(Aside from bones like the "ponytail" bones, Farmboy's bones will be similiar.)
Bip01_Pelvis
Bip01_L_Thigh
Bip01_L_Calf
Bip01_L_Foot
Bip01_L_Toe0
leftfoot_pin
Bip01_R_Thigh
Bip01_R_Calf
Bip01_R_Foot
Bip01_R_Toe0
rightfoot_pin
Bip01_Spine
Bip01_Spine1
Bip01_Spine2
Bip01_Neck
Bip01_Head
Bip01_Ponytail1
Bip01_Ponytail11
Bip01_Ponytail12
Bip01_Ponytail13
Bip01_L_Clavicle
Bip01_L_UpperArm
Bip01_L_Forearm
Bip01_L_Hand
Bip01_L_Finger0
Bip01_L_Finger01
Bip01_L_Finger1
Bip01_L_Finger11
shield_grip
Bip01_R_Clavicle
Bip01_R_UpperArm
Bip01_R_Forearm
Bip01_R_Hand
Bip01_R_Finger0
Bip01_R_Finger01
Bip01_R_Finger1
Bip01_R_Finger11
weapon_grip
Bip01_Pelvis
Bip01_Spine
Bip01_L_Thigh
Bip01_L_Calf
Bip01_L_Foot
Bip01_L_Toe0
Bip01_L_Toe1
Bip01_L_Toe2
Bip01_R_Thigh
Bip01_R_Calf
Bip01_R_Foot
Bip01_R_Toe0
Bip01_R_Toe1
Bip01_R_Toe2
Bip01_Spine1
Bip01_Spine2
Bip01_Neck
Bip01_Head
Bip01_L_Clavicle
Bip01_L_UpperArm
Bip01_L_Forearm
Bip01_L_Hand
Bip01_L_Finger0
Bip01_L_Finger01
Bip01_L_Finger1
Bip01_L_Finger11
Bip01_L_Finger2
Bip01_L_Finger21
Bip01_R_Clavicle
Bip01_R_UpperArm
Bip01_R_Forearm
Bip01_R_Hand
Bip01_R_Finger0
Bip01_R_Finger01
Bip01_R_Finger1
Bip01_R_Finger11
Bip01_R_Finger2
Bip01_R_Finger21
Bip01_Pelvis
Bip01_Spine
Bip01_L_Thigh
Bip01_L_Calf
Bip01_L_Foot
Bip01_L_Toe0
leftfoot_pin01
Bip01_R_Thigh
Bip01_R_Calf
Bip01_R_Foot
Bip01_R_Toe0
rightfoot_pin
Bip01_Spine1
Bip01_Spine2
Bip01_Neck
Bip01_L_Clavicle
Bip01_L_UpperArm
Bip01_L_Forearm
Bip01_L_Hand
Bip01_L_Finger0
Bip01_L_Finger01
Bip01_L_Finger1
Bip01_L_Finger11
shield_grip
Bip01_Neck1
Bip01_Head
Bip01_R_Clavicle
Bip01_R_UpperArm
Bip01_R_Forearm
Bip01_R_Hand
Bip01_R_Finger0
Bip01_R_Finger01
Bip01_R_Finger1
Bip01_R_Finger11
weapon_grip
[Actor] - requires [Attack] , [Body] , [Defend] , [Physics] , and [Inventory] blocks.
[Aspect] - requires that the GO have a [Placement] block.
[Attack] - requires the [Common] block.
[Body] - requires the [Aspect] block.
[Defend] - requires the [Common] block.
[Fader] - requires the [Placement] block.
[Follower] - requires the [Aspect] block.
[Gizmo] - requires the [Placement] block.
[Gold] - requires the [Aspect] block.
[Gui] - requires the [Aspect] block.
[Inventory] - requires the [Common] block.
[Party] - requires the [Mind] and [Placenment] blocks.
[Physics] - requires the [Aspect] block.
[Placement] - require the [Common] block.
[Potion] - requires the [Aspect] and [Magic] blocks.
[Store] - requires the [Placement] block.
If you are not aware of these HUDs you should really look into them as they provide invaluable information on the game engine state and decision making processes.
The first list of HUDs provide information on the object under the cursor:
To lower these huds, press the key sequence when the cursor is NOT over anything.
