
Attribute:
weightClass
Known Valid Values:
Armor.WEIGHT_NONE
Armor.WEIGHT_HEAVY
Armor.WEIGHT_LIGHT
Armor.WEIGHT_CLOTHING
Armor.WEIGHT_JEWELRY
Description:
Armor weight class.
Attribute:
weightClassDisplay
Known Valid Values:
String defined in translation file.
$Other
$Heavy
$Light
$Clothing
$Jewelry
Description:
Armor weight class (display).
Attribute:
word0
word1
word2
Known Valid Values:
String.
Description:
Shout 1st, 2nd, and 3rd word names.
Attribute:
word0Color
word1Color
word2Color
Known Valid Values:
Color.
Description:
Sets text color of shout word to enabled or disabled text color depending on whether shout word is unlocked or not.
Attribute:
word0Recharge
word1Recharge
word2Recharge
Known Valid Values:
?
Description:
?
All "/SkyUI/Defines" Variables:
A reformatted list of all variables located in the defines folder. /src/Common/skyui/defines.
/src/Common/skyui/defines/Actor.as
Actor.AV_NONE=0xFFFFFFFF
Actor.AV_AGGRESSION=0
Actor.AV_CONFIDENCE=1
Actor.AV_ENERGY=2
Actor.AV_MORALITY=3
Actor.AV_MOOD=4
Actor.AV_ASSISTANCE=5
Actor.AV_ONEHANDED=6
Actor.AV_TWOHANDED=7
Actor.AV_MARKSMAN=8
Actor.AV_BLOCK=9
Actor.AV_SMITHING=10
Actor.AV_HEAVYARMOR=11
Actor.AV_LIGHTARMOR=12
Actor.AV_PICKPOCKET=13
Actor.AV_LOCKPICKING=14
Actor.AV_SNEAK=15
Actor.AV_ALCHEMY=16
Actor.AV_SPEECHCRAFT=17
Actor.AV_ALTERATION=18
Actor.AV_CONJURATION=19
Actor.AV_DESTRUCTION=20
Actor.AV_ILLUSION=21
Actor.AV_RESTORATION=22
Actor.AV_ENCHANTING=23
Actor.AV_HEALTH=24
Actor.AV_MAGICKA=25
Actor.AV_STAMINA=26
Actor.AV_HEALRATE=27
Actor.AV_MAGICKARATE=28
Actor.AV_STAMINARATE=29
Actor.AV_SPEEDMULT=30
Actor.AV_INVENTORYWEIGHT=31
Actor.AV_CARRYWEIGHT=32
Actor.AV_CRITCHANCE=33
Actor.AV_MELEEDAMAGE=34
Actor.AV_UNARMEDDAMAGE=35
Actor.AV_MASS=36
Actor.AV_VOICEPOINTS=37
Actor.AV_VOICERATE=38
Actor.AV_DAMAGERESIST=39
Actor.AV_POISONRESIST=40
Actor.AV_FIRERESIST=41
Actor.AV_ELECTRICRESIST=42
Actor.AV_FROSTRESIST=43
Actor.AV_MAGICRESIST=44
Actor.AV_DISEASERESIST=45
Actor.AV_PERCEPTIONCONDITION=46
Actor.AV_ENDURANCECONDITION=47
Actor.AV_LEFTATTACKCONDITION=48
Actor.AV_RIGHTATTACKCONDITION=49
Actor.AV_LEFTMOBILITYCONDITION=50
Actor.AV_RIGHTMOBILITYCONDITION=51
Actor.AV_BRAINCONDITION=52
Actor.AV_PARALYSIS=53
Actor.AV_INVISIBILITY=54
Actor.AV_NIGHTEYE=55
Actor.AV_DETECTLIFERANGE=56
Actor.AV_WATERBREATHING=57
Actor.AV_WATERWALKING=58
Actor.AV_IGNORECRIPPLEDLIMBS=59
Actor.AV_FAME=60
Actor.AV_INFAMY=61
Actor.AV_JUMPINGBONUS=62
Actor.AV_WARDPOWER=63
Actor.AV_RIGHTITEMCHARGE=64
Actor.AV_ARMORPERKS=65
Actor.AV_SHIELDPERKS=66
Actor.AV_WARDDEFLECTION=67
Actor.AV_VARIABLE01=68
Actor.AV_VARIABLE02=69
Actor.AV_VARIABLE03=70
Actor.AV_VARIABLE04=71
Actor.AV_VARIABLE05=72
