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# Format is as follows:

#
# Material, Nif, Scale, Probability, NormalVelocity, RandomVelocity,
ParticleSpacingScale, lifetime
#
# valid types are in Debris.h: DT_BONE, DT_CLOTH, DT_CREATURE, DT_DIRT,
DT_EGG, DT_GLASS, DT_GLASS_CERAMIC, DT_GOO, DT_METAL, DT_PAPER, DT_PLASTIC,
DT_STONE,
# DT_STONE_BRICK, DT_STONE_CONCRETE, DT_TIRE, DT_WOOD, DT_EXPLOSION,
DT_DEATHCLAW, DT_EXTRA_A, DT_EXTRA_B, DT_EXTRA_C, DT_EXTRA_D, DT_EXTRA_E,
DT_EXTRA_F
#
# Note: probabilities for a particle type (e.g.: DT_STONE) should sum to 1.0 for
correct distributions
# Starting from the first item in the list, the first that sum to 1 are
considered small chunks.
# Anything that sums from 1-1.5 will be medium chunks, and from 1.5-2
will be large chunks.
# Note: normalVelocity default is 50m/s
# Note: randomVelocity perturbs the normal velocity in any direction, the default
strength is 1m/s
# Note: ParticleSpacingScale When rasterizing flex particles into debris, scale the
spacing by this amount. defaults is 1
# Note: lifetime default is FLT_MAX (won't die)

DT_STONE, Meshes\Debris\RoundRock1.nif, 0.10, 0.8, 200.0, 70.0


DT_STONE, Meshes\Debris\RoundRock2.nif, 0.28, 0.5, 200.0, 100.0
DT_STONE, Meshes\Debris\RoundRock1.nif, 0.18, 0.4, 150.0, 70.0
DT_STONE, Meshes\Debris\RoundRock1.nif, 0.42 0.3, 200.0, 100.0

DT_STONE_BRICK, Meshes\Debris\RoundRock1.nif, 0.10, 0.8, 150.0, 70.0


DT_STONE_BRICK, Meshes\Debris\RoundRock2.nif, 0.28, 0.7, 200.0, 100.0
DT_STONE_BRICK, Meshes\Debris\RoundRock2.nif, 0.4, 0.7, 200.0, 100.0

DT_STONE_CONCRETE, Meshes\Debris\RoundRock1.nif, 0.1, 0.7, 200, 60


DT_STONE_CONCRETE, Meshes\Debris\RoundRock2.nif, 0.25, 0.3, 200, 20
DT_STONE_CONCRETE, Meshes\Debris\FlatRock1.nif, 0.25, 0.15, 250, 80
DT_STONE_CONCRETE, Meshes\Debris\FlatRock2.nif, 0.25, 0.1, 250, 80
DT_STONE_CONCRETE, Meshes\Debris\Lg_Concrete_1.nif, 0.1, 0.25, 150, 80
DT_STONE_CONCRETE, Meshes\Debris\RoundRock1.nif, 0.35, 0.2, 200.0, 100.0
DT_STONE_CONCRETE, Meshes\Debris\RoundRock2.nif, 0.35, 0.2, 200.0, 100.0
DT_STONE_CONCRETE, Meshes\Debris\FlatRock1.nif, 0.40, 0.1, 250, 80
DT_STONE_CONCRETE, Meshes\Debris\FlatRock1.nif, 0.40, 0.1, 50, 1

DT_DIRT, Meshes\Debris\RoundRock1_Dirt.nif, 0.1, 0.9, 250, 120


DT_DIRT, Meshes\Debris\RoundRock2_Dirt.nif, 0.25, 0.4, 200, 50
DT_DIRT, Meshes\Debris\RoundRock2_Dirt.nif, 0.30, 0.2, 150, 80
DT_DIRT, Meshes\Debris\RoundRock2_Dirt.nif, 0.4, 0.3, 250, 80
DT_DIRT, Meshes\Debris\FlatRock1_Dirt.nif, 0.30, 0.2, 250, 80

DT_GLASS, Meshes\Debris\Glass1.nif, 0.075, 0.8, 200, 100, 0.60


DT_GLASS, Meshes\Debris\Glass2.nif, 0.075, 0.2, 150, 75, 0.37
DT_GLASS, Meshes\Debris\Glass2.nif, 0.075, 0.2, 50, 1, 0.37

DT_GLASS_CERAMIC, Meshes\Debris\FlatRock1.nif, 0.13, 0.8, 200, 100


DT_GLASS_CERAMIC, Meshes\Debris\FlatRock2.nif, 0.13, 0.2, 150, 75
DT_GLASS_CERAMIC, Meshes\Debris\FlatRock2.nif, 0.13, 0.2, 50, 1

