(Redirected from World object)
This page lists all World Objects.
Gameplay[edit]
World objects are items that appear in the game's environment but cannot be acquired by the Player Character. The converse to world objects are miscellaneous items, which can be added to one's inventory. These objects make up the game's world space, whether they be static, movable static, or set dressing.
Overviews[edit]
By Appearance[edit]
By Item[edit]
Types[edit]
In the game files, world objects fall into one of the following subtypes depending on program (the GECK for Fallout 3 and Fallout: New Vegas or the Creation Kit for Fallout 4 and Fallout 76), indicated in the last column below.
| Image | Name | Description | Program |
|---|---|---|---|
| Activator | An activator is a World Object that can be used (or activated) by an actor or another activator. Non scripted activators can serve as drinkable water sources, radios that play radio stations or objects that play animations when activated. | ||
| Climate | Climate is a subtype of Activator. | ||
| Containers and Storage | Containers can range from items such as desks, lockers, safes, and refrigerators or dead bodies. They are used as receptacles for quest items and loot, and also facilitate inventory management. | ||
| Encounter Zone | Encounter Zones group cells, worldspaces, and individual references into similarly leveled encounter areas. | ||
| Furniture | All furniture objects can be used by NPCs. In general, this means chairs, beds and invisible markers such as wall lean markers. Things such as tables and shelves are not furniture records because actors have no animations or game functions associated with them and are instead usually static forms. | ||
| Grass | Grass can be painted onto landscape vertices by assigning it to a Land Texture. Grass generation is random, and persistent only within a single instance of the game. | ||
| Light | Light objects provide spherical areas of illumination. They may or may not have a physical 3D object to represent them, such as a fire barrel or lamp. | ||
| Marker | Markers are objects that can be dragged into a scene to define the placement and direction when the player COCs to a cell. It can define a location on a world map, locations of radiation, or used by AI packages to determine standing location. | ||
| Movable Static | Movable statics are static objects that are subject to Havok physics. This means that they can be moved around by the player with the grab button and will be affected by weapons and explosives. This category also contains some animated objects which are usually prefixed with 'FX'. They play a single continuous animation, usually a water spray, flames, smoke or something similar. | ||
| Placeable Water | Placeable Water objects can be dragged into a scene wherever water is needed. | ||
| Static | Static objects are several types of world object, including architecture, armor, characters, clutter, creatures, effects, furniture, gore, interfaces, landscape, markers, sky, terminals, traps, triggers, vehicles, and weapons. | ||
| Terminal | Terminals (also called computers) are a special type of World Object. They can be used to contain Notes and/or pass them along to the player. They can also be used to script arbitrary functionality through the use of menus and submenus. Terminals can be "locked", with access only by succeeding at the hacking mini-game or through possession of a password in the form of a Note. | ||
| Tree | Trees are a type of flora and world object found throughout the wastelands. |
- Fallout 76