These HUDs can be toggled regardless of cursor position:
Please note that the HUDs and the console are mutually exclusive. Also, if you have problems getting the HUDs to come up, try removing the contents of Documents and Settings\username\My Documents\Dungeon Siege\Keys.
ALTER_INVALID
ALTER_MAX_LIFE
ALTER_LIFE
ALTER_LIFE_RECOVERY_UNIT
ALTER_LIFE_RECOVERY_PERIOD
ALTER_MAX_MANA
ALTER_MANA
ALTER_MANA_RECOVERY_UNIT
ALTER_MANA_RECOVERY_PERIOD
ALTER_STRENGTH
ALTER_INTELLIGENCE
ALTER_DEXTERITY
ALTER_MELEE
ALTER_RANGED
ALTER_NATURE_MAGIC
ALTER_COMBAT_MAGIC
ALTER_STRENGTH_TO_INTELLIGENCE
ALTER_STRENGTH_TO_DEXTERITY
ALTER_INTELLIGENCE_TO_DEXTERITY
ALTER_MELEE_TO_RANGED
ALTER_MELEE_TO_NATURE_MAGIC
ALTER_MELEE_TO_COMBAT_MAGIC
ALTER_RANGED_TO_NATURE_MAGIC
ALTER_RANGED_TO_COMBAT_MAGIC
ALTER_NATURE_MAGIC_TO_COMBAT_MAGIC
ALTER_MELEE_DAMAGE_MIN
ALTER_MELEE_DAMAGE_MAX
ALTER_RANGED_DAMAGE_MIN
ALTER_RANGED_DAMAGE_MAX
ALTER_CMAGIC_DAMAGE_MIN
ALTER_CMAGIC_DAMAGE_MAX
ALTER_NMAGIC_DAMAGE_MIN
ALTER_NMAGIC_DAMAGE_MAX
ALTER_CUSTOM_DAMAGE
ALTER_CUSTOM_DAMAGE_MELEE
ALTER_CUSTOM_DAMAGE_RANGED
ALTER_CUSTOM_DAMAGE_CHANCE
ALTER_CUSTOM_DAMAGE_CHANCE_MELEE
ALTER_CUSTOM_DAMAGE_CHANCE_RANGED
ALTER_LIFE_STEAL
ALTER_MANA_STEAL
ALTER_LIFE_BONUS
ALTER_MANA_BONUS
ALTER_PIERCING_DAMAGE_CHANCE
ALTER_PIERCING_DAMAGE_CHANCE_MELEE
ALTER_PIERCING_DAMAGE_CHANCE_RANGED
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_MELEE
ALTER_PIERCING_DAMAGE_CHANCE_AMOUNT_RANGED
ALTER_PIERCING_DAMAGE_RANGE
ALTER_PIERCING_DAMAGE_RANGE_MELEE
ALTER_PIERCING_DAMAGE_RANGE_RANGED
ALTER_DAMAGE_BONUS_TO_UNDEAD
ALTER_DAMAGE_BONUS_TO_TYPE
ALTER_CHANCE_TO_HIT
ALTER_CHANCE_TO_HIT_MELEE
ALTER_CHANCE_TO_HIT_RANGED
ALTER_EXPERIENCE_GAINED
ALTER_ARMOR
ALTER_INVINCIBILITY
ALTER_BLOCK_DAMAGE
ALTER_BLOCK_MELEE_DAMAGE
ALTER_BLOCK_RANGED_DAMAGE
ALTER_BLOCK_COMBAT_MAGIC_DAMAGE
ALTER_BLOCK_NATURE_MAGIC_DAMAGE
ALTER_BLOCK_PIERCING_DAMAGE
ALTER_BLOCK_CUSTOM_DAMAGE
ALTER_BLOCK_PART_DAMAGE
ALTER_BLOCK_PART_MELEE_DAMAGE
ALTER_BLOCK_PART_RANGED_DAMAGE
ALTER_BLOCK_PART_COMBAT_MAGIC_DAMAGE
ALTER_BLOCK_PART_NATURE_MAGIC_DAMAGE
ALTER_BLOCK_PART_PIERCING_DAMAGE
ALTER_BLOCK_PART_CUSTOM_DAMAGE
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE
ALTER_CHANCE_TO_BLOCK_MELEE_DAMAGE_AMOUNT
ALTER_CHANCE_TO_BLOCK_RANGED_DAMAGE_AMOUNT
ALTER_CHANCE_TO_BLOCK_CMAGIC_DAMAGE_AMOUNT
ALTER_CHANCE_TO_BLOCK_NMAGIC_DAMAGE_AMOUNT
ALTER_CHANCE_TO_DODGE_HIT
ALTER_CHANCE_TO_DODGE_HIT_MELEE
ALTER_CHANCE_TO_DODGE_HIT_RANGED
ALTER_REFLECT_DAMAGE
ALTER_REFLECT_DAMAGE_CHANCE
ALTER_REFLECT_PIERCING_DAMAGE
ALTER_REFLECT_PIERCING_DAMAGE_CHANCE
ALTER_MANA_SHIELD
ALTER_GOLD_VALUE
ALTER_REQUIREMENTS
LODFI is both a way of removing objects from the world to reduce rendering time and an optimization for save game and multiplayer. LODFI is a pair of values in the [aspect] block of a template called lodfi_lower and lodfi_upper.
