Revision as of 17:24, 8 August 2010 by Talkie Toaster (Talk | contribs) (Notes)

Explosion Dialog

  • ID: Unique identifier for this form.
  • Name: Display name.
  • Force: The push of the blast.
  • Damage: The amount of damage that can be received if standing within the blast radius.
  • Radius: This is the radius of the area of influence of the explosion; any rigid body within this radius is pushed, and any reference within it may be damaged.
  • IS Radius: Radius of the area that will see the ImageSpace effect.
  • Always Uses World Orientation: Whether the blast will be aligned with the ground.
  • Ignore LOS Check: Sets the explosion to ignore a line-of-site check to the target.
  • Push Explosion Source Ref Only: Select this to have the explosion's force only affect the object itself. Used in destruction data.
  • Ignore Imagespace Swap: Overrides close proximity explosion optimization (which removes the blinding flash from explosions).
  • Radiation:
    • RAD Level: Amount of RADs per second.
    • Radius: Size of radiation effect.
    • Dissipation Time: Duration of radiation effect.
  • Art File: Name of the file that contains the special effect graphic.
  • Light: Editor ID of the light used by explosion. Currently unsupported.
  • Enchantment: Object Effect that gets applied to explosion.
  • Sound 1: Sound effect played during explosion.
  • Sound 2: Second sound effect played during explosion.
  • IS Mod: The ImageSpace Modifier that plays when explosion occurs.
  • Impact Data Set: Sets up the effect the explosion has on its impact with different materials as the blast radiates outward.
  • Sound Level: Sets the volume of the explosion for detection purposes.
  • Knock Down Living Actors: Three radio button options. "Always" will always knock down living actors. "By Formula" will determine knockdown according to a formula. "Never" will never knock down living actors.

New in 1.5:

  • Placed Impact Object: Object placed at the point of the explosion. Example of use seen in Broken Steel DLC for placing the Tesla chain step objects which shoot targets surrounding the point of impact, and also blow up Vertibirds in one shot.


  • An explosion's orientation if "Always uses world orientation" is not checked depends on the type of projectile that created it. A beam will create an explosion normal to the surface it hits, a missile will create an explosion at right angles to its angle of incidence.
  • RefIDs assigned to explosions will be marked for deletion once the explosion has run its course.
  • Explosions with a radius of 0 will cause a CTD if they occur underwater.
  • Placed Impact Objects with scripts behave oddly. Their scripts will run but they will not return values for GetSelf.
  • Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue.
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