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@ -52,7 +52,7 @@ a blank window rather than a table choose *World* → *Objects* from the menu.
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Let's talk about the interface for a second. Every window in OpenMW CS has
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Let's talk about the interface for a second. Every window in OpenMW CS has
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*panels*, these are often but not always tables. You can close a panel by
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*panels*, these are often but not always tables. You can close a panel by
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clicking the small "X" on the title bar of the panel, or you can detach it by
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clicking the small *X* on the title bar of the panel, or you can detach it by
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either dragging the title bar or clicking the icon with the two windows. A
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either dragging the title bar or clicking the icon with the two windows. A
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detached panel can be re-attached to a window by dragging it by the title bar
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detached panel can be re-attached to a window by dragging it by the title bar
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on top of the window.
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on top of the window.
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@ -118,7 +118,7 @@ Finding records using filters
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We will add an icon first. Open the *Icons* table the same way you opened the
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We will add an icon first. Open the *Icons* table the same way you opened the
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*Objects* table: in the menu click *Assets* → *Icons*. If the window gets too
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*Objects* table: in the menu click *Assets* → *Icons*. If the window gets too
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crowded remember that you can detach panels. The table is huge and not every
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crowded remember that you can detach panels. The table is huge and not every
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ring icon starts with "ring", so we have to use filters to find what we want.
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ring icon starts with :code:`ring`, so we have to use filters to find what we want.
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Filters are a central element of OpenMW CS and a major departure from how the
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Filters are a central element of OpenMW CS and a major departure from how the
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original Morrowind CS was used. In fact, filters are so important that they
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original Morrowind CS was used. In fact, filters are so important that they
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@ -143,8 +143,8 @@ whether `<property>` matches `<pattern>`. The pattern is a regular expression,
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if you don't know about them you should learn their syntax. For now all that
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if you don't know about them you should learn their syntax. For now all that
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matters is that `.` stands for any character and `*` stands for any amount,
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matters is that `.` stands for any character and `*` stands for any amount,
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even zero. In other words, we are looking for all entries which have an ID that
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even zero. In other words, we are looking for all entries which have an ID that
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contains the word "ring" somewhere in it. This is a pretty dumb pattern because
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contains the word :code:`ring` somewhere in it. This is a pretty dumb pattern because
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it will also match words like "ringmail", but it's good enough for now.
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it will also match words like :code:`ringmail`, but it's good enough for now.
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If you have typed the filter definition properly the text should change from
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If you have typed the filter definition properly the text should change from
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red to black and our table will be narrowed down a lot. Browse for an icon you
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red to black and our table will be narrowed down a lot. Browse for an icon you
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@ -225,7 +225,7 @@ and he's easy to find in the CS as his name comes early alphabetically.
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:alt: Putting the ring into Arrille's inventory
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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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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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Scroll down to Arrille, or use a filter like :code:`!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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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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shortcut (default is shift double-click). Scroll down to the inventory section
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@ -242,8 +242,8 @@ Fargoth to give it to the player in exchange for his healing ring.
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_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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: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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Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter :code:`!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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and select the row with a response starting with :code:`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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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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to give the ring to the player - the same as used earlier in the console
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@ -265,65 +265,64 @@ in the game, or by applying a similar process in the CS -
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World/Cells
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World/Cells
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Select "Seyda Neen, Census and Excise Office"
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Select `Seyda Neen, Census and Excise Office`
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Right-click and select "View"
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Right-click and select *View*
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Use mouse wheel to zoom in/out, and mouse plus WASD keys to navigate
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Use mouse wheel to zoom in/out, and mouse plus WASD keys to navigate
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Click on the small chest
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Click on the small chest
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Either way, you should find the ID, which is "chest_small_02_lockprac".
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Either way, you should find the ID, which is :code:`chest_small_02_lockprac`.
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Open the Objects table (World/Objects) and scroll down to find this item.
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Open the *Objects* table (*World* → *Objects*) and scroll down to find this item.
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Alternatively use the Edit/Search facility, selecting ID rather than text,
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Alternatively use the Edit/Search facility, selecting ID rather than text,
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enter "lockprac" (without the quotes) into the search box, press "Search",
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enter `lockprac` into the search box, press *Search*,
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which should return two rows, then select the "Container" one rather than the "Instance"
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which should return two rows, then select the *Container* one rather than the *Instance*
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Right-click and "Edit Record".
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Right-click and *Edit Record*.
