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Merge pull request #1451 from loriel2/ring_tour
CS manual - extend tutorial tour to put ring into two npcs in the game
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@ -218,4 +218,89 @@ actually modify the contents of the game.
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Subsection to come...
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=====================
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Adding to an npc
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****************
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The simplest way is probably to add it to the inventory of a shopkeeper.
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An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game
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and he's easy to find in the CS as his name comes early alphabetically.
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.. figure:: _static/images/chapter-1/Ring_to_Arrille.png
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:alt: Putting the ring into Arrille's inventory
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Open the CS and open the *Objects* table (*World* → *Objects*).
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Scroll down to Arrille, or use a filter like !string("ID","arrille").
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Open another pane to edit him - either right click and select edit or use the
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shortcut (default is shift double-click). Scroll down to the inventory section
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and right click to add a new row. Type in the id of the ring (or find it in the
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object pane, and drag and drop). Set the number of rings for him to stock - with
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a negative number indicating that he will restock again to maintain that level.
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However, it's an attractive item, so he will probably wear it rather than sell it.
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So set his stock level too high for him to wear them all (3 works, 2 might do).
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Another possibilty, again in Seyda Neen making it easy to access, would be for
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Fargoth to give it to the player in exchange for his healing ring.
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.. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png
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:alt: Editing Fargoth to give ring to player
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Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter !string(Topic,ring)
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and select the row with a response starting with "You found it!". Edit the record,
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firstly by adding a bit more to the response, then by adding a line to the script
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to give the ring to the player - the same as used earlier in the console
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.. code::
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player->AddItem "ring_night_vision" 1
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.. figure:: _static/images/chapter-1/Ring_to_Fargoth_2.png
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:alt: Editing Fargoth to give ring to player
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Navigation in the CS
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====================
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This is probably a suitable place to start talking about how navigation differs from TESCS
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in vanilla Morrowind.
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There is advice in Scripting for Dummies, the definitive manual for Morrowind Scripting:
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"If you give your scripts a common tag, that will make it easier to jump between the
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different scripts of your project, e.g. start every script name with AA_Scriptname
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this will put them right at the beginning of the list and keep them neatly together."
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This is valid for the rather poorer navigation facilities there, but it's not sensible for
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the OpenMW CS. Some modders took it further, and started script names and object id with numbers,
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typically "1", to bring the items even earlier in the default alphabetical sorts. In fact
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the CS won't allow names/ids to start with numbers or to include ".".
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There are better options available:
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Filtering, which isn't available at all in TESCS - put in a filter like
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!string("ID",".*ring.*")
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to find all IDs which contain the string "ring"
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Sorting, which is available in some parts of TESCS, but not for scripts (other than script names being
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sorted in ascending order)- hence the recommendation
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Typically the "Modified" column is useful here - most items will have "Base" status, unchanged from
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the base game.
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"Added" status" will cover those items added in this addon.
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"Modified" status will cover items from the base game which have been modified in this addon.
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Click on the top of the column to toggle between ascending and descending order - thus between "Added"
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and "Modified" at the top. Or put your desired modified status into a filter then sort alpabetically
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on a different column.
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Checking your new addon
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=======================
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Launch OpenMW and in the launcher under *Data Files* check your addon, if it's not
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already checked. Load a game and make your way to Seyda Neen - or start a new game.
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Check whether Arrille has one (or more) for sale, and whether Fargoth give you one
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when you return his healing ring.
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