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Document OpenMW-CS tables.
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8 changed files with 989 additions and 112 deletions
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@ -22,5 +22,10 @@ few chapters to familiarise yourself with the new interface.
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files-and-directories
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starting-dialog
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tables
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tables-file
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tables-world
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tables-mechanics
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tables-characters
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tables-assets
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record-types
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record-filters
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@ -1,25 +1,20 @@
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Record Types
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############
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###################
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Object Record Types
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###################
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A game world contains many items, such as chests, weapons and monsters. All
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these items are merely instances of templates we call *Objects*. The OpenMW CS
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*Objects* table contains information about each of these template objects, such
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A game world contains many items, such as chests, weapons and monsters. All of
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these items are merely instances of templates we call Objects. The OpenMW-CS
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Objects table contains information about each of these template objects, such
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as its value and weight in the case of items, or an aggression level in the
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case of NPCs.
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The following is a list of all Record Types and what you can tell OpenMW CS
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The following is a list of all Record Types and what you can tell OpenMW-CS
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about each of them.
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Activator
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Activators can have a script attached to them. As long as the cell this
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object is in is active the script will be run once per frame.
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Potion
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This is a potion which is not self-made. It has an Icon for your inventory,
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weight, coin value, and an attribute called *Auto Calc* set to ``False``.
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This means that the effects of this potion are pre-configured. This does not
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happen when the player makes their own potion.
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Apparatus
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This is a tool to make potions. Again there’s an icon for your inventory as
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well as a weight and a coin value. It also has a *Quality* value attached to
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@ -54,9 +49,89 @@ Container
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container, however, will just refuse to take the item in question when it
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gets "over-encumbered". Organic Containers are containers such as plants.
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Containers that respawn are not safe to store stuff in. After a certain
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amount of time they will reset to their default contents, meaning that
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amount of time, they will reset to their default contents, meaning that
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everything in them is gone forever.
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Creature
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These can be monsters, animals and the like.
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Creature Levelled List
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A list of creatures that can periodically spawn at a particular location.
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The strength, type, and number of creatures depends on the player's level.
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The list accepts entries of individual Creatures or also of other Creature
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Levelled Lists. Each entry has a corresponding level value that determines
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the lowest player level the creature can be spawned at.
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When ``Calculate all levels <= player`` is enabled, all the creatures with
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a level value lower or equal to the player can be spawned. Otherwise,
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the creature levelled list will only resolve a creature that matches
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the player's level
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``Chance None`` is the percentage of possibility that no creatures will spawn.
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Door
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Objects in the environment that can be opened or closed when activated. Can
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also be locked and trapped.
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Ingredient
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Objects required to create potions in an apparatus. Each ingredient can hold
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up to four alchemical effects.
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Item Levelled List
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A list of items that can spawn in a container when the player opens it.
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The quality, type, and number of spawned items depends on the player's level.
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The list accepts entries of individual items or also of other Item
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Levelled Lists. Each entry has a corresponding level value that determines
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the lowest player level the item can be spawned at.
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When ``Calculate all levels <= player`` is enabled, all the items with
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a level value lower or equal to the player can be spawned. Otherwise,
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the item levelled list will only resolve an item that matches the
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player's level.
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``Chance None`` is the percentage of possibility that no creatures will spawn.
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Light
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An object that illuminates the environment around itself, depending on the
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light's strength, range, and colour. Can be a static object in the environment,
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or when configured, can be picked up and carried by NPCs.
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Lockpick
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Tool required to open locks without having the proper key or using a spell.
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Locks are found on various in-game objects, usually doors, cabinets, drawers,
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chests, and so on.
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Miscellaneous
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This is a category of objects with various in-game functions.
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* Soul Gems, used to hold trapped souls and enchant items.
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* Gold piles that add their value directly to the player's gold amount when picked up.
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* Keys to open locked doors.
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* Certain quest items.
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* Environment props such as plates, bowls, pots, tankards, and so on. Unlike environment objects of the Static type, these can be picked up.
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NPC
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Player character and non-player characters. Their attributes and skills
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follow the game's character system, and they are made from multiple body parts.
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Potion
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This is a potion which is not self-made. It has an Icon for your inventory,
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weight, coin value, and an attribute called *Auto Calc* set to ``False``.
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This means that the effects of this potion are pre-configured. This does not
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happen when the player makes their own potion.
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Probe
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Tool required to disarm trapped doors, chests, or any other object that has
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a trap assigned.
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Repair
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Tool required by the player to repair damaged objects of Armor and Weapon types.
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Static
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Objects from which the world is made. Walls, furniture, foliage, statues,
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signs, rocks and rock formations, etc.
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Weapon
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An object which the player or NPCs can carry and use it to deal damage
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to their opponents in combat. Swords, spears, axes, maces, staves, bows,
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crossbows, ammunition, and so on.
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108
docs/source/manuals/openmw-cs/tables-assets.rst
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108
docs/source/manuals/openmw-cs/tables-assets.rst
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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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300
docs/source/manuals/openmw-cs/tables-characters.rst
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300
docs/source/manuals/openmw-cs/tables-characters.rst
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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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||||
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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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||||
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||||
Disposition
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||||
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.
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||||
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||||
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.
|
37
docs/source/manuals/openmw-cs/tables-file.rst
Normal file
37
docs/source/manuals/openmw-cs/tables-file.rst
Normal file
|
@ -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.
|
176
docs/source/manuals/openmw-cs/tables-mechanics.rst
Normal file
176
docs/source/manuals/openmw-cs/tables-mechanics.rst
Normal file
|
@ -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.
|
275
docs/source/manuals/openmw-cs/tables-world.rst
Normal file
275
docs/source/manuals/openmw-cs/tables-world.rst
Normal file
|
@ -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.
|
|
@ -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.
|
||||
|
||||
|
|
Loading…
Reference in a new issue