diff --git a/docs/source/manuals/openmw-cs/index.rst b/docs/source/manuals/openmw-cs/index.rst index ee82907119..5a0b9c99e0 100644 --- a/docs/source/manuals/openmw-cs/index.rst +++ b/docs/source/manuals/openmw-cs/index.rst @@ -22,5 +22,10 @@ few chapters to familiarise yourself with the new interface. files-and-directories starting-dialog tables + tables-file + tables-world + tables-mechanics + tables-characters + tables-assets record-types record-filters diff --git a/docs/source/manuals/openmw-cs/record-types.rst b/docs/source/manuals/openmw-cs/record-types.rst index 3742cc9e86..cd83555a4c 100644 --- a/docs/source/manuals/openmw-cs/record-types.rst +++ b/docs/source/manuals/openmw-cs/record-types.rst @@ -1,25 +1,20 @@ -Record Types -############ +################### +Object Record Types +################### -A game world contains many items, such as chests, weapons and monsters. All -these items are merely instances of templates we call *Objects*. The OpenMW CS -*Objects* table contains information about each of these template objects, such +A game world contains many items, such as chests, weapons and monsters. All of +these items are merely instances of templates we call Objects. The OpenMW-CS +Objects table contains information about each of these template objects, such as its value and weight in the case of items, or an aggression level in the case of NPCs. -The following is a list of all Record Types and what you can tell OpenMW CS +The following is a list of all Record Types and what you can tell OpenMW-CS about each of them. Activator Activators can have a script attached to them. As long as the cell this object is in is active the script will be run once per frame. -Potion - This is a potion which is not self-made. It has an Icon for your inventory, - weight, coin value, and an attribute called *Auto Calc* set to ``False``. - This means that the effects of this potion are pre-configured. This does not - happen when the player makes their own potion. - Apparatus This is a tool to make potions. Again there’s an icon for your inventory as well as a weight and a coin value. It also has a *Quality* value attached to @@ -54,9 +49,89 @@ Container container, however, will just refuse to take the item in question when it gets "over-encumbered". Organic Containers are containers such as plants. Containers that respawn are not safe to store stuff in. After a certain - amount of time they will reset to their default contents, meaning that + amount of time, they will reset to their default contents, meaning that everything in them is gone forever. Creature These can be monsters, animals and the like. +Creature Levelled List + A list of creatures that can periodically spawn at a particular location. + The strength, type, and number of creatures depends on the player's level. + The list accepts entries of individual Creatures or also of other Creature + Levelled Lists. Each entry has a corresponding level value that determines + the lowest player level the creature can be spawned at. + + When ``Calculate all levels <= player`` is enabled, all the creatures with + a level value lower or equal to the player can be spawned. Otherwise, + the creature levelled list will only resolve a creature that matches + the player's level + + ``Chance None`` is the percentage of possibility that no creatures will spawn. + +Door + Objects in the environment that can be opened or closed when activated. Can + also be locked and trapped. + +Ingredient + Objects required to create potions in an apparatus. Each ingredient can hold + up to four alchemical effects. + +Item Levelled List + A list of items that can spawn in a container when the player opens it. + The quality, type, and number of spawned items depends on the player's level. + The list accepts entries of individual items or also of other Item + Levelled Lists. Each entry has a corresponding level value that determines + the lowest player level the item can be spawned at. + + When ``Calculate all levels <= player`` is enabled, all the items with + a level value lower or equal to the player can be spawned. Otherwise, + the item levelled list will only resolve an item that matches the + player's level. + + ``Chance None`` is the percentage of possibility that no creatures will spawn. + +Light + An object that illuminates the environment around itself, depending on the + light's strength, range, and colour. Can be a static object in the environment, + or when configured, can be picked up and carried by NPCs. + +Lockpick + Tool required to open locks without having the proper key or using a spell. + Locks are found on various in-game objects, usually doors, cabinets, drawers, + chests, and so on. + +Miscellaneous + This is a category of objects with various in-game functions. + + * Soul Gems, used to hold trapped souls and enchant items. + * Gold piles that add their value directly to the player's gold amount when picked up. + * Keys to open locked doors. + * Certain quest items. + * Environment props such as plates, bowls, pots, tankards, and so on. Unlike environment objects of the Static type, these can be picked up. + +NPC + Player character and non-player characters. Their attributes and skills + follow the game's character system, and they are made from multiple body parts. + +Potion + This is a potion which is not self-made. It has an Icon for your inventory, + weight, coin value, and an attribute called *Auto