For the purposes of rendering time, LODFI works to remove objects with LODFI values greater than 0 from the world so that they are not drawn. Objects whose LODFI is lower than the value represented by the in-game object detail bar, whose range is from 0.2 to 1.0, will be drawn. Objects whose LODFI is higher than this setting are not drawn.
However, LODFI is used for many things even if the detail slider is not involved. For example, while a path-blocking bed in a farmhouse is considered "required" due to it's blocking property and should never go away regardless of the slider, it should not be marked as -1. It should instead be marked as 0 so it's still considered a LODFI object but is always loaded. LODFI objects are not saved out in the save game (because their state cannot change) and they are not transmitted over the network in multiplayer. They do not show up in AI sensor queries and are considered 100% pure eye candy. They are specially permitted to block paths, and that's what the local-plain is meant for, but they're still considered LODFI in the eyes of the save game system.
From the perspective of the loader, objects can be broken down into three LODFI categories. The categories are Global, Local-LODFI, and Local-plain.
Global: Objects with lodfi_upper < 0. Used for anything that is generally interactive, like monsters, doors, or openable chests. Local-LODFI: Objects that are client-side only and are used for decorations and have lodfi_upper >= 0. Local-plain: Special objects that are loaded locally but may have global effects. The server needs to load them for frustums outside its screen player's (usually reserved for blocking objects), and are set on the server if lodfi_upper=0, we're in multiplayer, and aspect:does_block_path = true.
As described in components.gas:
[lodfi_upper] { type=float; default=-1.0; constrain=range[ 0.0, 1.0 ]; doc = "Upper bound for level of detail for items - will always render if object detail level higher than this (set -1 for critical/global)"; } [lodfi_lower] { type=float; default=-1.0; constrain=range[ 0.0, 1.0 ]; doc = "Lower bound for level of detail for items - will not render at all if object detail level lower than this"; }
The numbers correspond to the object detail slider on the options menu, where the lowest detail setting was chosen to be 0.2 and the highest is 1. The upper/lower_lodfi settings in [aspect] define a range. If the object detail is lower than the range, it never loads, and if it's higher, then it always loads. If it's somewhere in the middle then there is a random chance it will load (this is good for shrubs). Here is the algorithm that the loader uses when deciding to load an object:
If lodfi_upper <= 0 then load always
If object detail level > lodfi_upper then load always
If object detail level < lodfi_lower then never load
Pick random number between lodfi_lower and lodfi_upper. If object detail level < this then don't load, otherwise load.
Note again that we chose a minimum value for the object detail bar of 0.2, and not 0 as perhaps would be expected.