Actor.AV_VARIABLE06=73
Actor.AV_VARIABLE07=74
Actor.AV_VARIABLE08=75
Actor.AV_VARIABLE09=76
Actor.AV_VARIABLE10=77
Actor.AV_BOWSPEEDBONUS=78
Actor.AV_FAVORACTIVE=79
Actor.AV_FAVORSPERDAY=80
Actor.AV_FAVORSPERDAYTIMER=81
Actor.AV_LEFTITEMCHARGE=82
Actor.AV_ABSORBCHANCE=83
Actor.AV_BLINDNESS=84
Actor.AV_WEAPONSPEEDMULT=85
Actor.AV_SHOUTRECOVERYMULT=86
Actor.AV_BOWSTAGGERBONUS=87
Actor.AV_TELEKINESIS=88
Actor.AV_FAVORPOINTSBONUS=89
Actor.AV_LASTBRIBEDINTIMIDATED=90
Actor.AV_LASTFLATTERED=91
Actor.AV_MOVEMENTNOISEMULT=92
Actor.AV_BYPASSVENDORSTOLENCHECK=93
Actor.AV_BYPASSVENDORKEYWORDCHECK=94
Actor.AV_WAITINGFORPLAYER=95
Actor.AV_ONEHANDEDMOD=96
Actor.AV_TWOHANDEDMOD=97
Actor.AV_MARKSMANMOD=98
Actor.AV_BLOCKMOD=99
Actor.AV_SMITHINGMOD=100
Actor.AV_HEAVYARMORMOD=101
Actor.AV_LIGHTARMORMOD=102
Actor.AV_PICKPOCKETMOD=103
Actor.AV_LOCKPICKINGMOD=104
Actor.AV_SNEAKMOD=105
Actor.AV_ALCHEMYMOD=106
Actor.AV_SPEECHCRAFTMOD=107
Actor.AV_ALTERATIONMOD=108
Actor.AV_CONJURATIONMOD=109
Actor.AV_DESTRUCTIONMOD=110
Actor.AV_ILLUSIONMOD=111
Actor.AV_RESTORATIONMOD=112
Actor.AV_ENCHANTINGMOD=113
Actor.AV_ONEHANDEDSKILLADVANCE=114
Actor.AV_TWOHANDEDSKILLADVANCE=115
Actor.AV_MARKSMANSKILLADVANCE=116
Actor.AV_BLOCKSKILLADVANCE=117
Actor.AV_SMITHINGSKILLADVANCE=118
Actor.AV_HEAVYARMORSKILLADVANCE=119
Actor.AV_LIGHTARMORSKILLADVANCE=120
Actor.AV_PICKPOCKETSKILLADVANCE=121
Actor.AV_LOCKPICKINGSKILLADVANCE=122
Actor.AV_SNEAKSKILLADVANCE=123
Actor.AV_ALCHEMYSKILLADVANCE=124
Actor.AV_SPEECHCRAFTSKILLADVANCE=125
Actor.AV_ALTERATIONSKILLADVANCE=126
Actor.AV_CONJURATIONSKILLADVANCE=127
Actor.AV_DESTRUCTIONSKILLADVANCE=128
Actor.AV_ILLUSIONSKILLADVANCE=129
Actor.AV_RESTORATIONSKILLADVANCE=130
Actor.AV_ENCHANTINGSKILLADVANCE=131
Actor.AV_LEFTWEAPONSPEEDMULT=132
Actor.AV_DRAGONSOULS=133
Actor.AV_COMBATHEALTHREGENMULT=134
Actor.AV_ONEHANDEDPOWERMOD=135
Actor.AV_TWOHANDEDPOWERMOD=136
Actor.AV_MARKSMANPOWERMOD=137
Actor.AV_BLOCKPOWERMOD=138
Actor.AV_SMITHINGPOWERMOD=139
Actor.AV_HEAVYARMORPOWERMOD=140
Actor.AV_LIGHTARMORPOWERMOD=141
Actor.AV_PICKPOCKETPOWERMOD=142
Actor.AV_LOCKPICKINGPOWERMOD=143
Actor.AV_SNEAKPOWERMOD=144
Actor.AV_ALCHEMYPOWERMOD=145
Actor.AV_SPEECHCRAFTPOWERMOD=146
Actor.AV_ALTERATIONPOWERMOD=147
Actor.AV_CONJURATIONPOWERMOD=148
Actor.AV_DESTRUCTIONPOWERMOD=149
Actor.AV_ILLUSIONPOWERMOD=150
Actor.AV_RESTORATIONPOWERMOD=151
Actor.AV_ENCHANTINGPOWERMOD=152
Actor.AV_DRAGONREND=153
Actor.AV_ATTACKDAMAGEMULT=154
Actor.AV_HEALRATEMULT=155
Actor.AV_MAGICKARATEMULT=156
Actor.AV_STAMINARATEMULT=157
Actor.AV_WEREWOLFPERKS=158
Actor.AV_VAMPIREPERKS=159
Actor.AV_GRABACTOROFFSET=160
Actor.AV_GRABBED=161
Actor.AV_DEPRECATED05=162
Actor.AV_REFLECTDAMAGE=163
