Mod:Creation Kit/Glossary

The glossary of terms for the Creation Kit and modding.

=A=

Activation
Activation is the interaction between two objects in the Creation Engine. For example, when the player opens a door, this is an activation event between the player object and the Mod:Creation Kit/Door object in question. Many object types react to an activation with some default behavior. Mod:Creation Kit/Doors will open or shut, Mod:Creation Kit/Containers display their contents, and Mod:Creation Kit/NPCs will converse. Activation Events are script-accessible as well, allowing content creators to implement advanced interactions.

Archive
Mod:Creation Kit/Archive Files are compressed  files used by Creation Engine to store certain types of data, such as 3D models, sound, meshes, and textures, efficiently. The Mod:Creation Kit/Creation Kit allows users to create these archives by hand or automatically when uploading mods to the Steam Workshop. See also: File Menu > Create Archive

Artifact
In computer graphics, an artifact is a visual glitch introduced by some technical process.

=B=

Mod:Creation Kit/Base Object
The term for any Mod:Creation Kit/Object listed in the Mod:Creation Kit/Object Window. Mod:Creation Kit/Objects can have any number of Mod:Creation Kit/References placed into the game world.

For example, the Mod:Creation Kit/Base Object Mod:Creation Kit/Actor "Alvor" has a single Mod:Creation Kit/Reference with the EditorID of "AlvorRef" that is in the RiverwoodAlvorsHouse Mod:Creation Kit/Cell. The Mod:Creation Kit/Base Object Mod:Creation Kit/Kit Piece "NorRmSmMid01" has many Mod:Creation Kit/References, found throughout most Nordic ruins.

=C=

Cleared Location
A Mod:Creation Kit/Location can be cleared. By default, a Mod:Creation Kit/Location is cleared when any/all reference(s) with the "Boss" Location Reference Type is killed. A Mod:Creation Kit/Location can also be cleared via script.

Locations that are cleared are indicated as such on the world map. If the player re-visits the Mod:Creation Kit/Location after the area has had time to reset, it may re-populated.

Mod:Creation Kit/Creation Club
The Creation Club is a microtransaction system for content curated by Bethesda Game Studios for Fallout 4 and Skyrim.

Mod:Creation Kit/Creation Engine
The Creation Engine is a collection of software and technologies behind Fallout 4.

Mod:Creation Kit/Creation Kit
The Mod:Creation Kit/Creation Kit will create Mod:Creation Kit/Data Files for Fallout 4.

Culling
To cull, to pick out : in computer science, culling is a term used for objects which are prevented from rendering.

=D=

Default Master Package
The Default Master Package is a special package which gives content creators quick access to commonly used AI behaviors without needing to create custom Mod:Creation Kit/Packages each time.

Default Object
Default Objects are permanent Mod:Creation Kit/Objects that the programs needs to access reliably. Assign the appropriate game object to the default Use.

Depth Bias
Depth bias enables coplanar geometry to not z-fight, offsetting decal geometry when depth-bias is on so that it appears in front of the geometry it is on top of.

Depth bias (on shadow lights) is a method to account for insufficient depth precision in shadowmaps. Small depth bias can result in striping artifacts on the surface of objects, large depth bias can result in a lack of contact shadows.

DMP
Acronym shorthand for Default Master Package.

=E=

Edge
Term used to describe the edge of a polygon. Usually used in reference to Mod:Creation Kit/Navmesh

EOF
When seen in the context of Mod:Creation Kit/Papyrus Compiler Errors this means Event Or Function. Generally, in computing this would mean End Of File.

Mod:Creation Kit/Exterior Cell
Exterior Mod:Creation Kit/Cells belong to a Worldspace, and are part of the worldspace's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 units by 4096 Mod:Creation Kit/Units, or approximately 192x192ft or 58.5x58.5m. Each vertex in an exterior Mod:Creation Kit/Cell is 128 units (6ft) apart.

All exterior cells are automatically given a grid number that represents their [X,Y] position from the center of the world. You will see this in the Mod:Creation Kit/Render Window title as you select objects.

External Emittance
External emittance is when an object gets its emittance color from an external source. External Emittance can be set to a specific light color, but can also inherit the sky color from a specific region of the world, allowing the emittance color to change to reflect time-of-day.

=F=

Mod:Creation Kit/Form
Each of the Mod:Creation Kit/Objects in the currently loaded Mod:Creation Kit/Master Files and Mod:Creation Kit/Plugins, including those found in the Mod:Creation Kit/Object Window as well as not found there. For example, Mod:Creation Kit/Actors, Mod:Creation Kit/Factions, Mod:Creation Kit/Packages, Mod:Creation Kit/Cells, Mod:Creation Kit/References, etc., are all Mod:Creation Kit/Forms.