| Area | Command | Default Hotkey | Description | |
| Edit | Delete | Deletes currently selected object(s) and/or node(s). | ||
| File | Batch LNC Generation | Opens the dialog for generating logical node information for (recalcing) multiple regions and maps. | ||
| File | Create GAS Backups on Save | Toggles the Create GAS Backups on Save state; when active, backups of the region’s GAS files are created when the region is saved. | ||
| File | New Map | Opens the dialogue for creating a new map. | ||
| File | Save | Ctrl-s | Saves the currently open region, as well as any map gas files that have been changed. Also auto-connects all nodes. | |
| When an object is selected: | When a node is selected: | |||
| Keys | Down | down | Positive rotation about the object’s x-axis | Increments the destination door numbers |
| Keys | Left | a | Negative rotation about the region’s y-axis | Decriments the source door numbers |
| Keys | Right | d | Positive rotation about the region’s y-axis | Increments the source door numbers |
| Keys | Up | up | Negative rotation about the object’s x-axis | Decriments the destination door numbers |
| Lighting | Ambience | Opens the dialog for adjusting ambient lighting (the overall brightness of the nodes, objects, and actors in the open region). | ||
| Lighting | Copy Light GUID | b | Copies the selected light’s GUID (Global Unique IDentifier) to the clipboard. | |
| Lighting | Draw Directional Lights | Toggles the display of colored rays representing directional lights; when active, one ray for each directional light is drawn on every node in the open region. | ||
| Lighting | Edit Directional Lights | Opens the dialog for creating, editing, and removing directional lights. | ||
| Lighting | Ignore Vertex Color | Alt-v | Toggles whether the open region is displayed at full brightness or as it would appear with in-game lighting. | |
| Lighting | Update All Directional Lights | Recalculates all lighting for every node, including directional lighting, point lights, spotlights, and ambience. | ||
| Lighting | Update Selected Node Lighting | Recalculates all lighting for the currently selected node(s). | ||
| Mode | Decals | Toggles whether decals are selectable. | ||
| Mode | Gizmos | Toggles whether gizmos are selectable. | ||
| Mode | Lights | Toggles whether point lights and spotlights are selectable. | ||
| Mode | Logical Node | Toggles whether logical nodes are selectable. | ||
| Mode | Node Placement | Toggles between standard node placement mode and visual node placement mode (VNP). | ||
| Mode | Objects | 1 | Toggles whether objects are selectable. | |
| Mode | Tuning Points | Toggles whether tuning points are selectable | ||
| Nodes | Attatch Node | Alt-a | Attatches a new node to the currently selected source door, at the last used destination door. | |
| Nodes | Auto Connect Selected Nodes | Connects all the available doors of the currently selected nodes. | ||
| Nodes | Auto Node Connection | Connects all available node doors in the region (this happens automatically on region save). | ||
| Nodes | Copy GUID to Clipboard | Alt-b | Copies the GUID (globally unique identifier) of the currently selected node to the clipboard. | |
| Nodes | Current Node Set | Opens the Current Node Set dialogue, wherin the texture set of the currently selected nodes and all nodes placed in the future can be changed/selected. | ||
| Nodes | Draw Doors | Toggles drawing of all node doors (connected doors are represented as a green line, unconnected doors as a red line). | ||
| Nodes | Draw Stitch Doors | Toggles drawing of stitch doors (doors that serve as connections between regions); represented as yellow lines. | ||
| Nodes | Floor Draw | Toggles floor draw; when active, all character-walkable surfaces are textured white. | ||
| Nodes | Hide Node(s) | 5 | Hides selected nodes. (Hidden nodes will still be visible in game and in future Siege Editor (SE) sessions). | |
| Nodes | Hit Detect Floor Only | Toggles floor-only detection state; when active, mouse clicks on unfloored node surfaces are not registered in SE. | ||
| Nodes | Logical Node Properites | l | Opens the properties dialogue for the selected logical node(s). | |
| Nodes | Mesh List | Opens the list of all node meshes used in the currently open region. | ||
| Nodes | Mesh Previewer | Opens a preview window that displays the object, node, or decal currently selected in the folder view. | ||
| Nodes | Node List | Opens the list of all node GUIDs in the currently open region. | ||
| Nodes | Paint Select Nodes | Toggles paint-selection of nodes; when active, clicking and dragging selects all visible nodes that the mouse cursor passes over. | ||
| Nodes | Properties | Alt-r | Opens the property dialog for the currently selected node(s). | |
| Nodes | Select All Nodes | Alt-s | Selects all nodes in the currently open region, including hidden nodes. | |
| Nodes | Select Last Added | Selects the most recently added node in the region. | ||