/src/Common/skyui/defines/Armor.as
Armor.WEIGHT_LIGHT=0
Armor.WEIGHT_HEAVY=1
Armor.WEIGHT_NONE=2
; SkyUI
Armor.WEIGHT_CLOTHING=3
Armor.WEIGHT_JEWELRY=4
Armor.PARTMASK_HEAD=0x00000001
Armor.PARTMASK_HAIR=0x00000002
Armor.PARTMASK_BODY=0x00000004
Armor.PARTMASK_HANDS=0x00000008
Armor.PARTMASK_FOREARMS=0x00000010
Armor.PARTMASK_AMULET=0x00000020
Armor.PARTMASK_RING=0x00000040
Armor.PARTMASK_FEET=0x00000080
Armor.PARTMASK_CALVES=0x00000100
Armor.PARTMASK_SHIELD=0x00000200
Armor.PARTMASK_TAIL=0x00000400
Armor.PARTMASK_LONGHAIR=0x00000800
Armor.PARTMASK_CIRCLET=0x00001000
Armor.PARTMASK_EARS=0x00002000
Armor.PARTMASK_UNNAMED14=0x00004000
Armor.PARTMASK_UNNAMED15=0x00008000
Armor.PARTMASK_UNNAMED16=0x00010000
Armor.PARTMASK_UNNAMED17=0x00020000
Armor.PARTMASK_UNNAMED18=0x00040000
Armor.PARTMASK_UNNAMED19=0x00080000
Armor.PARTMASK_DECAPITATEHEAD=0x00100000
Armor.PARTMASK_DECAPITATE=0x00200000
Armor.PARTMASK_UNNAMED22=0x00400000
Armor.PARTMASK_UNNAMED23=0x00800000
Armor.PARTMASK_UNNAMED24=0x01000000
Armor.PARTMASK_UNNAMED25=0x02000000
Armor.PARTMASK_UNNAMED26=0x04000000
Armor.PARTMASK_UNNAMED27=0x08000000
Armor.PARTMASK_UNNAMED28=0x10000000
Armor.PARTMASK_UNNAMED29=0x20000000
Armor.PARTMASK_UNNAMED30=0x40000000
Armor.PARTMASK_FX01=0x80000000
PARTMASK_PRECEDENCE: Array = [
PARTMASK_BODY,
PARTMASK_HAIR,
PARTMASK_HANDS,
PARTMASK_FOREARMS,
PARTMASK_FEET,
PARTMASK_CALVES,
PARTMASK_SHIELD,
PARTMASK_AMULET,
PARTMASK_RING,
PARTMASK_LONGHAIR,
PARTMASK_EARS,
PARTMASK_HEAD,
PARTMASK_CIRCLET,
PARTMASK_TAIL,
PARTMASK_UNNAMED14,
PARTMASK_UNNAMED15,
PARTMASK_UNNAMED16,
PARTMASK_UNNAMED17,
PARTMASK_UNNAMED18,
PARTMASK_UNNAMED19,
PARTMASK_DECAPITATEHEAD,
PARTMASK_DECAPITATE,
PARTMASK_UNNAMED22,
PARTMASK_UNNAMED23,
PARTMASK_UNNAMED24,
PARTMASK_UNNAMED25,
PARTMASK_UNNAMED26,
PARTMASK_UNNAMED27,
PARTMASK_UNNAMED28,
PARTMASK_UNNAMED29,
PARTMASK_UNNAMED30,
PARTMASK_FX01
]
; SkyUI
Armor.EQUIP_HEAD=0
Armor.EQUIP_HAIR=1
Armor.EQUIP_LONGHAIR=2
Armor.EQUIP_BODY=3
Armor.EQUIP_FOREARMS=4
Armor.EQUIP_HANDS=5
Armor.EQUIP_SHIELD=6
Armor.EQUIP_CALVES=7
Armor.EQUIP_FEET=8
Armor.EQUIP_CIRCLET=9
Armor.EQUIP_AMULET=10
Armor.EQUIP_EARS=11
Armor.EQUIP_RING=12
Armor.EQUIP_TAIL=13
/src/Common/skyui/defines/Form.as
Form.TYPE_NONE=0
Form.TYPE_EFFECTSETTING=18
Form.TYPE_ENCHANTMENT=21
Form.TYPE_SPELL=22
Form.TYPE_SCROLLITEM=23
Form.TYPE_ARMOR=26
Form.TYPE_BOOK=27
Form.TYPE_INGREDIENT=30
Form.TYPE_LIGHT=31; Torch
Form.TYPE_MISC=32
Form.TYPE_WEAPON=41
Form.TYPE_AMMO=42
Form.TYPE_KEY=45
Form.TYPE_POTION=46
Form.TYPE_SOULGEM=52
Form.TYPE_SHOUT=119
;
; Lots of commented out stuff here
;
; baseId = (formId & 0x00FFFFFF)
; Armor
Form.BASEID_CLOTHESWEDDINGWREATH=0x08895A