Frustum
In games, a Frustum generally refers to the "view frustum" of the game camera. Imagine the 3D space of the game-world, and a camera floating in that space. The frustum of that camera, a cone-shaped field, would include all visible objects within that 3D space. Frustums can also be used to describe the area which an Mod:Creation Kit/NPC can see.

FX
Shorthand for "Effects", usually "Special Effects". In the Mod:Creation Kit/Creation Kit, FX objects usually are particle systems such as fire, smoke or fog.

=G=

Glow Fill
Glow Fills are a kind of Special Effects object. These are designed to simulate the glowing haze surrounding a source of light. They are typically used to create ambiance in interiors as well as obscure visual tricks such as Sun Holes. The object FXAmbBeamDust03 is one example of a glow fill.

=I=

Mod:Creation Kit/ImageSpace
An Mod:Creation Kit/ImageSpace applies post-processing effects to the image. Images space can control elements such as contrast, tinting, how bright objects must be for bloom lighting, the intensity of the sky/sun, depth of field and more.

Mod:Creation Kit/Interior Cell
Interior Mod:Creation Kit/Cells are entered through a load Mod:Creation Kit/Door linked to another Mod:Creation Kit/Cell (interior or exterior). When in an interior, the exterior world is no longer visible. Each interior cell is essentially its own universe.

=K=

Mod:Creation Kit/Kit Piece
A Kit Piece is the basic building block for level design. These are premade level design kits which snap together in a seemless manner.

=L=

Leaky Faucet Pacing
Term used to describe a level design pacing problem. Imagine the annoying persistence of a leaking faucet - it's easy to fall into a pattern of placing encounters into a level at very regular intervals. This problem is usually addressed very simply by removing entire encounters, as many designers will tend towards too much combat in early iterations. The issue can also be addressed by paying attention to relative intensity of encounters, and making sure there is an interesting progression rather than a linear one.

LinkedRef
Shorthand for "Linked Reference". Refers to the target of a Linked Reference relationship, which can be set in the Reference Properties of most references, from the Linked Ref tab. LinkedRefs may optionally have a keyword specified, which is helpful for references that need multiple associations/relationships. This is commonly used in package building and scripting.

LocRefType
Shorthand for Location Reference Type. This is a tag that can be applied to a reference, used by the Radiant Story system to populate variable with appropriate objects and locations.

=N=

Mod:Creation Kit/Navmesh
Mod:Creation Kit/Navmesh is an editor-created three-dimensional shape which exists for the purpose of providing AI with navigation details in 3D space. The primary function of navmesh is simply to define where an actor can path, but navmesh can also include meta-data such as cover, ledges, water, and preferred routes.

=O=

Mod:Creation Kit/Object
Can mean different things depending on context. Usually refers to a Mod:Creation Kit/Form in the Mod:Creation Kit/Master File or added by a mod. Often (but not always) either a Mod:Creation Kit/Base Object or an Mod:Creation Kit/Object Reference.

When discussing Mod:Creation Kit/Papyrus Scripting, an Mod:Creation Kit/Object may refer to any of the Mod:Creation Kit/Script Objects. Mod:Creation Kit/Script Objects correlate closely to Mod:Creation Kit/Forms.

Mod:Creation Kit/Object Reference
Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an Mod:Creation Kit/Object, placed in the world.

For example, there is only one NorRmSmWallSideExSm01 Mod:Creation Kit/Base Object - but you can place as many instances of that object as you like. Each of these instances is a reference to the Mod:Creation Kit/Base Object: so, each one is an Mod:Creation Kit/Object Reference. References are explained in more depth on their own page: see Mod:Creation Kit/Reference.

Orthographic View
Sometimes shortened to "Ortho", orthographic view is a type of rendering/projection which displays a 3D space with no vanishing point. This is extremely useful for a blueprint-type view where walls appear as straight lines, allowing for very precise placement of objects in a space.

Orthographic view can be toggled in the Mod:Creation Kit/Creation Kit with the "0" (zero) hotkey.

=P=

Pisa Problem
A problem in visual design. The term refers to the Leaning Tower of Pisa, which is remarkable specifically because remains standing although it doesn't look like it should remain standing. Because videogame locations are not required to obey the laws of physics, a structure such as the Tower would simply look ill-conceived.

