Merge pull request #1156 from jeffreyhaines/patch-2

Minor grammar and sentence changes
pull/113/head
Bret Curtis 8 years ago committed by GitHub
commit 582acc8c71

@ -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 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 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 effect while being worn. You do not need previous Morrowind modding experience,
Morrowind, but you should be familiar with the game itself. There will be no but you should be familiar with the game itself. There will be no
scripting necessary, we can achieve everything using just what the base game scripting necessary, we can achieve everything using just what the base game
offers out of the box. Before continuing make sure that OpenMW is properly offers out of the box. Before continuing make sure that OpenMW is properly
installed and playable. installed and playable.
@ -13,7 +13,7 @@ installed and playable.
Adding the ring to the game's records 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. 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) :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. 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. 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 You will be presented with another window where you get to choose the content to
edit and the name of your project. We have to chose at least a base game, and 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 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 project is arbitrary, it will be used to identify the addon later in the OpenMW
launcher. launcher.
@ -41,7 +41,7 @@ launcher.
:alt: Creation dialogue for a new project, pick content modules and name :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 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. 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 Once the addon has been created you will be presented with a table. If you see
@ -67,7 +67,7 @@ of the table are the attributes of each object.
Morrowind uses something called a *relational database* for game data. If you Morrowind uses something called a *relational database* for game data. If you
are not familiar with the term, it means that every type of thing can be are not familiar with the term, it means that every type of thing can be
expressed as a *table*: there is a table for objects, a table for enchantments, expressed as a *table*: there is a table for objects, a table for enchantments,
a table for icons, one for meshes, and so on. Properties of an entry must be a table for icons, one for meshes and so on. Properties of an entry must be
simple values, like numbers or text strings. If we want a more complicated simple values, like numbers or text strings. If we want a more complicated
property we need to reference an entry from another table. There are a few property we need to reference an entry from another table. There are a few
exceptions to this though, some tables do have subtables. The effects of exceptions to this though, some tables do have subtables. The effects of
@ -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 better way: right-click the row of our new record and chose *Edit Record*, a
new panel will open. 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 select *Edit Record*, a
new panel will open. Alternatively we can also define a configurable shortcut new panel will open. Alternatively we can also define a configurable shortcut
instead of using the context menu; the default is double-clicking while instead of using the context menu; the default is double-clicking while
holding down the shift key. holding down the shift key.

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