Form.BASEID_DLC1CLOTHESVAMPIRELORDARMOR=0x011A84
; Ammo
Form.BASEID_BOUNDARROW=0x10B0A7
Form.BASEID_CWARROW=0x020DDF
Form.BASEID_CWARROWSHORT=0x020F02
Form.BASEID_DAEDRICARROW=0x0139C0
Form.BASEID_DRAUGRARROW=0x034182
Form.BASEID_DUNARCHERPRATICEARROW=0x0CAB52
Form.BASEID_DUNGEIRMUNDSIGDISARROWSILLUSION=0x0E738A
Form.BASEID_DWARVENARROW=0x0139BC
Form.BASEID_DWARVENSPHEREARROW=0x07B932
Form.BASEID_DWARVENSPHEREBOLT01=0x07B935
Form.BASEID_DWARVENSPHEREBOLT02=0x10EC8C
Form.BASEID_EBONYARROW=0x0139BF
Form.BASEID_ELVENARROW=0x0139BD
Form.BASEID_FALMERARROW=0x038341
Form.BASEID_FOLLOWERIRONARROW=0x10E2DE
Form.BASEID_FORSWORNARROW=0x0CEE9E
Form.BASEID_GLASSARROW=0x0139BE
Form.BASEID_IRONARROW=0x01397D
Form.BASEID_MQ101STEELARROW=0x105EE7
Form.BASEID_NORDHEROARROW=0x0EAFDF
Form.BASEID_ORCISHARROW=0x0139BB
Form.BASEID_STEELARROW=0x01397F
Form.BASEID_TRAPDART=0x0236DD
Form.BASEID_DLC1ELVENARROWBLESSED=0x0098A1
Form.BASEID_DLC1ELVENARROWBLOOD=0x0098A0
Form.BASEID_TESTDLC1BOLT=0x00590C
Form.BASEID_DLC2DWARVENBALLISTABOLT=0x0339A1
Form.BASEID_DLC2RIEKLINGSPEARTHROWN=0x017720
; Misc
Form.BASEID_LOCKPICK=0x00000A
Form.BASEID_GOLD001=0x00000F
Form.BASEID_LEATHER01=0x0DB5D2
Form.BASEID_LEATHERSTRIPS=0x0800E4
Form.BASEID_GEMAMETHYSTFLAWLESS=0x06851E
Form.BASEID_RUBYDRAGONCLAW=0x04B56C
Form.BASEID_IVORYDRAGONCLAW=0x0AB7BB
Form.BASEID_GLASSCLAW=0x07C260
Form.BASEID_EBONYCLAW=0x05AF48
Form.BASEID_EMERALDDRAGONCLAW=0x0ED417
Form.BASEID_DIAMONDCLAW=0x0AB375
Form.BASEID_IRONCLAW=0x08CDFA
Form.BASEID_CORALDRAGONCLAW=0x0B634C
Form.BASEID_E3GOLDENCLAW=0x0999E7
Form.BASEID_SAPPHIREDRAGONCLAW=0x0663D7
Form.BASEID_MS13GOLDENCLAW=0x039647
Form.BASEID_DA01AZURASSTARBROKEN=0x028AD7
; SoulGem
Form.BASEID_DA01SOULGEMBLACKSTAR=0x063B29
Form.BASEID_DA01SOULGEMAZURASSTAR=0x063B27
; Weapons
Form.BASEID_WEAPPICKAXE=0x0E3C16
Form.BASEID_SSDROCKSPLINTERPICKAXE=0x06A707
Form.BASEID_DUNVOLUNRUUDPICKAXE=0x1019D4
Form.BASEID_AXE01=0x02F2F4
Form.BASEID_DUNHALTEDSTREAMPOACHERSAXE=0x0AE086
; Form IDs
; Sound Descriptors
Form.FORMID_ITMPotionUse=0x000B6435
; EquipType
Form.EQUIP_RIGHT_HAND=0x00013f42
Form.EQUIP_LEFT_HAND=0x00013f43
Form.EQUIP_EITHER_HAND=0x00013f44
Form.EQUIP_BOTH_HANDS=0x00013f45
Form.EQUIP_VOICE=0x00025bee
/src/Common/skyui/defines/Input.as
DEVICE_KEYBOARD=0
DEVICE_MOUSE=1
DEVICE_GAMEPAD=2
CONTEXT_GAMEPLAY=0
CONTEXT_MENUMODE=1
CONTEXT_CONSOLE=2
CONTEXT_ITEMMENU=3
CONTEXT_INVENTORY=4
CONTEXT_DEBUGTEXT=5
CONTEXT_FAVORITES=6
CONTEXT_MAP=7
CONTEXT_STATS=8
CONTEXT_CURSOR=9
CONTEXT_BOOK=10
CONTEXT_DEBUGOVERLAY=11
CONTEXT_JOURNAL=12
CONTEXT_TFCMODE=13
CONTEXT_MAPDEBUG=14
CONTEXT_LOCKPICKING=15
CONTEXT_FAVOR=16
; Controlmap