| Nodes | Set as Target Node | Changes the region’s target node to the currently selected node and rebuilds the map’s node connections. | ||
| Nodes | Show all Nodes | Causes all nodes to become visible. | ||
| Objects | Auto Snap Objects to Ground | s | Toggles snap-to-ground. When active, objects cannot be moved above or below floored node surfaces. | |
| Objects | Content Search | Opens Content Search dialog, used for searching all templates for specific items or gizmos. | ||
| Objects | Copy Scid to Clipboard | g | Copies the SCID (static content identifier) of the currently selected object to the clipboard. | |
| Objects | Drag Copy | c | Creates a new object with the same properties (inlcuding orientation and position) as the currently selected object. | |
| Objects | Equipment | Opens the Equipment tab of the currently selected object’s properites, where that object’s equipped items (armor, weapons, etc) can be changed. | ||
| Objects | Hide Selected Object(s) | Hides selected objects. These objects are still visible in game and in future sessions of SE. | ||
| Objects | Inventory | Opens the Inventory tab of the currently selected object’s properties, where that object’s inventory can be changed | ||
| Objects | Movement Lock None | e | Disables all restriction of object movement to a specific axis; that is, disables X, Y, and Z movement lock. Does not affect snap-to-ground. | |
| Objects | Movement Lock X | x | Restricts object movement to the target node’s x-axis. | |
| Objects | Movement Lock Y | y | Restricts object movement to the target node’s y-axis. | |
| Objects | Movement Lock Z | z | Restricts object movement to the target node’s z-axis. | |
| Objects | Movement Mode | Toggles movement mode; when active, objects can be moved in SE. When inactive, objects can be selected, but not moved. | ||
| Objects | Party Editor | Opens the Party Editor dialogue, wherin parties of actors can be created and edited. | ||
| Objects | Placement Mode | t | Toggles object placement mode. When active, mouse clicks on terrain will place the object selected in the folder view. | |
| Objects | Properties | v | Opens the properties dialog for the currently selected object(s). | |
| Objects | Rotate Selection | q | Rotates selection focus among all selectable objects beneath the mouse pointer. | |
| Objects | Show All Objects | Un-hides all objects in the currently open region. This does not affect their visibility in game. | ||
| Settings | Bookmark Editor | Opens the dialog for creating and editing teleport bookmarks. (Teleporting is only available in release/DSMod.) | ||
| Settings | Keyboard Shortcuts | Opens the Keyboard Shortcuts dialog. | ||
| Settings | Map | Opens the Map Settings dialog, which contains info such as the map’s screen name, camera and frustrum settings, and starting time of day. | ||
| Settings | Region | Opens the Region Settings dialog, which contains the region’s GUID and other information. | ||
| Settings | Starting Positions | Opens the Starting Groups dialog, for creation, editing, and deletion of starting groups (groups of starting positions). | ||
| Settings | Toggle Debug HUDs | Toggles HUDs (Heads Up Displays) for objects. When active, HUDS are enabled for the last group of objects for which they were enabled. | ||
| Skrit | Console | Disabled in this version. | ||
| Skrit | Editor | Disabled in this version. | ||
| Stitching | Builder | Opens the Stitch Builder dialog, which is used to generate a map stitch index. | ||
| Stitching | Manager | Opens the current map’s Stitch Manager, which displays all the stitches in the map by region. Stitches can be edited in this dialogue. | ||
| Tools | Auto-Stitch Tool | Disabled in this version. | ||
| View | Debug HUD Dialog | Opens the Debug HUD dialog, which allows the user to select for which groups of objects HUDs are displayed. | ||
| View | Gizmos | Toggles visibility of gizmos in SE. | ||
| View | Objects | o | Toggles visibility of objects in SE. | |
| View | Preference - Restrict to Game Camera | Toggles restriction of the azimuth, height, and zoom length of the SE camera to the limits of the in-game camera. | ||
| View | Preference - View Camera Target | Toggles the visibility of a HUD representing the target of the SE camera. | ||
| View | Preference - Wireframe | Toggles wireframe mode. When active, only the edges of each polygon are drawn. | ||
| View | Preferences | Alt-q | Opens the SE Preferences dialogue. | |
| View | Switch to next Window Pane | Removes focus from main window. | ||
| View | Toggle Actor Debug HUD | Toggles visibility of HUDs for actors in SE. | ||
| View | Toggle All Debug HUD | 6 | Toggles visibility of all HUDs for objects in SE. | |
| View | Toggle Commands Debug HUD | 4 | Toggles visibility of HUDs for command gizmos in SE. | |
| View | Toggle Items Debug HUD | 3 | Toggles visibility of HUDs for non-gizmo, non-actor objects in SE. | |
| View | Toggle Misc Debug HUD | 2 | Toggles visibility of HUDs for non-command gizmos in SE. | |
| View | Tuning Points | Toggles visibility of tuning points in SE. | ||