Calc* set to ``False``. + This means that the effects of this potion are pre-configured. This does not + happen when the player makes their own potion. + +Probe + Tool required to disarm trapped doors, chests, or any other object that has + a trap assigned. + +Repair + Tool required by the player to repair damaged objects of Armor and Weapon types. + +Static + Objects from which the world is made. Walls, furniture, foliage, statues, + signs, rocks and rock formations, etc. + +Weapon + An object which the player or NPCs can carry and use it to deal damage + to their opponents in combat. Swords, spears, axes, maces, staves, bows, + crossbows, ammunition, and so on. diff --git a/docs/source/manuals/openmw-cs/tables-assets.rst b/docs/source/manuals/openmw-cs/tables-assets.rst new file mode 100644 index 0000000000..e06213ea60 --- /dev/null +++ b/docs/source/manuals/openmw-cs/tables-assets.rst @@ -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. diff --git a/docs/source/manuals/openmw-cs/tables-characters.rst b/docs/source/manuals/openmw-cs/tables-characters.rst new file mode 100644 index 0000000000..9d6f290937 --- /dev/null +++ b/docs/source/manuals/openmw-cs/tables-characters.rst @@ -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. diff --git a/docs/source/manuals/openmw-cs/tables-file.rst b/docs/source/manuals/openmw-cs/tables-file.rst new file mode 100644 index 0000000000..f6b5be0bfd --- /dev/null +++ b/docs/source/manuals/openmw-cs/tables-file.rst @@ -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. diff --git a/docs/source/manuals/openmw-cs/tables-mechanics.rst b/docs/source/manuals/openmw-cs/tables-mechanics.rst new file mode 100644 index 0000000000..8438be69b6 --- /dev/null +++ b/docs/source/manuals/openmw-cs/tables-mechanics.rst @@ -0,0 +1,176 @@ +################ +Mechanics Tables +################ + +Tables that belong into the mechanics category. + + +Scripts +******* + +Scripts are useful to expand the base functionality offered by the engine +or to create complex quest lines. Entries can be freely added or removed +through OpenMW-CS. When creating a new script, it can be defined as local +or global. + + +Start Scripts +************* + +A list of scripts that are automatically started as global scripts on game startup. +The script ``main`` is an exception, because it will be automatically started +even without being in the start script list. + + +Global Variables +**************** + +Global variables are needed to keep track of the the game's state. They can be +accessed from anywhere in the game (in contrast to local variables) and can be +altered at runtime (in contrast to GMST records). Some example of global +variables are current day, month and year, rats killed, player's crime penalty, +is player a werewolf, is player a vampire, and so on. + + +Game Settings (GMST) +******************** + +GMST are variables needed throughout the game. They can be either a float, +integer, boolean, or string. Float and integer variables affect all sorts of +behaviours of the game. String entries are the text that appears in the +user interface, dialogues, tooltips, buttons and so on. GMST records cannot +be altered at runtime. + + +Spells +****** + +Spells are combinations of magic effects with additional properties and are used +in different ways depending on their type. Some spells are the usual abracadabra +that characters cast. Other spells define immunities, diseases, modify +attributes, or give special abilities. Entries in this table can be freely +added, edited, or removed through the editor. + +Name + Name of the spell that will appear in the user interface. + +Spell Type + * Ability - Constant effect which does not need to be cast. Commonly used for racial or birthsign bonuses to attributes and skills. + * Blight - Can be contracted in-game and treated with blight disease cures (common disease cures will not work). Applies a constant effect to the recepient. + * Curse + * Disease - Can be contracted in-game and treated with common disease cures. Applies a constant effect to the recepient. + * Power - May be cast once per day at no magicka cost. Usually a racial or birthsign bonus. + * Spell - Can be cast and costs magicka. The chance to successfully cast a spell depends on the caster's skill. + +Cost + The amount of magicka spent when casting this spell. + +Auto Calc + Automatically calculate the spell's magicka cost. + +Starter Spell + Starting spells are added to the player on character creation when certain + criteria are fulfilled. The player must be able to cast spells, there is a + certain chance for that spell to be added, and there is a maximum number + of starter spells the player can have. + + +Always Succeeds + When enabled, it will ensure this spell will always be cast regardless of + the caster's skill. + +Effects + A table containing magic effects of this spell and their properties. + New entries can be added and removed through the right click menu. + + +Enchantments +************ + +Enchantments are a way for magic effects to be assigned to in-game items. +Each enchantment can hold multiple magic effects along with other properties. +Entries can be freely added or removed through the editor. + +Enchantment Type + The way to use this enchantment. + * Cast once - the enchantment is cast like a regular spell and afterwards the item is gone. Used to make scrolls. + * Constant effect - the effects of the