ChargeItem={name: "ChargeItem", context: CONTEXT_INVENTORY}
XButton={name: "XButton", context: CONTEXT_ITEMMENU}
YButton={name: "YButton", context: CONTEXT_ITEMMENU}
Wait={name: "Wait", context: CONTEXT_GAMEPLAY}
Jump={name: "Jump", context: CONTEXT_GAMEPLAY}
Sprint={name: "Sprint", context: CONTEXT_GAMEPLAY}
Shout={name: "Shout", context: CONTEXT_GAMEPLAY}
Activate={name: "Activate", context: CONTEXT_GAMEPLAY}
ReadyWeapon={name: "Ready Weapon", context: CONTEXT_GAMEPLAY}
TogglePOV={name: "Toggle POV", context: CONTEXT_GAMEPLAY}
Accept={name: "Accept", context: CONTEXT_MENUMODE}
Cancel={name: "Cancel", context: CONTEXT_MENUMODE}
JournalXButton={name: "XButton", context: CONTEXT_JOURNAL}
JournalYButton={name: "YButton", context: CONTEXT_JOURNAL}
; Custom
LeftRight: Array = [
{name: "Left", context: CONTEXT_MENUMODE}
{name: "Right", context: CONTEXT_MENUMODE
]
Equip: Array = [
{name: "RightEquip", context: CONTEXT_ITEMMENU},
{name: "LeftEquip", context: CONTEXT_ITEMMENU}
]
SortColumn = [
{keyCode: 274},
{keyCode: 275}
]
SortOrder={keyCode: 272}
; Raw
GamepadBack={keyCode: 271}
Enter={keyCode: 28}
Tab={keyCode: 15}
Shift={keyCode: 42}
Space={keyCode: 57}
Alt={keyCode: 56}
/src/Common/skyui/defines/Inventory.as
Inventory.ICT_NONE=0
Inventory.ICT_ARMOR=1
Inventory.ICT_WEAPON=2
Inventory.ICT_MISC=3
Inventory.ICT_BOOK=4
Inventory.ICT_FOOD=5
Inventory.ICT_POTION=6
Inventory.ICT_SPELL=7
Inventory.ICT_INGREDIENT=8
Inventory.ICT_KEY=9
Inventory.ICT_SHOUT=10
Inventory.ICT_ACTIVE_EFFECT=11
Inventory.ICT_SOUL_GEMS=12
Inventory.ICT_SPELL_DEFAULT=13
Inventory.ICT_LIST=14
Inventory.ICT_CRAFT_ENCHANTING=15
Inventory.ICT_HOUSE_PART=16
Inventory.ES_NONE=0
Inventory.ES_EQUIPPED=1
Inventory.ES_LEFT_EQUIPPED=2
Inventory.ES_RIGHT_EQUIPPED=3
Inventory.ES_BOTH_EQUIPPED=4
Inventory.QUANTITY_MENU_COUNT_LIMIT=5
; Category filterflags
Inventory.FILTERFLAG_DIVIDER=0x00000000
Inventory.FILTERFLAG_INV_ALL=0x000003FF; Sum of below
Inventory.FILTERFLAG_INV_FAVORITES=0x00000001
Inventory.FILTERFLAG_INV_WEAPONS=0x00000002
Inventory.FILTERFLAG_INV_ARMOR=0x00000004
Inventory.FILTERFLAG_INV_POTIONS=0x00000008
Inventory.FILTERFLAG_INV_SCROLLS=0x00000010
Inventory.FILTERFLAG_INV_FOOD=0x00000020
Inventory.FILTERFLAG_INV_INGREDIENTS=0x00000040
Inventory.FILTERFLAG_INV_BOOKS=0x00000080
Inventory.FILTERFLAG_INV_KEYS=0x00000100
Inventory.FILTERFLAG_INV_MISC=0x00000200
Inventory.FILTERFLAG_CONTAINER_ALL=0x000FFC00; Sum of below
Inventory.FILTERFLAG_CONTAINER_WEAPONS=0x00000800
Inventory.FILTERFLAG_CONTAINER_ARMOR=0x00001000
Inventory.FILTERFLAG_CONTAINER_POTIONS=0x00002000
Inventory.FILTERFLAG_CONTAINER_SCROLLS=0x00004000
Inventory.FILTERFLAG_CONTAINER_FOOD=0x00008000
