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103 lines
7.8 KiB
TeX
103 lines
7.8 KiB
TeX
\section{Tables}
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\subsection{Introduction}
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If you have launched \OCS{} already and played around with it for a bit, you have probably gotten the impression that it contains lots of tables.
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You'd be spot on: \OCS{} is built around using tables. This does not mean it works just like Microsoft Excel or Libre Office Calc, though.
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Due to the vast amounts of information involved with \MW, tables just made the most sense. You have to be able to spot information quickly
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and be able to change them on the fly.
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Let's browse through the various screens and see what all these tables show.
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\subsection{Used Terms}
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\subsubsection{Glossary}
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\begin{description}
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\item[Record:] An entry in \OCS{} representing an item, location, sound, NPC or anything else.
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\item[Reference, Referenceable:] When an item is placed in the world, it does not create a new record each time. For example, the game world might
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contain a lot of exquisite belts on different NPCs and in many crates, but they all refer to one specific record: the Exquisite Belt record.
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In this case, all those belts in crates and on NPCs are references. The central Exquisite Belt record is called a referenceable. This allows modders
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to make changes to all items of the same type. For example, if you want all exquisite belts to have 4000 enchantment points rather than 400, you will
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only need to change the referenceable Exquisite Belt rather than all exquisite belts references individually.
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\end{description}
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\subsubsection{Recurring Terms}
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Some columns are recurring throughout \OCS. They show up in (nearly) every table in \OCS.
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\begin{description}
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\item[ID] Each item, location, sound, etc. gets the same unique identifier in both \OCS{} and \MW. This is usually a very self-explanatory name.
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For example, the ID for the (unique) black pants of Caius Cosades is ``Caius\_pants''. This allows you to manipulate the game in many ways. For example,
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you could add these pants to your inventory by simply opening the console and write: ``player->addItem Caius\_pants''. Either way, in both Morrowind
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and \OCS, the ID is the primary way to identify all these different parts of the game. %Wrong! Cells do not have ID, only name.
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\item[Modified] This column shows what has happened (if something has happened) to this record. There are four possible states in which it can exist.
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\item[Base] means that this record is part of the base game and is in its original state. Usually, if you create a mod, the base game is Morrowind with
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optionally the Bloodmoon and Tribunal expansions.
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\item[Added] means that this record was not in the base game and has been added by a~modder.
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\item[Modified] means that the record is part of the base game, but has been changed in some way.
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\item[Deleted] means that this record used to be part of the base game, but has been removed as an entry. This does not mean, however, that the occurrences
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in the game itself have been removed! For example, if you remove the CharGen\_Bed entry from morrowind.esm, it does not mean the bedroll in the basement
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of the Census and Excise Office in Seyda Neen is gone. You're going to have to delete that reference yourself or make sure that that object is replaced
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by something that still exists otherwise you will get crashes in the worst case scenario.
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\end{description}
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\subsection{World Screens}
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The contents of the game world can be changed by choosing one of the options in the appropriate menu at the top of the screen.
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\subsubsection{Regions}
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This describes the general areas of Vvardenfell. Each of these areas has different rules about things such as encounters and weather.
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\begin{description}
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\item[Name:] This is how the game will show your location in-game.
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\item[Map Colour:] This is a six-digit hexidecimal representation of the colour used to identify the region on the map available in
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World > Region Map. If you do not have an application with a colour picker, you can use your favourite search engine to find a colour picker online.
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\item[Sleep Encounter:] These are the rules for what kind of enemies you might encounter when you sleep outside in the wild.
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\end{description}
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\subsubsection{Cells}
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Expansive worlds such as Vvardenfell, with all its items, NPCs, etc. have a lot going on simultaneously. But if you are in Balmora,
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why would the computer need to keep track the exact locations of NPCs walking through the corridors in a Vivec canton? All that work would
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be quite useless and bring your system to its knees! So the world has been divided up into squares we call "cells". Once your character enters a cell,
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the game will load everything that is going on in that cell so you can interact with it.
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In the original \MW{} this could be seen when you were travelling and you would see a small loading bar at the bottom of the screen;
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you had just entered a new cell and the game would have to load all the items and NPCs. The Cells screen in \OCS{} provides you with a list of cells
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in the game, both the interior cells (houses, dungeons, mines, etc.) and the exterior cells (the outside world).
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\begin{description}
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\item[Sleep Forbidden:] Can the player sleep on the floor? In most cities it is forbidden to sleep outside. Sleeping in the wild carries its
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own risks of attack, though, and this entry lets you decide if a player should be allowed to sleep on the floor in this cell or not.
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\item[Interior Water:] Should water be rendered in this interior cell? The game world consists of an endless ocean at height 0. Then the landscape
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is added. If part of the landscape goes below height 0, the player will see water. (See illustration.)
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Setting the cell's Interior Water to true tells the game that this cell is both an interior cell (inside a building, for example, rather than
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in the open air) but that there still needs to be water at height 0. This is useful for dungeons or mines that have water in them.
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Setting the cell's Interior Water to false tells the game that the water at height 0 should not be used. Remember that cells that are in
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the outside world are exterior cells and should thus \textit{always} be set to false!
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\item[Interior Sky:] Should this interior cell have a sky? This is a rather unique case. The \TB{} expansion took place in a city on
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the mainland. Normally this would require the city to be composed of exterior cells so it has a sky, weather and the like. But if the player is
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in an exterior cell and looks at his in-game map, he sees Vvardenfell with an overview of all exterior cells. The player would have to see
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the city's very own map, as if he was walking around in an interior cell.
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So the developers decided to create a workaround and take a bit of both: The whole city would technically work exactly like an interior cell,
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but it would need a sky as if it was an exterior cell. That is what this is. This is why the vast majority of the cells you will find in this screen
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will have this option set to false: It is only meant for these "fake exteriors".
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\item[Region:] To which Region does this cell belong? This has an impact on the way the game handles weather and encounters in this area.
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It is also possible for a cell not to belong to any region.
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\end{description}
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\subsubsection{Referenceables}
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This is a library of all the items, triggers, containers, NPCs, etc. in the game. There are several kinds of Record Types. Depending on which type
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a record is, it will need specific information to function. For example, an NPC needs a value attached to its aggression level. A chest, of course,
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does not. All Record Types contain at least a~model. How else would the player see them? Usually they also have a Name, which is what you see
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when you hover your reticle over the object.
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Let's go through all Record Types and discuss what you can tell \OCS{} about them.
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\begin{description}
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\item[Activator:] This is an item that, when activated, starts a script or even just shows a~tooltip.
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\end{description} |