enchantment will always apply as long as the enchanted item is equiped. + * When Strikes - the effect will apply to whatever is hit by the weapon with the enchantment. + * When Used - the enchantment is cast like a regular spell. Instead of spending character's magicka, it uses the item's available charges. + +Cost + How many points from the available charges are spent each time the + enchantment is used. In-game the cost will also depend on character's + enchanting skill. + +Charges + Total supply of points needed to use the enchantment. When there are + less charges than the cost, the enchantment cannot be used and + the item needs to be refilled. + +Auto Calc + Automatically calculate the enchantment's cost to cast. + +Effects + A table containing magic effects of this enchantment and their properties. + New entries can be added and removed through the right click menu. + + +Magic Efects +************ + +Magic effects define how in-game entities are affected when using magic. +They are required in spells, enchantments, and potions. The core gameplay +functionality of these effects is hardcoded and it's not possible to add +new entries through the editor. The existing entries can nonetheless have +their various parameters adjusted. + +School + Category this magic effect belongs to. + +Base Cost + Used when automatically calculating the spell's cost with "Auto Calc" feature. + +Icon + Which icon will be displayed in the user interface for this effect. Can only + insert records available from the icons table. + +Particle + Texture used by the particle system of this magic effect. + +Casting Object + Which object is displayed when this magic effect is cast. + +Hit Object + Which object is displayed when this magic effect hits a target. + +Area Object + Which object is displayed when this magic effect affects an area. + +Bolt Object + Which object is displayed as the projectile for this magic effect. + +Casting Sound + Sound played when this magic effect is cast. + +Hit Sound + Sound played when this magic effect hits a target. + +Area Sound + Sound played when this magic effect affects an area. + +Bolt Sound + Sound played by this magic effect's projectile. + +Allow Spellmaking + When enabled, this magic effect can be used to create spells. + +Allow Enchanting + When enabled, this magic effect can be used to create enchantments. + +Negative Light + This is a flag present in Morrowind, but is not actually used. + It doesn’t do anything in OpenMW either. + +Description + Flavour text that appears in the user interface. diff --git a/docs/source/manuals/openmw-cs/tables-world.rst b/docs/source/manuals/openmw-cs/tables-world.rst new file mode 100644 index 0000000000..91f1b744a5 --- /dev/null +++ b/docs/source/manuals/openmw-cs/tables-world.rst @@ -0,0 +1,275 @@ +############ +World Tables +############ + +These are the tables in the World menu category. 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. + + +Objects +******* + +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 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, does not. All Record +Types contain at least a 3D model or else the player would not see them. Usually +they also have a *Name*, which is what the players sees when they hover their +crosshair over the object during the game. + +Please refer to the :doc:`record-types` chapter for an overview of what each +object type represents in the game's world. + + +Instances +********* + +An instance is created every time an object is placed into a cell. While the +object defines its own fundamental properties, an instance defines how and where +this object appears in the world. When the object is modified, all of its +instances will be modified as well. + +Cell + Which cell contains this instance. Is assigned automatically based on the + edit you make in the 3D view. + +Original Cell + If an object has been moved in-game this field keeps a track of the original + cell as defined through the editor. Is assigned automatically based on the edit + you make in the 3D view. + +Object ID + ID of the object from which this instance is created. + +Pos X, Y, Z + Position coordinates in 3D space relative to the parent cell. + +Rot X, Y, Z + Rotation in 3D space. + +Scale + Size factor applied to this instance. It scales the instance uniformly on + all axes. + +Owner + NPC the instance belongs to. Picking up the instance by the player is + regarded as stealing. + +Soul + This field takes the object of a *Creature* type. Option applies only to + soul gems which will contain the creature's soul and allow enchanting. + +Faction + Faction the instance belongs to. Picking up the instance without joining + this faction is regarded as stealing. + +Faction Index + The player's required rank in a faction to pick up this instance without it + seen as stealing. It allows a reward mechanic where the higher the player + is in a faction, the more of its items and resources are freely + available for use. + +Charges + How many times can this item be used. Applies to lockpicks, probes, and + repair items. Typically used to add a "used" version of the object to the + in-game world. + +Enchantment + Doesn't appear to do anything for instances. An identical field for Objects + takes an ID of an enchantment. + +Coin Value + This works only for instances created from objects with IDs ``gold_001``, + ``gold_005``, ``gold_010``, ``gold_025``, and ``gold_100``. Coin