Inventory.FILTERFLAG_CONTAINER_INGREDIENTS=0x00010000
Inventory.FILTERFLAG_CONTAINER_BOOKS=0x00020000
Inventory.FILTERFLAG_CONTAINER_KEYS=0x00040000
Inventory.FILTERFLAG_CONTAINER_MISC=0x00080000
Inventory.FILTERFLAG_MAGIC_ALL=-257; 0xFFFFFEFF
Inventory.FILTERFLAG_MAGIC_FAVORITES=0x00000001
Inventory.FILTERFLAG_MAGIC_ALTERATION=0x00000002
Inventory.FILTERFLAG_MAGIC_ILLUSION=0x00000004
Inventory.FILTERFLAG_MAGIC_DESTRUCTION=0x00000008
Inventory.FILTERFLAG_MAGIC_CONJURATION=0x00000010
Inventory.FILTERFLAG_MAGIC_RESTORATION=0x00000020
Inventory.FILTERFLAG_MAGIC_SHOUTS=0x00000040
Inventory.FILTERFLAG_MAGIC_POWERS=0x00000080
Inventory.FILTERFLAG_MAGIC_ACTIVEEFFECTS=0x00000100
Inventory.FILTERFLAG_ENCHANTING_ITEM=0x00000005;5
Inventory.FILTERFLAG_ENCHANTING_DISENCHANT=0x0000000A;10
Inventory.FILTERFLAG_ENCHANTING_ENCHANTMENT=0x00000030;48
Inventory.FILTERFLAG_ENCHANTING_SOULGEM=0x00000040;64
; incomplete, but others are irrelevant for now
Inventory.FILTERFLAG_CRAFT_JEWELRY=0x00010000
Inventory.FILTERFLAG_CRAFT_FOOD=0x00020000
Inventory.FILTERFLAG_CRAFT_MISC=0x40000000
; Filter flags for custom categories in ConstructObject crafting
Inventory.FILTERFLAG_CUST_CRAFT_ALL=0x0000003F
Inventory.FILTERFLAG_CUST_CRAFT_WEAPONS=0x00000001
Inventory.FILTERFLAG_CUST_CRAFT_AMMO=0x00000002
Inventory.FILTERFLAG_CUST_CRAFT_ARMOR=0x00000004
Inventory.FILTERFLAG_CUST_CRAFT_JEWELRY=0x00000008
Inventory.FILTERFLAG_CUST_CRAFT_FOOD=0x00000010
Inventory.FILTERFLAG_CUST_CRAFT_MISC=0x00000020
; Filter flags for custom categories in ConstructObject alchemy
Inventory.FILTERFLAG_CUST_ALCH_INGREDIENTS=0x00000001
Inventory.FILTERFLAG_CUST_ALCH_GOOD=0x00000002
Inventory.FILTERFLAG_CUST_ALCH_BAD=0x00000004
Inventory.FILTERFLAG_CUST_ALCH_OTHER=0x00000008
/src/Common/skyui/defines/Item.as
Inventory.Item.OTHER=undefined
Item.POTION_HEALTH=0
Item.POTION_HEALRATE=1
Item.POTION_HEALRATEMULT=2
Item.POTION_MAGICKA=3
Item.POTION_MAGICKARATE=4
Item.POTION_MAGICKARATEMULT=5
Item.POTION_STAMINA=6
Item.POTION_STAMINARATE=7
Item.POTION_STAMINARATEMULT=8
Item.POTION_FIRERESIST=9
Item.POTION_ELECTRICRESIST=10
Item.POTION_FROSTRESIST=11
Item.POTION_POTION=12
Item.POTION_DRINK=13
Item.POTION_FOOD=14
Item.POTION_POISON=15
Item.MISC_GEM=0
Item.MISC_DRAGONCLAW=1
Item.MISC_ARTIFACT=2
Item.MISC_LEATHER=3
Item.MISC_LEATHERSTRIPS=4
Item.MISC_HIDE=5
Item.MISC_REMAINS=6
Item.MISC_INGOT=7
Item.MISC_TOOL=8
Item.MISC_CHILDRENSCLOTHES=9
Item.MISC_TOY=10
Item.MISC_FIREWOOD=11
Item.MISC_FASTENER=12
Item.MISC_WEAPONRACK=13
Item.MISC_SHELF=14
Item.MISC_FURNITURE=15
Item.MISC_EXTERIOR=16
Item.MISC_CONTAINER=17
Item.MISC_HOUSEPART=18
Item.MISC_CLUTTER=19
Item.MISC_LOCKPICK=20
Item.MISC_GOLD=21
Item.BOOK_SPELLTOME=0
