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@ -3,8 +3,8 @@ A Tour through OpenMW CS: making a magic ring
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In this first chapter we will create a mod that adds a new ring with a simple
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enchantment to the game. The ring will give its wearer a permanent Night Vision
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effect while being worn. You don't need prior knowledge about modding
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Morrowind, but you should be familiar with the game itself. There will be no
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effect while being worn. You do not need previous Morrowind modding experience,
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but you should be familiar with the game itself. There will be no
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scripting necessary, we can achieve everything using just what the base game
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offers out of the box. Before continuing make sure that OpenMW is properly
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installed and playable.
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@ -13,7 +13,7 @@ installed and playable.
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Adding the ring to the game's records
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*************************************
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In this first section we will define what our new ring is, what it looks like
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In this first section we will define what our new ring is, what it looks like,
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and what it does. Getting it to work is the first step before we go further.
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@ -28,11 +28,11 @@ options: create a new game, create a new addon, edit a content file.
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:alt: Opening dialogue with three option and setting button (the wrench)
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The first option is for creating an entirely new game, that's not what we want.
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We want to edit an existing game, so choose the second one. When you save your
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We want to edit an existing game, so choose the second option. When you save your
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addon you can use the third option to open it again.
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You will be presented with another window where you get to chose the content to
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edit and the name of your project. We have to chose at least a base game, and
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You will be presented with another window where you get to choose the content to
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edit and the name of your project. Then we have to select at least the base game and
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optionally a number of other addons we want to depend on. The name of the
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project is arbitrary, it will be used to identify the addon later in the OpenMW
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launcher.
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@ -41,7 +41,7 @@ launcher.
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:alt: Creation dialogue for a new project, pick content modules and name
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Choose Morrowind as your content file and enter `Ring of Night Vision` as the
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name. We could also chose further content files as dependencies if we wanted
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name. We could also choose further content files as dependencies if we wanted
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to, but for this mod the base game is enough.
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Once the addon has been created you will be presented with a table. If you see
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@ -67,7 +67,7 @@ of the table are the attributes of each object.
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Morrowind uses something called a *relational database* for game data. If you
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are not familiar with the term, it means that every type of thing can be
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expressed as a *table*: there is a table for objects, a table for enchantments,
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a table for icons, one for meshes, and so on. Properties of an entry must be
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a table for icons, one for meshes and so on. Properties of an entry must be
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simple values, like numbers or text strings. If we want a more complicated
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property we need to reference an entry from another table. There are a few
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exceptions to this though, some tables do have subtables. The effects of
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@ -95,7 +95,7 @@ holding Shift to edit it (this is a configurable shortcut), but there is a
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better way: right-click the row of our new record and chose *Edit Record*, a
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new panel will open.
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We can right-click the row of our new record and chose *Edit Record*, a
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We can right-click the row of our new record and select *Edit Record*, a
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new panel will open. Alternatively we can also define a configurable shortcut
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instead of using the context menu; the default is double-clicking while
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holding down the shift key.
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