Value tells how + much gold is added to player's inventory when this instance is picked up. The + names and corresponding functionality are hardcoded into the engine. + + For all other instances this value does nothing and their price when buying + or selling is determined by the Coin Value of their Object. + +Teleport + When enabled, this instance acts as a teleport to other locations in the world. + Teleportation occurs when the player activates the instance. + +Teleport Cell + Destination cell where the player will appear. + +Teleport Pos X, Y, Z + Location coordinates where the player will appear relative to the + destination cell. + +Teleport Rot X, Y, Z + Initial orientation of the player after being teleported. + +Lock Level + Is there a lock on this instance and how difficult it is to pick. + +Key + Which key is needed to unlock the lock on this instance. + +Trap + What spell will be cast on the player if the trap is triggered. The spell + has an on touch magic effect. + +Owner Global + A global variable that lets you override ownership. This is used in original + Morrowind to make beds rentable. + + +Cells +***** + +Cells are the basic world-building units that together make up the game's world. +Each of these basic building blocks is a container for other objects to exist in. +Dividing an expansive world into smaller units is neccessary to be able to +efficiently render and process it. Cells can be one of two types: + +Exterior cells + These represent the outside world. They all fit on a grid where cells have + unique coordinates and border one another. Each exterior cell contains a part of + the terrain and together they form a seamless, continuous landmass. Entering and + leaving these cells is as simple as walking beyond their boundary after which we + enter its neighbouring cell. It is also possible to move into another interior + or exterior cell through door objects. + +Interior cells + These represent enclosed spaces such as houses, dungeons, mines, etc. They + don't have a terrain, instead their whole environment is made from objects. + Interior cells only load when the player is in them. Entering and leaving these + cells is possible through door objects or teleportation abilities. + +The Cells table provides you with a list of cells in the game and exposes +their various parameters to edit. + +Sleep Forbidden + In most cities it is forbidden to sleep outside. Sleeping in the wilderness + carries its own risks of attack, though. This entry lets you decide if a + player should be allowed to sleep on the floor in this cell or not. + +Interior Water + Setting the cell’s Interior Water to ``true`` tells the game that there needs + to be water at height 0 in this cell. This is useful for dungeons or mines + that have water in them. + + Setting the cell’s Interior Water to ``false`` tells the game that the water + at height 0 should not be used. This flag is useless for outside cells. + +Interior Sky + Should this interior cell have a sky? This is a rather unique case. The + Tribunal expansion took place in a city on 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 in an exterior cell and were to look at + their in-game map, they would see Vvardenfell with an overview of all + exterior cells. The player would have to see the city’s very own map, as if + they were walking around in an interior cell. + + 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, 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 will have + this option set to false: It is only meant for these "fake exteriors". + +Region + To which Region does this cell belong? This has an impact on the way the + game handles weather and encounters in this area. It is also possible for a + cell not to belong to any region. + +Interior + When enabled, it allows to manually set *Ambient*, *Sunlight*, *Fog*, + and *Fog Density* values regardless of the main sky system. + +Ambient + Colour of the secondary light, that contributes to an overall shading of the + scene. + +Sunlight + Colour of the primary light that lights the scene. + +Fog + Colour of the distant fog effect. + +Fog Density + How quickly do objects start fading into the fog. + +Water Level + Height of the water plane. Only applies to interior cells + when *Interior Water* is enabled. + +Map Color + This is a property present in Morrowind, but is not actually used. + It doesn’t do anything in OpenMW either. + + +Lands +***** + +Lands are records needed by exterior cells to show the terrain. Each exterior +cell needs its own land record and they are paired by matching IDs. Land records +can be created manually in this table, but a better approach is to simply shape +the terrain in the 3D view and the land record of affected cells will be +created automatically. + + +Land Textures +************* + +This is a list of textures that are specifically used to paint the terrain of +exterior cells. By default, the terrain shows the ``_land_default.dds`` texture +found in ``data/textures`` folder. Land texture entries can be added, edited or +removed. + +Texture Nickname + Name of this land texture. + +Texture Index + Assigned automatically and cannot be edited. + +Texture + Texture image file that is used for this land texture. + + +Pathgrids +********* + +Pathgrids allow NPCs to navigate and move along complicated paths in their surroundings. +A pathgrid contains a list of *points* connected by *edges*. NPCs