Item.BOOK_NOTE=1
Item.BOOK_RECIPE=2
; SKSE
; BOOK Flags
Item.BOOKFLAG_SPELL=0x01
Item.BOOKFLAG_SKILL=0x04
Item.BOOKFLAG_READ=0x08
; BOOK bookTypes
Item.BOOKTYPE_NOTE=0xFF
; ALCH Flags
Item.ALCHFLAG_MANUALCALC=0x00001
Item.ALCHFLAG_FOOD=0x00002
Item.ALCHFLAG_MEDICINE=0x10000
Item.ALCHFLAG_POISON=0x20000
Item.SOULGEMSTATUS_EMPTY=0
Item.SOULGEMSTATUS_PARTIAL=1
Item.SOULGEMSTATUS_FULL=2
Item.SOULGEM_NONE=0
Item.SOULGEM_PETTY=1
Item.SOULGEM_LESSER=2
Item.SOULGEM_COMMON=3
Item.SOULGEM_GREATER=4
Item.SOULGEM_GRAND=5
Item.SOULGEM_AZURA=6
/src/Common/skyui/defines/Magic.as
; Archetype
Magic.ARCHETYPE_VALUEMOD=0
Magic.ARCHETYPE_SCRIPT=1
Magic.ARCHETYPE_DISPEL=2
Magic.ARCHETYPE_CUREDISEASE=3
Magic.ARCHETYPE_ABSORB=4
Magic.ARCHETYPE_DUALVALUEMOD=5
Magic.ARCHETYPE_CALM=6
Magic.ARCHETYPE_DEMORALIZE=7
Magic.ARCHETYPE_FRENZY=8
Magic.ARCHETYPE_DISARM=9
Magic.ARCHETYPE_COMMANDSUMMONED=10
Magic.ARCHETYPE_INVISIBILITY=11
Magic.ARCHETYPE_LIGHT=12
Magic.ARCHETYPE_LOCK=15
Magic.ARCHETYPE_OPEN=16
Magic.ARCHETYPE_BOUNDWEAPON=17
Magic.ARCHETYPE_SUMMONCREATURE=18
Magic.ARCHETYPE_DETECTLIFE=19
Magic.ARCHETYPE_TELEKINESIS=20
Magic.ARCHETYPE_PARALYSIS=21
Magic.ARCHETYPE_REANIMATE=22
Magic.ARCHETYPE_SOULTRAP=23
Magic.ARCHETYPE_TURNUNDEAD=24
Magic.ARCHETYPE_GUIDE=25
Magic.ARCHETYPE_WEREWOLFFEED=26
Magic.ARCHETYPE_CUREPARALYSIS=27
Magic.ARCHETYPE_CUREADDICTION=28
Magic.ARCHETYPE_CUREPOISON=29
Magic.ARCHETYPE_CONCUSSION=30
Magic.ARCHETYPE_VALUEANDPARTS=31
Magic.ARCHETYPE_ACCUMULATEMAGNITUDE=32
Magic.ARCHETYPE_STAGGER=33
Magic.ARCHETYPE_PEAKVALUEMOD=34
Magic.ARCHETYPE_CLOAK=35
Magic.ARCHETYPE_WEREWOLF=36
Magic.ARCHETYPE_SLOWTIME=37
Magic.ARCHETYPE_RALLY=38
Magic.ARCHETYPE_ENHANCEWEAPON=39
Magic.ARCHETYPE_SPAWNHAZARD=40
Magic.ARCHETYPE_ETHEREALIZE=41
Magic.ARCHETYPE_BANISH=42
Magic.ARCHETYPE_DISGUISE=44
Magic.ARCHETYPE_GRABACTOR=45
Magic.ARCHETYPE_VAMPIRELORD=46
; MGEF flags
Magic.MGEFFLAG_HOSTILE=0x00000001
Magic.MGEFFLAG_RECOVER=0x00000002
Magic.MGEFFLAG_DETRIMENTAL=0x00000004
Magic.MGEFFLAG_NOHITEVENT=0x00000010
Magic.MGEFFLAG_DISPELKEYWORDS=0x00000100
Magic.MGEFFLAG_NODURATION=0x00000200
Magic.MGEFFLAG_NOMAGNITUDE=0x00000400
Magic.MGEFFLAG_NOAREA=0x00000800
Magic.MGEFFLAG_FXPERSIST=0x00001000
Magic.MGEFFLAG_GLORYVISUALS=0x00004000
Magic.MGEFFLAG_HIDEINUI=0x00008000
Magic.MGEFFLAG_NORECAST=0x00020000
Magic.MGEFFLAG_MAGNITUDE=0x00200000
Magic.MGEFFLAG_DURATION=0x00400000
Magic.MGEFFLAG_PAINLESS=0x04000000
Magic.MGEFFLAG_NOHITEFFECT=0x08000000
Magic.MGEFFLAG_NODEATHDISPEL=0x10000000
/src/Common/skyui/defines/Material.as
Material.AETHERIUM=0
Material.ARTIFACT=1
Material.BONEMOLD=2
Material.BROTHERHOOD=3
Material.CHITIN=4
Material.CLOTHING=5
