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293
docs/cs-manual/source/record-filters.rst
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docs/cs-manual/source/record-filters.rst
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Record Filters
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##############
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Filters are a key element of the OpenMW CS user interface, they allow rapid and
|
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easy access to records presented in all tables. In order to use this
|
||||
application effectively you need to familiarise yourself with all the concepts
|
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and instructions explained in this chapter. The filter system is somewhat
|
||||
unusual at first glance, but once you understand the basics it will be fairly
|
||||
intuitive and easy to use
|
||||
|
||||
Filters are a key element to using the OpenMW CS efficiently by allowing you to
|
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narrow down the table entries very quickly and find what you are looking for.
|
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The filter system might appear unusual at first, you don't just type in a word
|
||||
and get all instances where it occurs, instead filters are first-class objects
|
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in the CS with their own table. This allows you to define very specific filters
|
||||
for your project and store them on disc to use in the next session. The CS
|
||||
allows you fine-grained control, you can choose whether to make a filter
|
||||
persistent between session, only for one session or use a one-off filter by
|
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typing it directly into the filter field.
|
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|
||||
|
||||
|
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Terms used
|
||||
**********
|
||||
|
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Filter
|
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A Filter is generally speaking a tool able to filter the elements of a
|
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table, that is select some elements while discarding others, according to
|
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some criteria. These criteria are written using their own syntax.
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Criterion
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A criterion describes some condition a record needs to satisfy in order to
|
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be selected. They are written using a special syntax which is explained
|
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below. We can logically combine multiple criteria in a filter for finer
|
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control.
|
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Expression
|
||||
Expressions are how we perform filtering. They look like functions in a
|
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programming language: they have a name and accept a number of arguments.
|
||||
The expression evaluates to either ``true`` or ``false`` for every record in
|
||||
the table. The arguments are expressions themselves.
|
||||
|
||||
Arity
|
||||
The arity of an expression tells us how many arguments it takes. Expressions
|
||||
taking no arguments are called *nullary*, those taking one argument are
|
||||
known as *unary* expressions and those taking two arguments are called
|
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*binary*.
|
||||
|
||||
|
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|
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Interface
|
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*********
|
||||
|
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Above each table there is a text field which is used to enter a filter: either
|
||||
one predefined by the OpenMW CS developers or one made by you. Another
|
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important element is the filter table found under *View* → *Filters*. You
|
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should see the default filters made by the OpenMW team in the table. The table
|
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has the columns *Filter*, *Description* and *Modified*.
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ID
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A unique name used to refer to this filter. Note that every ID has a
|
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scope prefix, we will explain these soon.
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|
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Modified
|
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This is the same as for all the other records, it tells us whether the
|
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filter is *added* or *removed*. Filters are specific to a project instead of
|
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a content file, they have no effect on the game itself.
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Filter
|
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The actual contents of the filter are given here using the filter syntax.
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Change the expressions to modify what the filter returns.
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Description
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A textual description of what the filter does.
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Using predefined filters
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************************
|
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To use a filter you have to type its ID into the filter field above a table.
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For instance, try to opening the objects table (under the world menu) and type
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into the filters field ``project::weapons``. As soon as you complete the text
|
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the table will show only the weapons. The string ``project::weapons`` is the ID
|
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of one of the predefined filters. This means that in order to use the filter
|
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inside the table you type its name inside the filter field.
|
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|
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Filter IDs follow these general conventions:
|
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|
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- IDs of filters for a specific record type contain usually the name of a
|
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specific group. For instance the ``project::weapons`` filter contains the
|
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term ``weapons``. Plural form is always used.
|
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|
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- When filtering a specific subgroup the ID is prefixed with the name of the
|
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more general filter. For instance ``project::weaponssilver`` will filter only
|
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silver weapons and ``project::weaponsmagical`` will filter only magical
|
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weapons.
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|
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- There are few exceptions from the above rule. For instance there are
|
||||
``project::added``, ``project::removed``, ``project::modified`` and
|
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``project::base``. You might except something more like
|
||||
``project::statusadded`` but in this case requiring these extra characters
|
||||
would not improve readability.
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|
||||
We strongly recommend you take a look at the filters table right now to see
|
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what you can filter with the defaults. Try using the default filters first
|
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before writing you own.
|
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|
||||
|
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|
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Writing your own filters
|
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************************
|
||||
|
||||
As mentioned before, filters are just another type of record in the OpenMW CS.
|
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To create a new filter you will have to add a new record to the *Filters* table
|
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and set its properties to your liking. Filters are created by combining
|
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existing filters into more complex ones.
|
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|
||||
|
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Scopes
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======
|
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Every default filter has the prefix ``project``. This is a *scpoe*, a mechanism
|
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that determines the lifetime of the filter. These are the supported scopes:
|
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|
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``project::``
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Indicates that the filter is to be used throughout the project in multiple
|
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sessions. You can restart the CS and the filter will still be there.
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``session::``
|
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Indicates that the filter is not stored between multiple sessions and once
|
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you quit the OpenMW CS application the filter will be gone. Until then it
|
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can be found inside the filters table.
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|
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Project-filters are stored in an internal project file, not final content file
|
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meant for the player. Keep in mind when collaborating with other modders that
|
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you need to share the same project file.
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Writing expressions
|
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===================
|
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The syntax for expressions is as follows:
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.. code-block::
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|
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<name>
|
||||
<name>(<arg1>)
|
||||
<name>(<arg1>, <arg2>, ..., <argn>)
|
||||
|
||||
Where ``<name>`` is the name of the expression, such as ``string`` and the
|
||||
``<arg>`` are expressions themselves. A nullary expression consists only of its
|
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name. A unary expression contains its argument within a pair of parentheses
|
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following the name. If there is more than one argument they are separated by
|
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commas inside the parentheses.
|
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|
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An example of a binary expression is ``string("Record Type", weapon)``; the
|
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name is ``string``, and it takes two arguments which are strings of string
|
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type. The meaning of arguments depends on the expression itself. In this case
|
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the first argument is the name of a record column and the second field is the
|
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values we want to test it against.
|
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|
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Strings are sequences of characters and are case-insensitive. If a string
|
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contains spaces it must be quoted, otherwise the quotes are optional and
|
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ignored.
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Constant Expressions
|
||||
--------------------
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||||
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||||
These expressions take no arguments and always return the same result.
|
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|
||||
``true``
|
||||
Always evaluates to ``true``.
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||||
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||||
``false``
|
||||
Always evaluates to ``false``.
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||||
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||||
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Comparison Expressions
|
||||
----------------------
|
||||
|
||||
``string(<column>, <value>)``
|
||||
The ``<value>`` is a regular expression pattern. The expressions evaluates
|
||||
to ``true`` when the value of a record in ``<column>`` matches the pattern.
|
||||
Since the majority of the columns contain string values, ``string`` is among
|
||||
the most often used expressions. Examples:
|
||||
|
||||
``string("Record Type", "Weapon")``
|
||||
Will evaluate to ``true`` for all records containing ``Weapon`` in the
|
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*Record Type* column cell.
|
||||
|
||||
``string("Portable", "true")``
|
||||
Will evaluate to ``true`` [#]_ for all records containing word ``true`` inside
|
||||
*Portable* column cell.
|
||||
|
||||
.. [#] There is no Boolean (``true`` or ``false``) value in the OpenMW CS. You
|
||||
should use a string for those.
|
||||
|
||||
|
||||
``value(<value>, (<lower>, <upper>))``
|
||||
Match a value type, such as a number, with a range of possible values. The
|
||||
argument ``<value>`` is the string name of the value we want to compare, the
|
||||
second argument is a pair of lower and upper bounds for the range interval.
|
||||
|
||||
One can use either parentheses ``()`` or brackets ``[]`` to surround the
|
||||
pair. Brackets are inclusive and parentheses are exclusive. We can also mix
|
||||
both styles:
|
||||
|
||||
.. code::
|
||||
|
||||
value("Weight", [20, 50))
|
||||
|
||||
This will match any objects with a weight greater or equal to 20 and
|
||||
strictly less than 50.
|
||||
|
||||
|
||||
Logical Expressions
|
||||
-------------------
|
||||
|
||||
``not <expression>``
|
||||
Logically negates the result of an expression. If ``<expression>`` evaluates
|
||||
to ``true`` the negation is ``false``, and if ``<expression>`` evaluates to
|
||||
``false`` the negation is ``true``. Note that there are no parentheses
|
||||
around the argument.
|
||||
|
||||
``or(<expr1>, <expr2>, ..., <exprN>)``
|
||||
Logical disjunction, evaluates to ``true`` if at least one argument
|
||||
evaluates to ``true`` as well, otherwise the expression evaluates to
|
||||
``false``.
|
||||
|
||||
As an example assume we want to filter for both NPCs and creatures; the
|
||||
expression for that use-case is
|
||||
|
||||
.. code::
|
||||
|
||||
or(string("record type", "npc"), string("record type", "creature"))
|
||||
|
||||
In this particular case only one argument can evaluate to ``true``, but one
|
||||
can write expressions where multiple arguments can be ``true`` at a time.
|
||||
|
||||
``or(<expr1>, <expr2>, ..., <exprN>)``
|
||||
Logical conjunction, evaluates to ``true`` if and only if all arguments
|
||||
evaluate to ``true`` as well, otherwise the expression evaluates to
|
||||
``false``.
|
||||
|
||||
As an example assume we want to filter for weapons weighting less than a hundred
|
||||
units The expression for that use-case is
|
||||
|
||||
.. code::
|
||||
|
||||
and(string("record type", "weapon"), value("weight", (0, 100)))
|
||||
|
||||
|
||||
Anonymous filters
|
||||
=================
|
||||
|
||||
Creating a whole new filter when you only intend to use it once can be
|
||||
cumbersome. For that reason the OpenMW CS supports *anonymous* filters which
|
||||
can be typed directly into the filters field of a table. They are not stored
|
||||
anywhere, when you clear the field the filter is gone forever.
|
||||
|
||||
In order to define an anonymous filter you type an exclamation mark as the
|
||||
first character into the field followed by the filter definition (e.g.
|
||||
``!string("Record Type", weapon)`` to filter only for weapons).
|
||||
|
||||
|
||||
|
||||
Creating and saving filters
|
||||
***************************
|
||||
|
||||
Filters are managed the same way as other records: go to the filters table,
|
||||
right click and select the option *Add Record* from the context menu. You are
|
||||
given a choice between project- or session scope. Choose the scope from the
|
||||
dropdown and type in your desired ID for the filter. A newly created filter
|
||||
does nothing since it still lacks expressions. In order to add your queries you
|
||||
have to edit the filter record.
|
||||
|
||||
|
||||
Replacing the default filters set
|
||||
=================================
|
||||
|
||||
OpenMW CS allows you to substitute the default filter set for the entire
|
||||
application. This will affect the default filters for all content files that
|
||||
have not been edited on this computer and user account.
|
||||
|
||||
Create a new content file, add the desired filters, remove the undesired ones
|
||||
and save. Now rename the *project* file to ``defaultfilters`` and make sure the
|
||||
``.omwaddon.project`` file extension is removed. This file will act as a
|
||||
template for all new files from now on. If you wish to go back to the
|
||||
old default set rename or remove this custom file.
|
62
docs/cs-manual/source/record-types.rst
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docs/cs-manual/source/record-types.rst
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Record Types
|
||||
############
|
||||
|
||||
A game world contains many items, such as chests, weapons and monsters. All
|
||||
these items are merely instances of templates we call *Objects*. The OpenMW CS
|
||||
*Objects* table contains information about each of these template objects, such
|
||||
as its value and weight in the case of items, or an aggression level in the
|
||||
case of NPCs.
|
||||
|
||||
The following is a list of all Record Types and what you can tell OpenMW CS
|
||||
about each of them.
|
||||
|
||||
Activator
|
||||
Activators can have a script attached to them. As long as the cell this
|
||||
object is in is active the script will be run once per frame.
|
||||
|
||||
Potion
|
||||
This is a potion which is not self-made. It has an Icon for your inventory,
|
||||
weight, coin value, and an attribute called *Auto Calc* set to ``False``.
|
||||
This means that the effects of this potion are pre-configured. This does not
|
||||
happen when the player makes their own potion.
|
||||
|
||||
Apparatus
|
||||
This is a tool to make potions. Again there’s an icon for your inventory as
|
||||
well as a weight and a coin value. It also has a *Quality* value attached to
|
||||
it: the higher the number, the better the effect on your potions will be.
|
||||
The *Apparatus Type* describes if the item is a *Calcinator*, *Retort*,
|
||||
*Alembic* or *Mortar & Pestle*.
|
||||
|
||||
Armor
|
||||
This type of item adds *Enchantment Points* to the mix. Every piece of
|
||||
clothing or armor has a "pool" of potential *Magicka* that gets unlocked
|
||||
when the player enchants it. Strong enchantments consume more magicka from
|
||||
this pool: the stronger the enchantment, the more *Enchantment Points* each
|
||||
cast will take up. *Health* means the amount of hit points this piece of
|
||||
armor has. If it sustains enough damage, the armor will be destroyed.
|
||||
Finally, *Armor Value* tells the game how much points to add to the player
|
||||
character’s *Armor Rating*.
|
||||
|
||||
Book
|
||||
This includes scrolls and notes. For the game to make the distinction
|
||||
between books and scrolls, an extra property, *Scroll*, has been added.
|
||||
Under the *Skill* column a scroll or book can have an in-game skill listed.
|
||||
Reading this item will raise the player’s level in that specific skill.
|
||||
|
||||
Clothing
|
||||
These items work just like armors, but confer no protective properties.
|
||||
Rather than *Armor Type*, these items have a *Clothing Type*.
|
||||
|
||||
Container
|
||||
This is all the stuff that stores items, from chests to sacks to plants. Its
|
||||
*Capacity* shows how much stuff you can put in the container. You can
|
||||
compare it to the maximum allowed load a player character can carry. A
|
||||
container, however, will just refuse to take the item in question when it
|
||||
gets "over-encumbered". Organic Containers are containers such as plants.
|
||||
Containers that respawn are not safe to store stuff in. After a certain
|
||||
amount of time they will reset to their default contents, meaning that
|
||||
everything in them is gone forever.
|
||||
|
||||
Creature
|
||||
These can be monsters, animals and the like.
|
||||
|
168
docs/cs-manual/source/tables.rst
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168
docs/cs-manual/source/tables.rst
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|
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|
|||
Tables
|
||||
######
|
||||
|
||||
If you have launched OpenMW CS already and played around with it for a bit, you
|
||||
will have noticed that the interface is made entirely of tables. This does not
|
||||
mean it works just like a spreadsheet application though, it would be more
|
||||
accurate to think of databases instead. Due to the vast amounts of information
|
||||
involved with Morrowind tables made the most sense. You have to be able to spot
|
||||
information quickly and be able to change them on the fly.
|
||||
|
||||
|
||||
Used Terms
|
||||
**********
|
||||
|
||||
Record
|
||||
An entry in OpenMW CS representing an item, location, sound, NPC or anything
|
||||
else.
|
||||
|
||||
Instance, Object
|
||||
When an item is placed in the world, it does not create a whole new record
|
||||
each time, but an *instance* of the *object*.
|
||||
|
||||
For example, the game world might contain a lot of exquisite belts on
|
||||
different NPCs and in many crates, but they all refer to one specific
|
||||
instance: the Exquisite Belt record. In this case, all those belts in crates
|
||||
and on NPCs are instances. The central Exquisite Belt instance is called an
|
||||
*object*. This allows modders to make changes to all items of the same type
|
||||
in one place.
|
||||
|
||||
If you wanted all exquisite belts to have 4000 enchantment points rather
|
||||
than 400, you would only need to change the object Exquisite Belt rather
|
||||
than all exquisite belt instances individually.
|
||||
|
||||
Some columns are recurring throughout OpenMW CS, they show up in (nearly) every
|
||||
table.
|
||||
|
||||
ID
|
||||
Each item, location, sound, etc. gets the same unique identifier in both
|
||||
OpenMW CS and Morrowind. This is usually a very self-explanatory name. For
|
||||
example, the ID for the (unique) black pants of Caius Cosades is
|
||||
``Caius_pants``. This allows players to manipulate the game in many ways.
|
||||
For example, they could add these pants to their inventory by opening the
|
||||
console and entering: ``player- >addItem Caius_pants``. In both Morrowind
|
||||
and OpenMW CS the ID is the primary way to identify all these different
|
||||
parts of the game.
|
||||
|
||||
Modified
|
||||
This column shows what has happened (if anything) to this record. There are
|
||||
four possible states in which it can exist:
|
||||
|
||||
Base
|
||||
The record is unmodified and from a content file other than the one
|
||||
currently being edited.
|
||||
|
||||
Added
|
||||
This record has been added in the currently content file.
|
||||
|
||||
Modified
|
||||
Similar to *base*, but has been changed in some way.
|
||||
|
||||
Deleted
|
||||
Similar to *base*, but has been removed as an entry. This does not mean,
|
||||
however, that the occurrences in the game itself have been removed! For
|
||||
example, if you were to remove the ``CharGen_Bed`` entry from
|
||||
``morrowind.esm``, it does not mean the bedroll in the basement of the
|
||||
Census and Excise Office in Seyda Neen will be gone. You will have to
|
||||
delete that instance yourself or make sure that that object is replaced
|
||||
by something that still exists otherwise the player will get crashes in
|
||||
the worst case scenario.
|
||||
|
||||
|
||||
|
||||
World Screens
|
||||
*************
|
||||
|
||||
The contents of the game world can be changed by choosing one of the options in
|
||||
the appropriate menu at the top of the screen.
