diff --git a/docs/source/manuals/openmw-cs/files-and-directories.rst b/docs/source/manuals/openmw-cs/files-and-directories.rst index 34680fa94..77593dece 100644 --- a/docs/source/manuals/openmw-cs/files-and-directories.rst +++ b/docs/source/manuals/openmw-cs/files-and-directories.rst @@ -14,22 +14,22 @@ Basics Directories =========== -OpenMW and OpenMW CS us multiple directories on the file system. First of all +OpenMW and OpenMW CS use multiple directories on the file system. First of all there is a *user directory* that holds configuration files and a number of different sub-directories. The location of the user directory is hard-coded into the CS and depends on your operating system. ================ ========================================= -Operating System User Dircetory +Operating System User Directory ================ ========================================= -GNU/Linux ```` +GNU/Linux ``~/.config/openmw/`` OS X ``~/Library/Application Support/openmw/`` -Windows ```` +Windows ``C:\Users\ *Username* \Documents\my games\OpenMW`` ================ ========================================= In addition to to this single hard-coded directory both OpenMW and OpenMW CS -need a place to seek for a actuals data files of the game: textures, 3D models, -sounds and record files that store objects in game; dialogues an so one. These +need a place to search for actual data files of the game: textures, 3D models, +sounds and record files that store objects in game; dialogues and so on. These files are called *content files*. We support multiple such paths (we call them *data paths*) as specified in the configuration. Usually one data path points to the directory where the original Morrowind game is either installed or @@ -42,12 +42,12 @@ Content files ============= The original Morrowind engine by Bethesda Softworks uses two types of content -files: `esm` (master) and `esp` (plugin). The distinction between those two is -not clear, and often confusing. One would expect the `esm` (master) file to be -used to specify one master, which is then modified by the `esp` plugins. And +files: `ESM` (master) and `ESP` (plugin). The distinction between those two is +not clear, and often confusing. One would expect the `ESM` (master) file to be +used to specify one master, which is then modified by the `ESP` plugins. And indeed: this is the basic idea. However, the official expansions were also made as ESM files, even though they could essentially be described as really large -plugins, and therefore would rather use `esp` files. There were technical +plugins, and therefore should have been `ESP` files. There were technical reasons behind this decision – somewhat valid in the case of the original engine, but clearly it is better to create a system that can be used in a more sensible way. OpenMW achieves this with our own content file types. @@ -62,7 +62,7 @@ OpenMW content files The concepts of *Game* and *Addon* files are somewhat similar to the old concept of *ESM* and *ESP*, but more strictly enforced. It is quite -straight-formward: If you want to make new game using OpenMW as the engine (a +straight-forward: If you want to make new game using OpenMW as the engine (a so called *total conversion*) you should create a game file. If you want to create an addon for an existing game file create an addon file. Nothing else matters; the only distinction you should consider is if your project is about @@ -75,21 +75,21 @@ Another simple thing about content files are the extensions: we are using Morrowind content files ----------------------- -Using our content files is recommended for projects that are intended to used -with the OpenMW engine. However, some players might wish to still use the +Using our content files is recommended for projects that are intended to use +the OpenMW engine. However, some players might wish to still use the original Morrowind engine. In addition thousands of *ESP*/*ESM* files were created since 2002, some of them with really outstanding content. Because of this OpenMW CS simply has no other choice but to support *ESP*/*ESM* files. If -you decid to choose *ESP*/*ESM* file instead of using our own content file -types you are most likely aimng at compatibility with the original engine. This -subject is covered in it own chapter of this manual. +you decide to choose *ESP*/*ESM* file instead of using our own content file +types you are most likely aiming at compatibility with the original engine. This +subject is covered in its own chapter of this manual. .. TODO This paragraph sounds weird The actual creation of new files is described in the next chapter. Here we are going to focus only on the details you need to know in order to create your -first OpenMW CS file while fully understanding your needs. For now let’s jut +first OpenMW CS file while fully understanding your needs. For now let’s just remember that content files are created inside the user directory in the the ``data`` subdirectory (that is the one special data directory mentioned earlier). @@ -99,8 +99,8 @@ Dependencies ------------ Since an addon is supposed to change the game it follows that it also depends -on the said game to work. We can conceptualise this with an examples: your -modification is the changing prize of an iron sword, but what if there is no +on the said game to work. We can conceptualise this with an example: your +modification is changing the price of an iron sword, but what if there is no iron sword in game? That's right: we get nonsense. What you want to do is tie your addon to the files you are changing. Those can be either game files (for example when making an expansion island for a game) or other addon files @@ -112,9 +112,9 @@ files – it is only a theoretical introduction to the subject. For now just kee in mind that dependencies exist, and is up to you to decide whether your content file should depend on other content files. -Game files are not intend to have any dependencies for a very simple reasons: +Game files are not intended to have any dependencies for a very simple reasons: the player is using only one game file (excluding original and the dirty -ESP/ESM system) at a time and therefore no game file can depend on other game +ESP/ESM system) at a time and therefore no game file can depend on another game file, and since a game file makes the base for addon files it can not depend on addon files. @@ -123,7 +123,7 @@ Project files ------------- Project files act as containers for data not used by the OpenMW game engine -itself, but still useful for OpenMW CS. The shining example of this data +itself, but still useful for OpenMW CS. The shining examples of this data category are without doubt record filters (described in a later chapter of the manual). As a mod author you probably do not need or want to distribute project files at all, they are meant to be used only by you and your team. @@ -132,7 +132,7 @@ files at all, they are meant to be used only by you and your team. As you would imagine, project files make sense only in combination with actual content files. In fact, each time you start to work on new content file and a -project file was not found, one will be created. The extensio of project files +project file was not found, one will be created. The extension of project files is ``.project``. The whole name of the project file is the whole name of the content file with appended extension. For instance a ``swords.omwaddon`` file is associated with a ``swords.omwaddon.project`` file. diff --git a/docs/source/manuals/openmw-cs/starting-dialog.rst b/docs/source/manuals/openmw-cs/starting-dialog.rst index 02a65ff21..fa069d8d6 100644 --- a/docs/source/manuals/openmw-cs/starting-dialog.rst +++ b/docs/source/manuals/openmw-cs/starting-dialog.rst @@ -3,7 +3,7 @@ OpenMW CS Starting Dialog In this chapter we will cover starting up OpenMW CS and the starting interface. Start the CS the way intended for your operating system and you will be -presented with window and three main buttons and a small button with a +presented with a window and three main buttons and a small button with a wrench-icon. The wrench will open the configuration dialog which we will cover later. The three main buttons are the following: @@ -32,7 +32,7 @@ choose exactly one game and you can choose an arbitrary amount of addon dependencies. For the sake of simplicity and maintainability choose only the addons you actually want to depend on. Also keep in mind that your dependencies might have dependencies of their own, you have to depend on those as well. If -one of your dependencies nees something it will be indicated by a warning sign +one of your dependencies needs something it will be indicated by a warning sign and automatically include its dependencies when you choose it. If you want to edit an existing content file you will be presented with a diff --git a/docs/source/manuals/openmw-cs/tour.rst b/docs/source/manuals/openmw-cs/tour.rst index 9844948ea..bb1097e0c 100644 --- a/docs/source/manuals/openmw-cs/tour.rst +++ b/docs/source/manuals/openmw-cs/tour.rst @@ -48,7 +48,7 @@ Once the addon has been created you will be presented with a table. If you see a blank window rather than a table choose *World* → *Objects* from the menu. .. figure:: _static/images/chapter-1/objects.png - :alt: The table showing all objet records in the game. + :alt: The table showing all object records in the game. Let's talk about the interface for a second. Every window in OpenMW CS has *panels*, these are often but not always tables. You can close a panel by @@ -139,7 +139,7 @@ the first character. Type the following into the field: A filter is defined by a number of *queries* which can be logically linked. For now all that matters is that the `string(, )` query will check -whether `` matches ``. The pattern is a regular expression, +whether `` matches ``. The pattern is a regular expression, if you don't know about them you should learn their syntax. For now all that matters is that `.` stands for any character and `*` stands for any amount, even zero. In other words, we are looking for all entries which have an ID that