Daggerfall Mod:DFRemake/Original Item Data
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Fall.Exe[edit]
There is some base item information stored within the Fall.exe program starting at offset 0x1b682A (in v2.13). There are 288 records each 48 bytes in size with the following structure:
Field | Type | Description |
---|---|---|
Name | char[24] | The item name. |
Weight | DWORD | The object's base weight. Divide this value by 4 to get the weight in kgs. |
Hit points | WORD | The hit points of item. |
Target/Capacity? | DWORD | For ingredients this describes effect subtype (effect target). For all other it seems to describe volume (is it used by game at all?) - it's non zero only for container types, starting with glass jar (1), trough large chest (300), ending with houses (1000000000) |
Base price | DWORD | The base value for the item in gold pieces. |
Enchant | WORD | The base enchantment points for the item. |
(unknown)/(unknown) | BYTE | |
(unknown)/Variants? | BYTE | For items that can be worn, like clothing or helmets, this describes number of different versions of an item that can be found in graphics file. As of yet, it is unknown for ingredients and not verified non-wearable non-ingredient items. |
Effect/Equipment slot? | BYTE | For ingredients this is effect type, which together with effect subtype describe ingredient effect - see http://uesp.net/wiki/Daggerfall:SPELLS.STD_indices for effect type/target codes. In case of other items, this seems to describe equipment slot. |
3 bits | always 0 | |
Blunt weapon | 1 bit | 1 if item is blunt weapon, 0 otherwise. (maybe it is used for "hit" sound, or there are some bonuses for blunt weapons I'm not aware of?) |
Liquid | 1 bit | 1 if item is liquid, 0 otherwise. (this, together with bottles of different volume makes me think, that you were supposed to put various liquids into bottles and mix potions yourself) |
One handed | 1 bit | 1 if item/weapon is one handed, 0 otherwise. |
1 bit | always 0 | |
Ingredient | 1 bit | 1 if item is ingredient, 0 otherwise |
WorldImage | 7 bits | The starting image index within the texture file. This image is used when the item is in the world. |
WorldTexture | 9 bits | The texture file containing the image. |
PlayerImage | 7 bits | The starting image index within the texture file. This image is used in the player's inventory and paper doll. |
PlayerTexture | 9 bits | The texture file containing the image. If this value is 0 it indicates the item has no special player image (use the world image instead). |
Note that for many items, the values given are only the base values. Modifiers such as material type will affect the final value for each item.