DT_WOOD, Meshes\Debris\Splinter1.nif, 0.20, 0.8, 230, 100


DT_WOOD, Meshes\Debris\Splinter2.nif, 0.35, 0.5, 175, 70
DT_WOOD, Meshes\Debris\Splinter2.nif, 0.45, 0.25, 200, 70
DT_WOOD, Meshes\Debris\Splinter2.nif, 0.65, 0.5, 275, 70

DT_METAL, Meshes\Debris\MetalDebris01.nif, 0.325, 0.25, 125.0, 125.0, 0.5


DT_METAL, Meshes\Debris\MetalDebris02.nif, 0.2, 0.25, 125.0, 125.0, 0.25

DT_EXPLOSION, Meshes\Debris\MetalDebris01.nif, 0.65, 0.5, 0.0, 0.0, 0.5


DT_EXPLOSION, Meshes\Debris\MetalDebris02.nif, 0.5, 0.5, 0.0, 0.0, 0.5

# note the inital velocity of the deathclaw attack is 3000, so, remember that when
setting the random velocity here and the NormalVelcityScale below.
DT_DEATHCLAW, Meshes\Debris\RoundRock2.nif, 0.35, 0.15, 0, 100.0
DT_DEATHCLAW, Meshes\Debris\FlatRock1.nif, 0.40, 0.15, 0, 80
DT_DEATHCLAW, Meshes\Debris\RoundRock1_Dirt.nif, 0.1, 0.23, 0, 120
DT_DEATHCLAW, Meshes\Debris\RoundRock2_Dirt.nif, 0.4, 0.23, 0, 80
DT_DEATHCLAW, Meshes\Debris\FlatRock1_Dirt.nif, 0.30, 0.24, 0, 80

# Explosion settings
#
# Fallout explosions have basic properties of strength, radius and vertical bias.
These properties
# are used to seed force fields in Flex, which are then scaled by the parameters
below.
#
# Format: WeaponName, StrengthMinScale, StrengthMaxScale, VerticalBiasScale,
RadiusScale, CountMin, CountMax
#
# WeaponName - The name of the weapon spawning this explosion, if not found then
Default entry will be used
# StrengthMinScale, StrengthMaxScale - A per-particle, random scaling on the game's
force field strength.
# VerticalBiasScale - Scales how much the force is biased in the vertical direction
(+z)
# RadiusScale - Scales the game's explosion radius
# CountMin - The minimum number of additional debris pieces to spawn for the
explosion (uses DT_EXPLOSION group)
# CountMax - The maximum number of additional debris pieces to spawn for the
explosion (uses DT_EXPLOSION group)
# WeaponName, StrengthMin, StrengthMax, VerticalBias, Radius, CountMin, CountMax
Default, 0.1, 0.35, 2.0, 1.0, 0, 0
Non Weapon, 0.1, 0.35, 2.0, 1.0, 0, 0
Power Armor, 5.0, 7.5, 4.0, 1.0, 20, 100
Fragmentation Mine, 0.1, 0.35, 2.0, 1.0, 20, 100
Fragmentation Grenade, 0.05, 0.22, 2.0, 1.5, 20, 100
Missile Launcher, 0.4, 1.40, 2.0, 1.5, 20, 100
#Gamma Gun, 0.1, 0.35, 2.0, 1.0, 0, 0
#Gauss Rifle, 0.1, 0.35, 2.0, 1.0, 0, 0
#Cryolator, 0.1, 0.35, 2.0, 1.0, 0, 0
Broadsider, 0.1, 0.35, 2.0, 1.0, 20, 100
Fatman, 0.1, 0.35, 2.5, 1.0, 35, 100

# Creature Attack Settings.


#
# Fallout creature attacks have basic properties of debris type, count, normal
velocity range (min/max)
#
# Format: CREATURE, CreatureName, FormId, DebrisType, NormalVelcityScale_MIN,
NormalVelcityScale_MAX, CountMin, CountMax
#
# CREATURE - A Keyword that must be here so the code knowns what it is looking for.
# CreatureName - The base name of the creature, for example, Mythic Deathclaw is
Deathclaw
# FormId - This is an internal number used to identify the attack type that creates
the projectile, some creatures may have multiple attackes, for now, we only deal
with one.
# NOTE: If you want every projectile like attack and not just a specific
one to create the flex, then set FormId to 0.
# DebrisType - the debris type from above that is used
# NormalVelcityScale_MIN, NormalVelcityScale_MAX - A per-debris piece scale used on
the velocity of the attack.
# CountMin - The minimum number of additional debris pieces to spawn for the
attack
# CountMax - The maximum number of additional debris pieces to spawn for the attack
CREATURE, Deathclaw, 1127226, DT_DEATHCLAW, 0.15, 1.0, 75, 150

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