mirror of https://github.com/OpenMW/openmw.git
Document OpenMW-CS tables.
parent
c14796fc57
commit
4907bcaf41
@ -0,0 +1,108 @@
|
||||
#############
|
||||
Assets Tables
|
||||
#############
|
||||
|
||||
|
||||
Sounds
|
||||
******
|
||||
|
||||
Sounds are Sound Files wrapped by OpenMW, allowing you to adjust how they behave
|
||||
once they are played in-game. They are used for many audio events including
|
||||
spells, NPCs commenting, environment ambients, doors, UI events, when moving items
|
||||
in the inventory, and so on.
|
||||
|
||||
Volume
|
||||
More is louder, less is quieter. Maximum is 255.
|
||||
Min Range
|
||||
When the player is within Min Range distance from the Sound, the Volume will
|
||||
always be at its maximum defined value.
|
||||
Max Range
|
||||
When the player is beyond Max Range distance from the Sound, the volume will
|
||||
fade to 0.
|
||||
Sound File
|
||||
Source sound file on the hard-drive that holds all the actual audio information.
|
||||
All available records are visible in the Sound Files table.
|
||||
|
||||
|
||||
Sound Generators
|
||||
****************
|
||||
|
||||
Sound generators are a way to play Sounds driven by animation events. Animated
|
||||
creatures or NPCs always require to be paired with a corresponding textkeys file.
|
||||
This textkeys file defines the extents of each animation, and relevant in this
|
||||
case, events and triggers occuring at particular animation frames.
|
||||
|
||||
For example, a typical textkey entry intended for a Sound Generator would be
|
||||
named `SoundGen: Left` and be hand placed by an animator whenever the left leg
|
||||
of the creature touches the ground. In OpenMW-CS, the appropriate Sound
|
||||
Generator of an appropriate type would then be connected to the animated creature.
|
||||
In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
|
||||
sound whenever its textkeys occurs in the currently playing animation.
|
||||
|
||||
Creature
|
||||
Which creature uses this effect.
|
||||
Sound
|
||||
Which record of the Sound type is used as the audio source
|
||||
Sound Generator Type
|
||||
Type of the sound generator that is matched to corresponding textkeys.
|
||||
|
||||
* Land
|
||||
* Left Foot
|
||||
* Moan
|
||||
* Right Foot
|
||||
* Roar
|
||||
* Scream
|
||||
* Swim Left
|
||||
* Swim Right
|
||||
|
||||
|
||||
Meshes
|
||||
******
|
||||
|
||||
Meshes are 3D assets that need to be assigned to objects to render them in the
|
||||
game world. Entries in this table are based on contents of ``data/meshes``
|
||||
folder and cannot be edited from OpenMW-CS.
|
||||
|
||||
|
||||
Icons
|
||||
*****
|
||||
|
||||
Icons are images used in the user interface to represent inventory items,
|
||||
spells, and attributes. They can be assigned to relevant records through other
|
||||
dialogues in the editor. Entries in this table are based on contents of
|
||||
``data/icons`` folder and cannot be edited from OpenMW-CS.
|
||||
|
||||
|
||||
Music Files
|
||||
***********
|
||||
|
||||
Music is played in the background during the game and at special events such as
|
||||
intro, death, or level up. Entries in this table are based on contents of
|
||||
``data/music`` folder and cannot be edited from OpenMW-CS.
|
||||
|
||||
|
||||
Sound Files
|
||||
***********
|
||||
|
||||
Sound files are the source audio files on the hard-drive and are used by other
|
||||
records related to sound. Entries in this table are based on contents of
|
||||
``data/sounds`` folder and cannot be edited from OpenMW-CS.
|
||||
|
||||
|
||||
Textures
|
||||
********
|
||||
|
||||
Textures are images used by 3D objects, particle effects, weather system, user
|
||||
interface and more. Definitions which mesh uses which texture are included in
|
||||
the mesh files and cannot be assigned through the editor. To use a texture to
|
||||
paint the terrain, a separate entry is needed in the Land Textures table.
|
||||
Entries in this table are based on contents of ``data/textures`` folder and
|
||||
cannot be edited from OpenMW-CS.
|
||||
|
||||
|
||||
Videos
|
||||
******
|
||||
|
||||
Videos can be shown at various points in the game, depending on where they are
|
||||
called. Entries in this table are based on contents of ``data/videos`` folder
|
||||
and cannot be edited from OpenMW-CS.
