diff --git a/NewHorizons/External/Modules/PropModule.cs b/NewHorizons/External/Modules/PropModule.cs
index 9414d1eb..ce05ccb1 100644
--- a/NewHorizons/External/Modules/PropModule.cs
+++ b/NewHorizons/External/Modules/PropModule.cs
@@ -650,22 +650,22 @@ namespace NewHorizons.External.Modules
public string id;
///
- /// Only required if type is "sockets". This lists all the possible locations for any props assigned to this group.
+ /// Only required if type is `sockets`. This lists all the possible locations for any props assigned to this group.
///
public QuantumSocketInfo[] sockets;
///
- /// Optional. Only used if type is "states". If this is true, then the first prop made part of this group will be used to construct a visibility box for an empty game object, which will be considered one of the states.
+ /// Optional. Only used if type is `states`. If this is true, then the first prop made part of this group will be used to construct a visibility box for an empty game object, which will be considered one of the states.
///
public bool hasEmptyState;
///
- /// Optional. Only used if type is "states". If this is true, then the states will be presented in order, rather than in a random order
+ /// Optional. Only used if type is `states`. If this is true, then the states will be presented in order, rather than in a random order
///
public bool sequential;
///
- /// Optional. Only used if type is "states" and "sequential" is true. If this is false, then after the last state has appeared, the object will no longer change state
+ /// Optional. Only used if type is `states` and `sequential` is true. If this is false, then after the last state has appeared, the object will no longer change state
///
[DefaultValue(true)] public bool loop = true;
}