Material.DAEDRIC=6
Material.DAWNGUARD=7
Material.DRAGONBONE=8
Material.DRAGONPLATE=9
Material.DRAGONSCALE=10
Material.DRAUGR=11
Material.DRAUGRHONED=12
Material.DEATHBRAND=13
Material.DWARVEN=14
Material.EBONY=15
Material.ELVEN=16
Material.ELVENGILDED=17
Material.FALMER=18
Material.FALMERHARDENED=19
Material.FALMERHONED=20
Material.FUR=21
Material.GLASS=22
Material.HIDE=23
Material.HUNTER=24
Material.IMPERIAL=25
Material.IMPERIALSTUDDED=26
Material.IRON=27
Material.IRONBANDED=28
Material.LEATHER=29
Material.MAGIC=30
Material.MORAGTONG=31
Material.NIGHTINGALE=32
Material.NORDIC=33
Material.ORCISH=34
Material.SCALED=35
Material.SILVER=36
Material.STALHRIM=37
Material.STEEL=38
Material.STEELPLATE=39
Material.STORMCLOAK=40
Material.STUDDED=41
Material.VAMPIRE=42
Material.WOOD=43
/src/Common/skyui/defines/Weapon.as
Weapon.ANIM_HANDTOHANDMELEE=0
Weapon.ANIM_ONEHANDSWORD=1
Weapon.ANIM_ONEHANDDAGGER=2
Weapon.ANIM_ONEHANDAXE=3
Weapon.ANIM_ONEHANDMACE=4
Weapon.ANIM_TWOHANDSWORD=5
Weapon.ANIM_TWOHANDAXE=6
Weapon.ANIM_BOW=7
Weapon.ANIM_STAFF=8
Weapon.ANIM_CROSSBOW=9
Weapon.ANIM_H2H=10
Weapon.ANIM_1HS=11
Weapon.ANIM_1HD=12
Weapon.ANIM_1HA=13
Weapon.ANIM_1HM=14
Weapon.ANIM_2HS=15
Weapon.ANIM_2HA=16
Weapon.ANIM_BOW2=17
Weapon.ANIM_STAFF2=18
Weapon.ANIM_CBOW=19
Weapon.TYPE_MELEE=0
Weapon.TYPE_SWORD=1
Weapon.TYPE_DAGGER=2
Weapon.TYPE_WARAXE=3
Weapon.TYPE_MACE=4
Weapon.TYPE_GREATSWORD=5
Weapon.TYPE_BATTLEAXE=6
Weapon.TYPE_WARHAMMER=7
Weapon.TYPE_BOW=8
Weapon.TYPE_CROSSBOW=9
Weapon.TYPE_STAFF=10
Weapon.TYPE_PICKAXE=11
Weapon.TYPE_WOODAXE=12
; AMMO
Weapon.AMMO_ARROW=0
Weapon.AMMO_BOLT=1
Weapon.AMMOFLAG_IGNORESNORMALWEAPONRESISTANCE=0x0001
Weapon.AMMOFLAG_NONPLAYABLE=0x0002
Weapon.AMMOFLAG_NONBOLT=0x0004
Info:
How to Use SkyUI's Config.txt by GroundAura (You Are Here)
SAS Config Guide by BVN
Some Mods That Modify Config.txt:
Aura's Inventory Tweaks
SkyUI AIO Survival
Better SkyUI Config
Equipped Items on Top
Icons in SkyUI Header
Dear Diary
Dear Diary Dark Mode
SkyUI The Adventurer Theme
Immersive Jewelry
Left Handed Rings
Info:
SkyUI Translation File Guide by GroundAura (PLANNED SOMETIME IN FUTURE)
Info:
Keyword Item Distributer Modpage by powerofthree
Keyword Item Distributer Guide by GroundAura (PLANNED SOMETIME IN FUTURE)
Info:
Adding New Icons to SkyUI Guide by GroundAura (PLANNED SOMETIME IN FUTURE)
Info:
SkyUI SWF Guide by GroundAura (PLANNED SOMETIME IN FUTURE)
1 comment
i made one for dragonplate becasue of somehow my dragonplate shows ‘ other’ in game
props.itemGroupName.keywords.ArmorMaterialDragonplate = <'material': 'Material.DRAGONPLATE', 'materialDisplay': '$Dragonplate'>
plz tell tell me if anything i did wrong>
thx a lot