|
@ -0,0 +1,300 @@
|
||||
#################
|
||||
Characters Tables
|
||||
#################
|
||||
|
||||
These tables deal with records that make up the player and NPCs. Together we'll
|
||||
refer to them as characters.
|
||||
|
||||
|
||||
Skills
|
||||
******
|
||||
|
||||
Characters in OpenMW can perform various actions and skills define how successful
|
||||
a character is in performing these actions. The skills themselves are hardcoded
|
||||
and cannot be added through the editor but can have some of their parameters
|
||||
adjusted.
|
||||
|
||||
Attribute
|
||||
Each skill is governed by an attribute. The value of the attribute will
|
||||
contribute or hinder your success in using a skill.
|
||||
|
||||
Specialization
|
||||
A skill can belong to combat, magic, or stealth category. If the player
|
||||
specializes in the same category, they get a +5 starting bonus to the skill.
|
||||
|
||||
Use Value 1, 2, 3, 4
|
||||
Use Values are the amount of experience points the player will be awarded
|
||||
for successful use of this skill. Skills can have one or multiple in-game
|
||||
actions associated with them and each action is tied to one of the Use Values.
|
||||
For example, Block skill has Use Value 1 = 2,5. This means that on each
|
||||
successful blocked attack, the player's block skill will increase by 2,5
|
||||
experience points. Athletics have Use Value 1 = 0,02, and Use Value 2 = 0,03.
|
||||
For each second of running the player's athletics skill will be raised by 0,02
|
||||
experience points, while for each second of swimming by 0,03 points. Note that not
|
||||
all of the skills use all of the Use Values and OpenMW-CS currently doesn't tell
|
||||
what action a skill's Use Value is associated with.
|
||||
|
||||
Description
|
||||
Flavour text that appears in the character information window.
|
||||
|
||||
|
||||
Classes
|
||||
*******
|
||||
|
||||
All characters in OpenMW need to be of a certain class. This table list existing
|
||||
classes and allows you to create, delete or modify them.
|
||||
|
||||
Name
|
||||
How this class is called.
|
||||
|
||||
Attribute 1 and 2
|
||||
Characters of this class receive a +10 starting bonus on the two chosen
|
||||
atributes.
|
||||
|
||||
Specialization
|
||||
Characters can specialize in combat, magic, or stealth. Each skill that
|
||||
belongs to the chosen specialization receives a +5 starting bonus and is
|
||||
easier to train.
|
||||
|
||||
Major Skill 1 to 5
|
||||
Training these skills contributes to the player leveling up. Each of these
|
||||
skills receives a +25 starting bonus and is easier to train.
|
||||
|
||||
Minor Skill 1 to 5
|
||||
Training these skills contributes to the player leveling up. Each of these
|
||||
skills receives a +10 starting bonus and is easier to train.
|
||||
|
||||
Playable
|
||||
When enabled, the player can choose to play as this class at character creation.
|
||||
If disabled, only NPCs can be of this class.
|
||||
|
||||
Description
|
||||
Flavour text that appears in the character information window.
|
||||
|
||||
|
||||
Faction
|
||||
*******
|
||||
|
||||
Characters in OpenMW can belong to different factions that represent interest
|
||||
groups within the game's society. The most obvious example of factions are
|
||||
guilds which the player can join, perform quests for and rise through its ranks.
|
||||
Membership in factions can be a good source of interesting situations and quests.
|
||||
If nothing else, membership affects NPC disposition towards the player.
|
||||
|
||||
Name
|
||||
How this faction is called.
|
||||
|
||||
Attribute 1 and 2
|
||||
Two attributes valued by the faction and required to rise through its ranks.
|
||||
|
||||
Hidden
|
||||
When enabled, the player's membership in this faction will not be displayed
|
||||
in the character window.
|
||||
|
||||
Skill 1 to 7
|
||||
Skills valued by the faction and required to rise through its ranks. Not all
|
||||
of the skill slots need to be filled.
|
||||
|
||||
Reactions
|
||||
Change of NPC disposition towards the player when joining this faction.
|
||||
Disposition change depends on which factions the NPCs belong to.
|
||||
|
||||
Ranks
|
||||
Positions in the hierarchy of this faction. Every rank has a requirement in
|
||||
attributes and skills before the player is promoted. Every rank gives the
|
||||
player an NPC disposition bonus within the faction.
