Skyrim Mod:Mod File Format/ARMO
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An ARMO record is an individual equippable piece, the most obvious of which is armor but includes shields, jewelry, clothing.
Models as they exist here are specifically referring to ground and inventory models, ARMA models cover worn.
If MOD4 is not present, MOD2 is used for female characters instead.
C | V | Field | Name | Type/Size | Info |
---|---|---|---|---|---|
+ | EDID | editorID | zstring | Max ::0x200 bytes, including null terminator. | |
- | VMAD | scripting info | VMAD | scripting | |
- | OBND | object bounds | OBND | Always 12 bytes, even if all 0s | |
- | FULL | full name | lstring | Full (in-game) name | |
- | EITM | enchantment | formid | Enchanment (ENCH). Note there can be only 1 of these. | |
- | EAMT | Enchantment Amount | uint16 | Enchantment Amount | |
- | MODL | model | MODL | Includes Fields MODB, MODT, MODS, MODD | |
+ | MOD2 | male model | zstring | Male Models\ relative .nif | |
- | MO2T | model data | struct | (MODT) | |
- | MO2S | alternate textures | Alternate Textures | Used when overriding textures in a nif file with texture sets | |
- | ICON | Inventory Image | zstring | Inventory Image Filename | |
- | MICO | Message Image | zstring | Message Image Filename | |
- | MOD4 | female model | zstring | Female Models\ relative .nif | |
- | MO4T | model data | struct | (MODT) | |
- | MO4S | alternate textures | Alternate Textures | Used when overriding textures in a nif file with texture sets | |
- | ICO2 | Inventory Image | zstring | Female Inventory Image Filename | |
- | MIC2 | Message Image | zstring | Female Message Image Filename | |
+ | BODT | Body Template | BODT | 8- or 12-byte struct Body Template | |
+ | 1.6.91 | BOD2 | Body Template | BOD2 | 8-byte struct Body Template |
- | DEST | destruction data | DEST | Includes Fields DSTD, DMDL, DMDT, DMDS | |
+ | YNAM | pickupSound | formid | Sound(SNDR) played when picked up | |
+ | ZNAM | dropSound | formid | Sound(SNDR) played when dropped | |
- | BMCT | Ragdoll | string | Ragdoll Constraint Template, not found in original (PC) datafiles | |
- | ETYP | equip slot | formid | EQUP (only shields) | |
- | BIDS | bash impact data set | formid | IPDS (only shields) | |
- | BAMT | bash material | formid | MATT (only shields) | |
+ | RNAM | unknown | formID | RACE (0x19 DefaultRace for most except race-specific skins) | |
- | KSIZ | KSIZ | uint32 | keyword count | |
- | KWDA | KWDA | formID[KSIZ] | KYWD array | |
+ | DESC | description | lstring | Usually 0 unless the enchantment isn't standard like Archmage Robes. | |
* | MODL | armature (model) | formid | Armature ARMA formid. Required, can use more than 1 either as options (race options) or to cover multiple slots. | |
+ | DATA | data | struct | 8-byte struct
|
|
+ | DNAM | armor rating | uint32 | Base armor rating * 100. (Note: despite being a uint32, only the lower uint16 is used.) | |
- | TNAM | template | formID | Points to another ARMO record to use as a template |
The skill in the BODT/BOD2 field determines which skill gets xp added on hits. A higher level in that skill also increases the armor rating. If skill is "None", any value in the DNAM field is ignored and the armor rating is 0 (is that true for NPCs too?).
For unenchanted armor the gold value is found in DATA.Value - called base_value in the following. For enchanted armor the CK shows only the base_value, but that's not what's used ingame:
gold_value = base_value + [enchantment_cost + 0.5]