Document OpenMW-CS tables.

pull/3226/head
Matjaž Lamut 3 years ago committed by psi29a
parent c14796fc57
commit 4907bcaf41

@ -22,5 +22,10 @@ few chapters to familiarise yourself with the new interface.
files-and-directories files-and-directories
starting-dialog starting-dialog
tables tables
tables-file
tables-world
tables-mechanics
tables-characters
tables-assets
record-types record-types
record-filters record-filters

@ -1,25 +1,20 @@
Record Types ###################
############ Object Record Types
###################
A game world contains many items, such as chests, weapons and monsters. All 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 these items are merely instances of templates we call Objects. The OpenMW-CS
*Objects* table contains information about each of these template objects, such 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 as its value and weight in the case of items, or an aggression level in the
case of NPCs. 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. about each of them.
Activator Activator
Activators can have a script attached to them. As long as the cell this 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. 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 Apparatus
This is a tool to make potions. Again theres an icon for your inventory as This is a tool to make potions. Again theres an icon for your inventory as
well as a weight and a coin value. It also has a *Quality* value attached to 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 container, however, will just refuse to take the item in question when it
gets "over-encumbered". Organic Containers are containers such as plants. gets "over-encumbered". Organic Containers are containers such as plants.
Containers that respawn are not safe to store stuff in. After a certain 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. everything in them is gone forever.
Creature Creature
These can be monsters, animals and the like. 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.

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#############
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.

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#################
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.

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###########
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.

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################
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 doesnt do anything in OpenMW either.
Description
Flavour text that appears in the user interface.

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############
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 cells 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 cells 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 citys 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 doesnt 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.

@ -67,102 +67,3 @@ Modified
delete that instance yourself or make sure that that object is replaced delete that instance yourself or make sure that that object is replaced
by something that still exists otherwise the player will get crashes in by something that still exists otherwise the player will get crashes in
the worst case scenario. 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 cells 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 cells 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 citys 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.

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