OpenMW CS Manual - typo fixes etc (#1422)

* Update files-and-directories.rst
* OpenMW CS Manual - minor typo fixes
pull/1426/head
David Walley 7 years ago committed by scrawl
parent 43fda6cf07
commit 47d6c5091f

@ -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 ``<whatever>``
GNU/Linux ``~/.config/openmw/``
OS X ``~/Library/Application Support/openmw/``
Windows ``<whatever>``
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 lets jut
first OpenMW CS file while fully understanding your needs. For now lets 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.

@ -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

@ -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(<property>, <pattern>)` query will check
whether `<propery>` matches `<pattern>`. The pattern is a regular expression,
whether `<property>` matches `<pattern>`. 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

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