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Right-click the "Content" section and select "Add a row"
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Right-click the *Content* section and select *Add a row*
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Set the Item ID of the new row to be your new ring - simplest way is probably to open the Objects
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Set the Item ID of the new row to be your new ring - simplest way is probably to open the *Objects*
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table if it's not already open, sort on the "Modified" column which should bring the ring,
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table if it's not already open, sort on the *Modified* column which should bring the ring,
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with its status of "Added" to the top, then drag and drop to the chest row.
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with its status of *Added* to the top, then drag and drop to the chest row.
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Increase the Count to 1.
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Increase the *Count* to :code:`1`.
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Save the addon, then test to ensure it works - e.g. start a new game and lockpick the chest.
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Save the addon, then test to ensure it works - e.g. start a new game and lockpick the chest.
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Placing in plain sight
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Placing in plain sight
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======================
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======================
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Let's hide the Ring of Night vision in the cabin of the [Ancient Shipwreck]
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Let's hide the Ring of Night vision in the cabin of the `Ancient Shipwreck <https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck>`_, a derelict vessel
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(https://en.uesp.net/wiki/Morrowind:Ancient_Shipwreck), a derelict vessel
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southeast of Dagon Fel. Open the list of Cells (*World* → *Cells*) and find
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southeast of Dagon Fel. Open the list of Cells (*World* → *Cells*) and find
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"Ancient Shipwreck, Cabin".
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:code:`Ancient Shipwreck, Cabin`.
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This will open a visualization of the cabin. You can navigate around the scene
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This will open a visualization of the cabin. You can navigate around the scene
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just like you would when playing Morrowind. Use the WASD keys to move forward,
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just like you would when playing Morrowind. Use the WASD keys to move forward,
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backwards, and sideways. Click and drag with the left mouse button to change the
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backwards, and sideways. Click and drag with the left mouse button to change the
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direction you are looking. Navigate to the table in the cabin.
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direction you are looking. Navigate to the table in the cabin.
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If you've closed the Objects table, reopen it via *World* → *Objects*. Navigate
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If you've closed the *Objects* table, reopen it via *World* → *Objects*. Navigate
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to your Ring of Night Vision (you can find it easily if you sort by the "Modified"
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to your Ring of Night Vision (you can find it easily if you sort by the *Modified*
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column). Drag the ring from the Objects table onto the table in the Cell view.
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column). Drag the ring from the *Objects* table onto the table in the Cell view.
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Now let's move the ring to the precise location we want. Hover over the ring and
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Now let's move the ring to the precise location we want. Hover over the ring and
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click the middle mouse button. If you don't have a middle mouse button, you can
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click the middle mouse button. If you don't have a middle mouse button, you can
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select an alternative command by going to *Edit* → *Preferences…* (Windows, Linux)
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select an alternative command by going to *Edit* → *Preferences…* (Windows, Linux)
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or *OpenMW* → *Preferences…* (macOS). Go to the Key Bindings section and choose
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or *OpenMW* → *Preferences…* (macOS). Go to the Key Bindings section and choose
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"Scene" from the dropdown menu. Then click on the button for "Primary Select" and
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*Scene* from the dropdown menu. Then click on the button for *Primary Select* and
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choose an alternative binding.
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choose an alternative binding.
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After you have switched to movement mode, you will see several arrows. Clicking
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After you have switched to movement mode, you will see several arrows. Clicking
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and dragging them with the right mouse button will allow you to move the object
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and dragging them with the right mouse button will allow you to move the object
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in the direction you want.
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in the direction you want.
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If you'd like an easy way to test this, you can start OpenMW with the [game
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If you'd like an easy way to test this, you can start OpenMW with the `game
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arguments](https://wiki.openmw.org/index.php?title=Testing)
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arguments <https://wiki.openmw.org/index.php?title=Testing>`_
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`--start="Ancient Shipwreck, Cabin" --skip-menu`. This will place you right in
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:code:`--start="Ancient Shipwreck, Cabin" --skip-menu`. This will place you right in
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the cell and allow you to pick up and equip the ring in order to check that it
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the cell and allow you to pick up and equip the ring in order to check that it
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works.
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works.
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@ -333,34 +332,36 @@ This is probably a suitable place to start talking about how navigation differs
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in vanilla Morrowind.
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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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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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"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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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 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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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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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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typically :code:`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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the CS won't allow names/ids to start with numbers or to include :code:`.`.
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There are better options available:
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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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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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.. code::
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!string("ID",".*ring.*")
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to find all IDs which contain the string "ring"
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to find all IDs which contain the string :code:`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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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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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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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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the base game.
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"Added" status" will cover those items added in this addon.
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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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*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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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 alphabetically
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and *Modified* at the top. Or put your desired modified status into a filter then sort alphabetically
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on a different column.
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on a different column.
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