Tes5Mod:Mod File Format/WEAP

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WEAP records hold information about Weapons.

C V Field Name Type/Size Info
- BAMT unknown formID Alternate block material. Points to a MATT.
- BIDS unknown formID Block bash impact data set. Points to a IPDS.
- CNAM template formID Points to another WEAP record to use as a template
 ? CRDT Critical Damage struct[16]
00:Critical Damage
uint16 0-13
02:Unused
uint16
04:Critical % Mult
float 0-1.5
08:Flags
uint32 1 = Critical Effect on Death
0C:Critical Spell Effect
formID SPEL
+ DATA data struct[10]
value
int32
weight
float
damage
int16 Base damage.
+ DESC description lstring
+ DNAM Weapon data struct[100]
00:Anim Type
uint8 Lookup: 0=Other, 1=OneHandSword, 2=OneHandDagger, 3=OneHandAxe, 4=OneHandMace, 5=TwoHandSword, 6=TwoHandAxe, 7=Bow, 8=Staff, 9=Crossbow
  • 0 is used by the "Unarmed" weapon, the weapon versions of the knife and fork, and the unpatched woodcutter's axe.
01
int8 unknown
02
in16 unknown
04:Speed
float Speed of weapon.
08:Reach
float For melee weapons, this is a multiplier used in the reach formula: fCombatDistance * NPCScale * WeaponReach (where fCombatDistance is a gamesetting).
0C:Flags
uint16 Flags. Known flag values include:
0x01: Ignores Normal Weapon Resistance (probably an obsolete holdover from Oblivion)
0x02: Automatic
0x04: Has Scope
0x08: Can't Drop
0x10: Hide Backpack
0x20: Embedded Weapon
0x40: Don't Use 1st Person IS Animations (or Don't Use 3rd Person IS Animations -- always paired with 0x100 in third set of flags)
0x80: Unplayable (The checkbox display in the CK is "Playable", i.e. the inverse of this flag's value)
0E:Flags?
uint16 Possibly more flags, but has a constant value of 145 (0x91) in all records
10:Sight FOV
float (deprecated?) The angle of view when using Iron Sights. Done by zooming in.
14:Blank
uint32 0 in all records
18:VATS to hit
uint8 Base VATS To-Hit Chance (possibly obsolete). Only values are 0 and 5
19:Unknown
int8 -1 in all records
1A:Projectiles
uint8 Number of projectiles per single ammo object (possibly obsolete). 1 in all records
1B
int8 Embedded Weapon: Actor Value, adding 46 to the stored value gives the actor value index, CK allows (0 PerceptionCondition through 6 BrainCondition), only valid if Embedded Weapon flag is set
1C:Min Range
float Tells combat AI they don't need to be closer than this value.
20:Max Range
float Tells combat AI they don't want to be any further away than this value.
24:Unknown
uint32 0 in all records
28:Flags
uint32 Flags. Known flag values include:
0x01: Player Only
0x02: NPCs Use Ammo
0x04: No Jam After Reload
0x10: Minor Crime
0x20: Fixed Range
0x40: Not Used in Normal Combat
0x100: Don't Use 3rd Person IS Animations (or Don't Use 1st Person IS Animations -- always paired with 0x40 in first set of flags)
0x200: Burst Shot
0x400: Alternate Rumble
0x800: Long bursts
0x1000: Non-hostile
0x2000: Bound Weapon
2C:Unknown
float 1 in all records
30:Unknown
float Values range from 0.1 to 5, but is not displayed in CK
34:Rumble left
float Rumble: left motor strength
38:Rumble right
float Rumble: right motor strength
3C:Rumble duration
float Rumble: duration
40:Blank
uint32 0 in all records
44:Blank
uint32 0 in all records
48:Blank
uint32 0 in all records
4C:Skill
int32 Skill governing weapon's use (for staves, this is a magic skill, not a weapon skill, but apparently ignored in that case). Provided as an actor value; -1 for weapons without a governing skill
50:Blank
uint32 0 in all records
54:Blank
uint32 0 in all records
58:Resist
int32 Actor Value, CK allows 39 DamageResist through 44 MagicResist or -1 for None (always -1 in original files)
5C:Blank
uint32 0 in all records
60:Stagger
float Stagger
- EAMT Enchantment Charge Amount uint16
+ EDID editorID zstring Max 0x200 bytes, including null terminator.
- EITM Enchantment formID Points to a ENCH.
- ETYP Equip Type formID Specifies which equipment slot is used by the weapon (typically "BothHands" or "EitherHand"). Points to a EQUP.
+ FULL Name lstring
- INAM unknown formID Normal weapon swing impact set. Points to a IPDS.
- KSIZ keywordCount uint32
- KWDA keywords formID[KSIZ.keywordCount]
+ OBND objectBounds OBND
+ MODL Model File Name zstring
- MODS Alternate textures Alternate Textures Used when overriding textures in a nif file with texture sets
- MODT unknown Model Textures
- NAM7 unknown formID Attack Loop Sound (SNDR) Not found in original files
- NAM8 unknown formID UnEquip Sound (SNDR)
- NAM9 unknown formID Equip Sound (SNDR).
- NNAM unknown zstring Embedded Weapon Node
- SNAM unknown formID Attack Sound (Trap Fire) (SNDR)
- TNAM unknown formID Attack Fail Sound (SNDR).
- UNAM unknown formID Idle Sound (SNDR)
- VMAD unknown VMAD
+ VNAM Sound Detection Level uint32 The amount of sound using the weapon generates, seems to be used in determining nearby NPCs detection of the actor using the weapon. 2(0x02) = Silent, 1(0x01) = Normal, 0(0x00) = Loud, 3(0x03) = Very Loud.
- WNAM unknown formID 1st Person Model Object. Points to a STAT. Affects the Inventory Item display.
- XNAM unknown formID Attack Sound (2D) (SNDR) found in Dawnguard.esm
- YNAM unknown formID Pickup Sound (SNDR) not found in original files
- ZNAM unknown formID Putdown Sound (SNDR) not found in original files

The skill influencing the weapon damage and receiving xp is found in DNAM.Skill .

The use cost for staves (per use or per second) and enchanted weapons is the enchantment_cost. It is modified by the skills found in the effects of the enchantment (DATA.Skill), which may be none.

For unenchanted weapons the gold value is found in DATA.Value - called base_value in the following. For enchanted weapons the CK shows only the base_value, but that's not what's used ingame:

 gold_value = base_value + [0.12*EAMT + 8*enchantment_cost]

A missing EAMT field is treated as 0.

The following game settings can be changed to modify that formula:
fEnchantmentPointsMult = 0.12
fEnchantmentEffectPointsMult = 8

Notes[edit]

  • What skill governs a weapon is set separately (under Weapon Data: 4C: Skill) from its Anim Type (Weapon Data: 00: Anim Type) which is separate from its ETYP which is separate from its keywords, such as "WeapTypeBattleaxe".
    • Skill determines what skill governs the weapon.
    • Perks, magic effects, etc can check whatever they want to in general to apply to something, but they usually check keywords.
    • ETYP is purely how many hands the weapon needs; for example, the unpatched Ebony Blade and Headsman's Axe were both one-handed weapons with an ETYP of both hands.
  • Keywords can also specify the weapon material (e.g., "WeapMaterialIron"), which is primarily used for smithing and matching set purposes, and whether the weapon is sold by merchants ("VendorItemWeapon").