In general, the Pisa problem is a reminder to build spaces that look physically grounded and feasible.

Prefab
Prefab is a shorthand term used to refer to a collection of objects which can be easily copied to provide some complex functionality, such as multi-object traps, puzzles and creature ambushes. These are provided in interior cells with the warehouse prefix.

Note that "prefab" is not a form type in the Mod:Creation Kit/Creation Kit. It's just the term applied by the team to these kinds of pre-configured setups.

=Q=

Quest Item
The Quest Item check box is available on most base objects. Objects marked as Quest Item cannot be dropped from the player's inventory, are not counted against encumbrance, and are not cleaned up when a Mod:Creation Kit/Cell is reset (and are not cleared from reset inventories). Mod:Creation Kit/Actors marked as quest items update more frequently.

=R=

Mod:Creation Kit/Reference
Also known as "Ref"s, there are various types of Mod:Creation Kit/Reference in the Mod:Creation Kit/Creation Kit. Generally, though, when speaking about Mod:Creation Kit/References, people will mean Mod:Creation Kit/Object References.

A Mod:Creation Kit/Reference is an instance of an Mod:Creation Kit/Base Object. Usually, this means that the Mod:Creation Kit/Object has been placed in the Mod:Creation Kit/Render Window, although references can also be created at runtime by scripts. Each Mod:Creation Kit/Base Object can have multiple Mod:Creation Kit/References. The count of Mod:Creation Kit/References is displayed in the Mod:Creation Kit/Object Window. If any of the properties of a Mod:Creation Kit/Base Object are changed in the Mod:Creation Kit/Object Window, all its Mod:Creation Kit/References are also changed in-game.

However, references also hold some data that is unique to the reference. The simplest example is the Mod:Creation Kit/Reference's position: it's unique for each reference, and is not stored with the Mod:Creation Kit/Base Object's data in the Mod:Creation Kit/Object Window.

If you Double Mouse Click on an Mod:Creation Kit/Object in the Mod:Creation Kit/Render Window, you will see its Reference Data. Different types of Mod:Creation Kit/Objects have different Reference Data on their Mod:Creation Kit/References. Different Mod:Creation Kit/References of the same Mod:Creation Kit/Object can be set differently.

All Mod:Creation Kit/References are treated as Mod:Creation Kit/ObjectReference Scripts. Mod:Creation Kit/References can also be cast to their specific subtype, so references of Mod:Creation Kit/Actors are also Mod:Creation Kit/Actor Scripts.

Mod:Creation Kit/Region
Regions are a means of storing data about blocks of cells in Worldspaces. In Fallout 4, they are primarily used as a way to assign Mod:Creation Kit/Weather to exterior cells.

Rendering
Rendering is a computer science term for drawing an image on-screen. On this wiki, it refers to any 3D objects which the Creation Engine is currently displaying. It is important to note that a rendered image is not always visible. This is why optimization is important: it helps content creators cut down on the amount of wasted rendering by ensuring that as few objects as possible are unnecessarily rendered.

Roombound
A synonym for "Room Marker"

Room-Hall-Room
Refers to a pacing problem in level design. It's very easy for a level to fall into a rut where the space simply feels like a series of random rooms connected by repetitive hallways. This is usually the sign of a level in early stages of design. Room-Hall-Room can be addressed by replacing bland hallways with more interesting traversal spaces, giving rooms a sense of cohesive purpose in the larger meaning of a level, and tuning encounter pacing.

Room Marker
A cube used to encompass references for the sake of manual occlusion. Room Markers are linked to each other via portals, helping the Creation Engine make better decisions about what to cull and render.

=S=

Skybox
A common game development term for an unreachable area created as a sort of diorama to create the illusion of an opening to sky. In Skyrim these usually consist of ceiling holes where a patch of sky can be seen, and additional clutter such as foliage is often used to make the illusion more convincing.

=T=

Triangle
In the context of Mod:Creation Kit/Navmesh, a triangle or "tri" is a 3-sided polygon.

=U=

Unit
The Mod:Creation Kit/Unit of measure used for the Mod:Creation Kit/Creation Engine.

UI
Common acronym for "User Interface". Used interchangeably with GUI and HUD, or "Graphical User Interface", and "Heads-Up Display", respectively.

=V=

Vertex
A vertex, or "vert", is a point in 3D space. When working with Mod:Creation Kit/Navmesh, vertices(plural) are used to create the corners of triangular polygons.

=Z=

Z-Fighting
In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. Z-Fighting in the Mod:Creation Kit/Creation Kit is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset.