diff --git a/docs/source/openmw-cs/tour.rst b/docs/source/openmw-cs/tour.rst index 3ddeac4fa..dee0ba3a9 100644 --- a/docs/source/openmw-cs/tour.rst +++ b/docs/source/openmw-cs/tour.rst @@ -3,8 +3,8 @@ A Tour through OpenMW CS: making a magic ring In this first chapter we will create a mod that adds a new ring with a simple enchantment to the game. The ring will give its wearer a permanent Night Vision -effect while being worn. You don't need prior knowledge about modding -Morrowind, but you should be familiar with the game itself. There will be no +effect while being worn. You do not need prior Morrowind modding experience, +but you should be familiar with the game itself. There will be no scripting necessary, we chan achieve everything using just what the base game offers out of the box. Before continuing make sure that OpenMW is properly installed and playable. @@ -13,7 +13,7 @@ installed and playable. Adding the ring to the game's records ************************************* -In this first section we will define what our new ring is, what it looks like +In this first section we will define what our new ring is, what it looks like, and what it does. Getting it to work is the first step before we go further. @@ -28,11 +28,11 @@ options: create a new game, create a new addon, edit a content file. :alt: Opening dialogue with three option and setting button (the wrench) The first option is for creating an entirely new game, that's not what we want. -We want to edit an existing game, so choose the second one. When you save your +We want to edit an existing game, so choose the second option. When you save your addon you can use the third option to open it again. -You will be presented with another window where you get to chose the content to -edit and the name of your project. We have to chose at least a base game, and +You will be presented with another window where you get to choose the content to +edit and the name of your project. Then we have to select at least the base game, and optionally a number of other addons we want to depend on. The name of the project is arbitrary, it will be used to identify the addon later in the OpenMW launcher. @@ -41,7 +41,7 @@ launcher. :alt: Creation dialogue for a new project, pick content modules and name Choose Morrowind as your content file and enter `Ring of Night Vision` as the -name. We could also chose further content files as dependencies if we wanted +name. We could also choose further content files as dependencies if we wanted to, but for this mod the base game is enough. Once the addon has been created you will be presented with a table. If you see @@ -58,7 +58,7 @@ detached panel can be re-attached to a window by dragging it by the title bar on top of the window. Now let's look at the panel itself: we have a filter text field, a very large -table and a status bar. The filter will be very useful when we want to find an +table, and a status bar. The filter will be very useful when we want to find an entry in the table, but for now it is irrelevant. The table you are looking at contains all objects in the game, these can be items, NPCs, creatures, whatever. Every object is an entry in that table, visible as a row. The columns @@ -95,7 +95,7 @@ holding Shift to edit it (this is a configurable shortcut), but there is a better way: right-click the row of our new record and chose *Edit Record*, a new panel will open. -We can right-click the row of our new record and chose *Edit Record*, a +We can right-click the row of our new record and choose *Edit Record*, a new panel will open. Alternatively we can also define a configurable shortcut instead of using the context menu; the default is double-clicking while holding down the shift key.