will +find their way from one point to another as long as there is a path of +connecting edges between them. One pathgrid is used per cell. When recast +navigation is enabled, the pathgrids are not used. + + +Regions +******* + +Regions describe general areas of the exterior game world and define rules for +random enemy encounters, ambient sounds, and weather. Regions can be assigned +one per cell and the cells will inherit their rules. + +Name + This is how the game will show the player's location in-game. + +MapColour + This is a colour used to identify the region when viewed in *World* → *Region Map*. + +Sleep Encounter + This field takes an object of the *Creature Levelled List* type. This object + defines what kinds of enemies the player might encounter when sleeping outside + in the wilderness. + +Weather + A table listing all available weather types and their chance to occur while + the player is in this region. Entries cannot be added or removed. + +Sounds + A table listing ambient sounds that will randomly play while the player is + in this region. Entries can be freely added or removed. + + +Region Map +********** + +The region map shows a grid of exterior cells, their relative positions to one +another, and regions they belong to. In summary, it shows the world map. +Compared to the cells table which is a list, this view helps vizualize the world. +Region map does not show interior cells. diff --git a/docs/source/manuals/openmw-cs/tables.rst b/docs/source/manuals/openmw-cs/tables.rst index 43da03f079..2d63439683 100644 --- a/docs/source/manuals/openmw-cs/tables.rst +++ b/docs/source/manuals/openmw-cs/tables.rst @@ -67,102 +67,3 @@ Modified delete that instance yourself or make sure that that object is replaced by something that still exists otherwise the player will get crashes in the worst case scenario. - - - -World Screens -************* - -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. - - -Regions -======= - -This describes the general areas of Vvardenfell. Each of these areas has -different rules about things such as encounters and weather. - -Name - This is how the game will show the player's location in-game. - -MapColour - This is a six-digit hexadecimal representation of the colour used to - identify the region on the map available in *World* → *Region Map*. - -Sleep Encounter - These are the rules for what kinds of enemies the player might encounter - when sleeping outside in the wilderness. - - -Cells -===== - -Expansive worlds such as Vvardenfell, with all its items, NPCs, etc. have a lot -going on simultaneously. But if the player is in Balmora, 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 be quite useless and bring -the player's system down to its knees! So the world has been divided up into -squares we call *cells*. Once your character enters a cell, the game will load -everything that is going on in that cell so the player can interact with it. - -In the original Morrowind this could be seen when a small loading bar would -appear near the bottom of the screen while travelling; the player had just -entered a new cell and the game had to load all the items and NPCs. The *Cells* -screen in OpenMW CS provides you with a list of cells in the game, both the -interior cells (houses, dungeons, mines, etc.) and the exterior cells (the -outside world). - -Sleep Forbidden - Can the player sleep on the floor? In most cities it is forbidden to sleep - outside. Sleeping in the wilderness carries its 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. - -Interior Water - Should water be rendered in this interior cell? The game world consists of - an endless ocean at height 0, then the landscape is added. If part of the - landscape goes below height 0, the player will see water. - - Setting the cell’s Interior Water to true tells the game that this cell that - there needs to be water at height 0. This is useful for dungeons or mines - that have water in them. - - Setting the cell’s Interior Water to ``false`` tells the game that the water - at height 0 should not be used. This flag is useless for outside cells. - -Interior Sky - Should this interior cell have a sky? This is a rather unique case. The - Tribunal expansion took place in a city on 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 in an exterior cell and were to look at - their in-game map, they would see Vvardenfell with an overview of all - exterior cells. The player would have to see the city’s very own map, as if - they were walking around in an interior cell. - - 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, 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 will have - this option set to false: It is only meant for these "fake exteriors". - -Region - To which Region does this cell belong? This has an impact on the way the - game handles weather and encounters in this area. It is also possible for a - cell not to belong to any region. - - -Objects -======= - -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 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, does not. All -Record Types contain at least a 3D model or else the player would not see them. -Usually they also have a *Name*, which is what the players sees when they hover -their reticle over the object during the game. - -Please refer to the Record Types chapter for an overview of what each type of -object does and what you can tell OpenMW CS about these objects. -