+ AACT - Action + AAMD - Aim Assist Model Data + AAPD - Aim Assist Pose Data + ACTI - Activator + ADDN - Addon Node + AECH - Audio Effect Chain + ALCH - Ingestible + AMDL - Aim Model + AMMO - Ammunition + ANIO - Animated Object + AORU - Attraction Rule + ARMA - Armor Addon + ARMO - Armor + ARTO - Art Object (G: 0,R: 1100) + ASPC - Acoustic Space + ASTM - Unknown Astm + ASTP - Association Type + ATXO - Unknown Atxo + AUVF - Auvf Unknown + AVIF - Actor Value Information + AVTR - Avatar + BNDS - Bendable Spine + BOOK - Book + BPTD - Body Part Data + CAMS - Camera Shot + CELL - Cell + CHAL - Challenge + CLAS - Class + CLFM - Color + CLMT - Climate + CMPO - Component + CNCY - Currency + CNDF - Condition Form + COBJ - Constructible Object (G: 0,R: 13264) + COEN - Consumable Entitlement + COLL - Collision Layer + CONT - Container + CPRD - Challenge Pass Reward Data + CPTH - Camera Path + CSEN - Crate Service Entitlement + CSTY - Combat Style + CURV - Curve Table + DCGF - Unknown DCGF + DEBR - Debris + DFOB - Default Object + DIST + DLVW - Unknown Dlvw + DMGT - Damage Type + DOBJ - Default Object Manager + DOOR - Door + ECAT - Emote Category + EFSH - Effect Shader + EMOT - Emote + ENCH - Object Effect + ENTM - Entitlement (G: 0,R: 5386) + EQUP - Equip Type + EXPL - Explosion + FACT - Faction + FISH - Fish + FLOR - Flora + FLST - Formid List (G: 0,R: 1735) + FSTP - Footstep + FSTS - Footstep Set + FURN - Furniture (G: 0,R: 1717) + GCVR - Ground Cover + GDRY - God Rays + GLOB - Global + GMRW - Gameplay Reward + GMST - Game Setting + GRAS - Grass + HAZD - Hazard + HDPT - Head Part + IDLE - Idle Animation + IDLM - Idle Marker + IMAD - Image Space Adapter + IMGS - Image Space + INGR - Ingredient + INNR - Instance Naming Rules + IPCT - Impact + IPDS - Impact Data Set + KEYM - Key + KSSM - Sound Keyword Mapping + KYWD - Keyword + LAYR - Layer + LCRT - Location Reference Type + LCTN - Location + LENS - Lens Flare + LGDI - Legendary Item + LGTM - Lighting Template + LIGH - Light + LOUT + LSCR - Load Screen + LTEX - Landscape Texture + LVLI - Leveled Item (G: 0,R: 9475) + LVLN - Leveled Npc + LVLP - Leveled Packin + LVPC - Leveled Perk Card + MATO - Material Object + MATT - Material Type + MDSP - Model Swap + MESG - Message + MGEF - Magic Effect + MISC - Misc Item (G: 0,R: 5457) + MOVT - Movement Type + MSTT - Movable Static (G: 0,R: 3009) + MSWP - Material Swap + MUSC - Music Type + MUST - Music Track + NAVI - Navigation Mesh Info Map + NOCM - Navigation Mesh Obstacle Manager + NOTE - Note + NPC_ - Non Player Character + OMOD - Object Modification + OTFT - Outfit + OVIS - Object Visibility Manager + PACH - Power Armor Chassis + PACK - Package + PCRD - Perk Card + PEPF - Event Playlist + PERK - Perk + PKIN - Packin + PLYT + PMFT - Photo Mode Feature + PPAK - Perk Card Pack + PROJ - Projectile + QMDL - Unknown QMDL + QUST - Quest + RACE - Race + REGN - Region + RELA - Relationship + RESO - Resource + REVB - Reverb Paramaters + RFCT - Visual Effect + RFGP - Reference Group + SCCO - Scene Collection + SCOL - Static Collection (G: 0,R: 15298) + SCSN - Sound Category Snapshot + SECH - Sound Echo Maker + SMBN - Story Manager Branch Node + SMEN - Story Manager Event Node + SMQN - Story Manager Quest Node + SNCT - Sound Category + SNDR - Sound Descriptor + SOPM - Sound Output Model + SOUN - Sound Marker + SPEL - Spell + SPGD - Shader Particle Geometry + STAG - Animation Sound Tag Set + STAT - Static (G: 0,R: 39370) + STHD - Spell Threshold Data + STMP - Snap Template + STND - Snap Template Node + TACT - Talking Activator + TERM - Terminal + TREE - Tree + TRNS - Transform + TXST - Texture Set + UTIL - Utility + VOLI - Volumetric Lighting + VTYP - Voice Type + WATR - Water + WAVE - Wave Encounter + WEAP - Weapon + WRLD - Worldspace + WSPR - Workshop Permissions + WTHR - Weather + ZOOM - Zoom