|
||||
|
||||
|
||||
Regions
|
||||
=======
|
||||
|
||||
This describes the general areas of Vvardenfell. Each of these areas has
|
||||
different rules about things such as encounters and weather.
|
||||
|
||||
Name
|
||||
This is how the game will show the player's location in-game.
|
||||
|
||||
MapColour
|
||||
This is a six-digit hexadecimal representation of the colour used to
|
||||
identify the region on the map available in *World* → *Region Map*.
|
||||
|
||||
Sleep Encounter
|
||||
These are the rules for what kinds of enemies the player might encounter
|
||||
when sleeping outside in the wilderness.
|
||||
|
||||
|
||||
Cells
|
||||
=====
|
||||
|
||||
Expansive worlds such as Vvardenfell, with all its items, NPCs, etc. have a lot
|
||||
going on simultaneously. But if the player is in Balmora, why would the
|
||||
computer need to keep track the exact locations of NPCs walking through the
|
||||
corridors in a Vivec canton? All that work would be quite useless and bring
|
||||
the player's system down to its knees! So the world has been divided up into
|
||||
squares we call *cells*. Once your character enters a cell, the game will load
|
||||
everything that is going on in that cell so the player can interact with it.
|
||||
|
||||
In the original Morrowind this could be seen when a small loading bar would
|
||||
appear near the bottom of the screen while travelling; the player had just
|
||||
entered a new cell and the game had to load all the items and NPCs. The *Cells*
|
||||
screen in OpenMW CS provides you with a list of cells in the game, both the
|
||||
interior cells (houses, dungeons, mines, etc.) and the exterior cells (the
|
||||
outside world).
|
||||
|
||||
Sleep Forbidden
|
||||
Can the player sleep on the floor? In most cities it is forbidden to sleep
|
||||
outside. Sleeping in the wilderness carries its own risks of attack, though,
|
||||
and this entry lets you decide if a player should be allowed to sleep on the
|
||||
floor in this cell or not.
|
||||
|
||||
Interior Water
|
||||
Should water be rendered in this interior cell? The game world consists of
|
||||
an endless ocean at height 0, then the landscape is added. If part of the
|
||||
landscape goes below height 0, the player will see water.
|
||||
|
||||
Setting the cell’s Interior Water to true tells the game that this cell that
|
||||
there needs to be water at height 0. This is useful for dungeons or mines
|
||||
that have water in them.
|
||||
|
||||
Setting the cell’s Interior Water to ``false`` tells the game that the water
|
||||
at height 0 should not be used. This flag is useless for outside cells.
|
||||
|
||||
Interior Sky
|
||||
Should this interior cell have a sky? This is a rather unique case. The
|
||||
Tribunal expansion took place in a city on the mainland. Normally this would
|
||||
require the city to be composed of exterior cells so it has a sky, weather
|
||||
and the like. But if the player is in an exterior cell and were to look at
|
||||
their in-game map, they would see Vvardenfell with an overview of all
|
||||
exterior cells. The player would have to see the city’s very own map, as if
|
||||
they were walking around in an interior cell.
|
||||
|
||||
So the developers decided to create a workaround and take a bit of both: The
|
||||
whole city would technically work exactly like an interior cell, but it
|
||||
would need a sky as if it was an exterior cell. That is what this is. This
|
||||
is why the vast majority of the cells you will find in this screen will have
|
||||
this option set to false: It is only meant for these "fake exteriors".
|
||||
|
||||
Region
|
||||
To which Region does this cell belong? This has an impact on the way the
|
||||
game handles weather and encounters in this area. It is also possible for a
|
||||
cell not to belong to any region.
|
||||
|
||||
|
||||
Objects
|
||||
=======
|
||||
|
||||
This is a library of all the items, triggers, containers, NPCs, etc. in the
|
||||
game. There are several kinds of Record Types. Depending on which type a record
|
||||
is, it will need specific information to function. For example, an NPC needs a
|
||||
value attached to its aggression level. A chest, of course, does not. All
|
||||
Record Types contain at least a 3D model or else the player would not see them.
|
||||
Usually they also have a *Name*, which is what the players sees when they hover
|
||||
their reticle over the object during the game.
|
||||
|
||||
Please refer to the Record Types chapter for an overview of what each type of
|
||||
object does and what you can tell OpenMW CS about these objects.
|
||||
|
|
@ -21,4 +21,6 @@ few chapters to familiarise yourself with the new interface.
|
|||
tour
|
||||
files-and-directories
|
||||
starting-dialog
|
||||
|
||||
tables
|
||||
record-types
|
||||
record-filters
|
||||
|
|
Loading…
Reference in a new issue