|
||||
|
||||
|
||||
Races
|
||||
*****
|
||||
|
||||
All characters in OpenMW need to be of a certain race. This table list existing
|
||||
races and allows you to create, delete or modify them. After a race is created,
|
||||
it can be assigned to an NPC in the objects table. Race affects character's
|
||||
starting attributes and skill bonuses, appearance, and voice lines. In addition,
|
||||
a race assigned to the player can affect NPC disposition, quests, dialogues and
|
||||
other things.
|
||||
|
||||
Name
|
||||
How this race is called.
|
||||
|
||||
Description
|
||||
Flavour text that appears in the character information window.
|
||||
|
||||
Playable
|
||||
When enabled, the player can choose to play as this race. If disabled, only
|
||||
the NPCs can belong to it.
|
||||
|
||||
Beast Race
|
||||
Use models and animations for humanoids of different proportions and
|
||||
movement styles. In addition, beast races can't wear closed helmets
|
||||
or boots.
|
||||
|
||||
Male Weight
|
||||
Scaling factor of the default body type. Values above 1.0 will make members
|
||||
of this race wider. Values below 1.0 will make them thinner. Applies to males.
|
||||
|
||||
Male Height
|
||||
Scaling factor of the default body type. Values above 1.0 will make members
|
||||
of this race taller. Values below 1.0 will make them shorter. Applies to males.
|
||||
|
||||
Female Weight
|
||||
Scaling factor of the default body type. Values above 1.0 will make members
|
||||
of this race wider. Values below 1.0 will make them thinner. Applies to females.
|
||||
|
||||
Female Height
|
||||
Scaling factor of the default body type. Values above 1.0 will make members
|
||||
of this race taller. Values below 1.0 will make them shorter. Applies to females.
|
||||
|
||||
|
||||
Birthsigns
|
||||
**********
|
||||
|
||||
Birthsigns permanently modify player's attributes, skills, or other abilities.
|
||||
The player can have a single birthsign which is usually picked during character creation.
|
||||
Modifications to the player are done through one or more spells added
|
||||
to a birthsign. Spells with constant effects modify skills and attributes.
|
||||
Spells that are cast are given to the player in the form of powers.
|
||||
|
||||
Name
|
||||
Name of the birthsign that will be displayed in the interface.
|
||||
|
||||
Texture
|
||||
An image that will be displayed in the birthsigns selection window.
|
||||
|
||||
Description
|
||||
Flavour text about the birthsign.
|
||||
|
||||
Powers
|
||||
A list of spells that are given to the player. When spells are added by a
|
||||
birthsign, they cannot be removed in-game by the player.
|
||||
|
||||
|
||||
Body Parts
|
||||
**********
|
||||
|
||||
Characters are made from separate parts. Together they form the whole body.
|
||||
Allows customization of the outer look. Includes heads, arms, legs, torso, hand,
|
||||
armor, pauldrons, chestpiece, helmets, wearables, etc.
|
||||
|
||||
|
||||
Topics
|
||||
******
|
||||
|
||||
Topics are, in a broader meaning, dialogue triggers. They can take the form of
|
||||
clickable keywords in the dialogue, combat events, persuasion events, and other.
|
||||
What response they produce and under what conditions is then defined by topic infos.
|
||||
A single topic can be used by unlimited number of topic infos. There are four
|
||||
different types of topics.
|
||||
|
||||
Greeting 0 to 9
|
||||
Initial text that appears in the dialogue window when talking to an NPC. Hardcoded.
|
||||
|
||||
Persuasion
|
||||
Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
|
||||
|
||||
* Admire, Bribe, Intimidate Taunt Fail - Conversation text that appears when the player fails a persuasion action.
|
||||
* Admire, Bribe, Intimidate Taunt Succeed - Conversation text that appears when the player succeeds a persuasion action.
|
||||
* Info Refusal - Conversation text that appears when the player wishes to talk about a certain topic and the conditions are not met. For example, NPC disposition is too low, the player is not a faction member, etc.
|
||||
* Service Refusal - Conversation text that appears when the player wishes a service from the NPC but the conditions are not met.
|
||||
|
||||
Topic
|
||||
A keyword in the dialogue window that leads to further dialogue text,
|
||||
similar to wiki links. These are the foundation to create dialogues from.
|
||||
Entires can be freely added, edited, or removed.
|
||||
|
||||
Voice
|
||||
Voice entries are specific in-game events used to play a sound. Hardcoded.
|
||||
|
||||
* Alarm - NPC enters combat state
|
||||
* Attack - NPC performs an attack
|
||||
* Flee - NPC loses their motivation to fight
|
||||
* Hello - NPC addressing the player when near enough
|
||||
* Hit - When NPCs are hit and injured.
