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