The purpose of the item section is to define which property to change, what forms should be changed and when they should be changed.
Item Type section syntax:
[ItemType.UniqueNameForItemSection]
Filter=NameForDefinedFilter
Mode=OnStart or OnGameReload or Disabled
Forms=Form1,Form2, etc
Collection=NameForDefinedCollection
Group=NameForDefinedGroup
PropertyKey1=PropertyValue1
PropertyKey2=PropertyValue2
etc
Available Item Types: AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, MagicEffect, Misc, Perk, Projectile, Scroll, SoulGem, Spell, Weapon.
Modes (OnStart is as default):
- OnStart - when you run Skyrim.exe,
- OnGameReload - like OnStart + when you reload game,
- Disabled - only parse section but do not execute it. This mode is for cases, when you want to execute section using Papyrus Functions.
Available Property Keys for: Name - AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Spell, Weapon Value - AlchemyItem, Ammo, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon Damage - Ammo, Weapon Weight - AlchemyItem, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon WeightGV - AlchemyItem, Armor, Book, Ingredient, Key, Light, Misc, Scroll, SoulGem, Weapon Enchantment - Armor, Weapon EnchantmentAmount - Weapon Recharge - Weapon Speed - Weapon SpeedGV - Weapon Reach - Weapon MinRang - Weapon MaxRang - Weapon Stagger - Weapon RumbleLeftMotorStrenght - Weapon RumbleRightMotorStrength - Weapon RumbleDuration - Weapon CriticalMulti - Weapon CriticalDamage - Weapon SoundLevel - Weapon IgnoresNormalWeaponResistance - Weapon CantDrop - Weapon NonPlayable - Weapon Armor - Armor BaseCost - Scroll, Spell SpellType - Spell ChargeTime - Scroll, Spell CastType - Spell TargetType - Scroll, Spell CastDuration - Scroll, Spell Range - Scroll, Spell HalfCostPerk - Scroll, Spell ContainedSoul - SoulGem MaximumCapacity - SoulGem Fade - Light Time - Light Radius - Light Color - Light FalloutExponent - Light Fov - Light NearClip - Light Period - Light IntensityAmplitude - Light MovementAmplitude - Light EquipmentType - Weapon
Available Property Keys usage: Name - string Value - int Damage - int Weight - float WeightGV - Form (Global Variable) Enchantment - EnchantmentItem Form EnchantmentAmount - int Recharge - Player or Hands or Cell Speed - float SpeedGV - Form (Global Variable) Reach - float MinRang - float MaxRang - float Stagger - float RumbleLeftMotorStrenght - float RumbleRightMotorStrength - float RumbleDuration - float CriticalMulti - float CriticalDamage - int SoundLevel - Loud or Normal or Silent or VeryLoud or Quiet IgnoresNormalWeaponResistance - True/False or 1/0 or Enable/Disable CantDrop - True/False or 1/0 or Enable/Disable NonPlayable - True/False or 1/0 or Enable/Disable Armor - int BaseCost - int SpellType - Spell or Disease or Power or LesserPower or Ability ChargeTime - ConstantEffect or FireAndForget or Concentration or Scroll CastType - float TargetType - Self or Touch or Aimed or TargetActor or TargetLocation CastDuration - float Range - float HalfCostPerk - Form (Perk) BaseCost - int ContainedSoul - None or Petty or Lesser or Common or Greater or Grand MaximumCapacity - None or Petty or Lesser or Common or Greater or Grand Fade - float Time - int Radius - int Color - Int, Int, Int FalloutExponent - float Fov - float NearClip - float Period - float IntensityAmplitude - float MovementAmplitude - float EquipmentType - RightHand or LeftHand or EitherHand or BothHands or Shield
Invalid key names for specific item section are skipped.
2 comments
Did SpeedGV and WeightGV exist before or did you create them for Weapon Speed and Re-Weighter? How exactly do they work? Do they directly override the "Speed" and "Weight" values with the values of the Global Variables they reference? Are they any different than Speed and Weight properties other than the data type they accept?
Is Recharge a custom property relating to a future mod of yours or does it relate to something you can view in xEdit?
Any property with GV will take value from Global value. Created to make changes dynamic.