|
||||
* Idle - Random things NPCs say.
|
||||
* Intruder
|
||||
* Thief - When an NPC detects the player steal something.
|
||||
|
||||
|
||||
Topic Infos
|
||||
***********
|
||||
|
||||
Topic infos take topics as their triggers and define responses. Through their
|
||||
many parameters they can be assigned to one or more NPCs. Important to note is
|
||||
that each topic info can take a combination of parameters to accurately define
|
||||
which NPCs will produce a particular response. These parameters are as follow.
|
||||
|
||||
Actor
|
||||
A specific NPC.
|
||||
|
||||
Race
|
||||
All members of a race.
|
||||
|
||||
Class
|
||||
NPCs of a chosen class.
|
||||
|
||||
Faction
|
||||
NPCs belonging to a faction.
|
||||
|
||||
Cell
|
||||
NPCs located in a particular cell.
|
||||
|
||||
Disposition
|
||||
NPC disposition towards the player. This is the 0-100 bar visible in the
|
||||
conversation window and tells how much an NPC likes the player.
|
||||
|
||||
Rank
|
||||
NPC rank within a faction.
|
||||
|
||||
Gender
|
||||
NPC gender.
|
||||
|
||||
PC Faction
|
||||
Player's faction.
|
||||
|
||||
PC Rank
|
||||
Player's rank within a faction.
|
||||
|
||||
Topic infos when triggered provide a response when the correct conditions are met.
|
||||
|
||||
Sound File
|
||||
Sound file to play when the topic info is triggered
|
||||
|
||||
Response
|
||||
Dialogue text that appears in a dialogue window when clicking on a keyword.
|
||||
Dialogue text that appears near the bottom of the screen when a voice topic
|
||||
is triggered.
|
||||
|
||||
Script
|
||||
Script to define further effects or branching dialogue choices when this
|
||||
topic info is triggered.
|
||||
|
||||
Info Conditions.
|
||||
Conditions required for this topic info to be active.
|
||||
|
||||
|
||||
Journals
|
||||
********
|
||||
|
||||
Journals are records that define questlines. Entries can be added or removed.
|
||||
When adding a new entry, you give it a unique ID which cannot be edited afterwards.
|
||||
Also to remember is that journal IDs are not the actual keywords appearing in
|
||||
the in-game journal.
|
||||
|
||||
|
||||
Journal Infos
|
||||
*************
|
||||
|
||||
Journal infos are stages of a particular quest. Entries appear in the player's
|
||||
journal once they are called by a script. The script can be a standalone record
|
||||
or a part of a topic info. The current command is ``Journal, "Journal ID", "Quest Index"``
|
||||
|
||||
Quest Status
|
||||
Finished, Name, None, Restart. No need to use them.
|
||||
|
||||
Quest Index
|
||||
A quest can write multiple entries into the player's journal and each of
|
||||
these entries is identified by its index.
|
||||
|
||||
Quest Description
|
||||
Text that appears in the journal for this particular stage of the quest.
|
@ -0,0 +1,37 @@
|
||||
###########
|
||||
File Tables
|
||||
###########
|
||||
|
||||
Tables found in the File menu.
|
||||
|
||||
|
||||
Verification Results
|
||||
********************
|
||||
|
||||
This table shows reports created by the verify command found in the file menu.
|
||||
Verify will go over the whole project and output errors / warnings when records
|
||||
don't conform to the requirements of the engine. The offending records can be
|
||||
accessed directly from the verification results table. The table will not update
|
||||
on its own once an error / warning is fixed. Instead, use the *Refresh* option
|
||||
found in the right click menu in this table.
|
||||
|
||||
Type
|
||||
The type of record that is causing the error / warning.
|
||||
|
||||
ID
|
||||
ID value of the offending record.
|
||||
|
||||
Severity
|
||||
Whether the entry is an error or merely a warning.
|
||||
The game can still run even if not all errors are fixed.
|
||||
|
||||
Description
|
||||
Information on what exactly is causing the error / warning.
|
||||
|
||||
|
||||
Error Log
|
||||
*********
|
||||
|
||||
The Error Log table shows any errors that occured while loading the game files
|
||||
into OpenMW-CS. These are the files that come in ``.omwgame``, ``.omwaddon``,
|
||||
``.esm``, and ``.esp`` formats.
|
Loading…
Reference in New Issue