PROJ records detail projectile data, specifically model information as AMMO covers the gameplay aspects.
C |
SubRecord |
Name |
Type/Size |
Info |
---|
+ |
EDID |
editorID |
zstring |
Editor ID |
+ |
OBND |
object bounds |
OBND |
Object Bounds |
- |
FULL |
full name |
lstring |
Full (in-game) name |
- |
MODL |
model |
MODL |
Art File - Includes optional field MODT |
- |
DEST |
destruction data |
DEST |
Includes Fields DSTD, DSTF |
+ |
NAM1 |
effect model |
MODL |
Muzzle Flash Model - Includes optional field NAM2 |
+ |
DATA |
unknown |
struct |
92-byte struct
- uint16 flags
- 0x0001 - Hitscan (Visible in VATS Only)
- 0x0002 - Explosion
- 0x0004 - Alt. Trigger
- 0x0008 - Muzzle Flash
- 0x0010
- 0x0020 - Can be Disabled
- 0x0040 - Can be Picked Up
- 0x0080 - Supersonic
- 0x0100 - Crit Effect: Pins Limbs
- 0x0200 - Pass Through Small Transparent
- 0x0400 - Disable Combat Aim Correction
- uint16 Projectile Type
- 0x01 - Missile
- 0x02 - Lobber
- 0x04 - Beam
- 0x08 - Flame
- 0x10 - Cone
- 0x20 - Barrier
- 0x40 - Arrow
- float Gravity
- float Speed
- float Range
- formID Light
- formID Muzzle Flash Light
- float Tracer Chance
- float Explosion Proximity
- float Explosion Timer
- formID Explosion Type
- formID Sound Record
- float Muzzle Duration
- float Fade Duration
- float Impact Force
- formID Countdown Sound
- uint32 always 0
- formID Default Weapon Source
- float Cone Spread
- float Collision Radius
- float Lifetime
- float Relaunch Interval
- formID Decal Data
- formID Collision Layer
|
- |
VNAM |
Sound Detection Level |
uint32 |
The amount of sound using the weapon generates, seems to be used in determining nearby NPCs detection of the actor using the weapon.
- 0x00 - Loud
- 0x01 - Normal
- 0x02 - Silent
- 0x03 - Very Loud
|