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Merge branch 'document-editor-tables' into 'master'
Document OpenMW-CS tables. See merge request OpenMW/openmw!831
This commit is contained in:
commit
f3d7b01c5d
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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files-and-directories
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||||||
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 there’s an icon for your inventory as
|
This is a tool to make potions. Again there’s an icon for your inventory as
|
||||||
well as a weight and a coin value. It also has a *Quality* value attached to
|
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.
|
||||||
|
|
108
docs/source/manuals/openmw-cs/tables-assets.rst
Normal file
108
docs/source/manuals/openmw-cs/tables-assets.rst
Normal file
|
@ -0,0 +1,108 @@
|
||||||
|
#############
|
||||||
|
Assets Tables
|
||||||
|
#############
|
||||||
|
|
||||||
|
|
||||||
|
Sounds
|
||||||
|
******
|
||||||
|
|
||||||
|
Sounds are Sound Files wrapped by OpenMW, allowing you to adjust how they behave
|
||||||
|
once they are played in-game. They are used for many audio events including
|
||||||
|
spells, NPCs commenting, environment ambients, doors, UI events, when moving items
|
||||||
|
in the inventory, and so on.
|
||||||
|
|
||||||
|
Volume
|
||||||
|
More is louder, less is quieter. Maximum is 255.
|
||||||
|
Min Range
|
||||||
|
When the player is within Min Range distance from the Sound, the Volume will
|
||||||
|
always be at its maximum defined value.
|
||||||
|
Max Range
|
||||||
|
When the player is beyond Max Range distance from the Sound, the volume will
|
||||||
|
fade to 0.
|
||||||
|
Sound File
|
||||||
|
Source sound file on the hard-drive that holds all the actual audio information.
|
||||||
|
All available records are visible in the Sound Files table.
|
||||||
|
|
||||||
|
|
||||||
|
Sound Generators
|
||||||
|
****************
|
||||||
|
|
||||||
|
Sound generators are a way to play Sounds driven by animation events. Animated
|
||||||
|
creatures or NPCs always require to be paired with a corresponding textkeys file.
|
||||||
|
This textkeys file defines the extents of each animation, and relevant in this
|
||||||
|
case, events and triggers occuring at particular animation frames.
|
||||||
|
|
||||||
|
For example, a typical textkey entry intended for a Sound Generator would be
|
||||||
|
named `SoundGen: Left` and be hand placed by an animator whenever the left leg
|
||||||
|
of the creature touches the ground. In OpenMW-CS, the appropriate Sound
|
||||||
|
Generator of an appropriate type would then be connected to the animated creature.
|
||||||
|
In this case the type would be `Left Foot`. Once in-game, OpenMW will play the
|
||||||
|
sound whenever its textkeys occurs in the currently playing animation.
|
||||||
|
|
||||||
|
Creature
|
||||||
|
Which creature uses this effect.
|
||||||
|
Sound
|
||||||
|
Which record of the Sound type is used as the audio source
|
||||||
|
Sound Generator Type
|
||||||
|
Type of the sound generator that is matched to corresponding textkeys.
|
||||||
|
|
||||||
|
* Land
|
||||||
|
* Left Foot
|
||||||
|
* Moan
|
||||||
|
* Right Foot
|
||||||
|
* Roar
|
||||||
|
* Scream
|
||||||
|
* Swim Left
|
||||||
|
* Swim Right
|
||||||
|
|
||||||
|
|
||||||
|
Meshes
|
||||||
|
******
|
||||||
|
|
||||||
|
Meshes are 3D assets that need to be assigned to objects to render them in the
|
||||||
|
game world. Entries in this table are based on contents of ``data/meshes``
|
||||||
|
folder and cannot be edited from OpenMW-CS.
|
||||||
|
|
||||||
|
|
||||||
|
Icons
|
||||||
|
*****
|
||||||
|
|
||||||
|
Icons are images used in the user interface to represent inventory items,
|
||||||
|
spells, and attributes. They can be assigned to relevant records through other
|
||||||
|
dialogues in the editor. Entries in this table are based on contents of
|
||||||
|
``data/icons`` folder and cannot be edited from OpenMW-CS.
|
||||||
|
|
||||||
|
|
||||||
|
Music Files
|
||||||
|
***********
|
||||||
|
|
||||||
|
Music is played in the background during the game and at special events such as
|
||||||
|
intro, death, or level up. Entries in this table are based on contents of
|
||||||
|
``data/music`` folder and cannot be edited from OpenMW-CS.
|
||||||
|
|
||||||
|
|
||||||
|
Sound Files
|
||||||
|
***********
|
||||||
|
|
||||||
|
Sound files are the source audio files on the hard-drive and are used by other
|
||||||
|
records related to sound. Entries in this table are based on contents of
|
||||||
|
``data/sounds`` folder and cannot be edited from OpenMW-CS.
|
||||||
|
|
||||||
|
|
||||||
|
Textures
|
||||||
|
********
|
||||||
|
|
||||||
|
Textures are images used by 3D objects, particle effects, weather system, user
|
||||||
|
interface and more. Definitions which mesh uses which texture are included in
|
||||||
|
the mesh files and cannot be assigned through the editor. To use a texture to
|
||||||
|
paint the terrain, a separate entry is needed in the Land Textures table.
|
||||||
|
Entries in this table are based on contents of ``data/textures`` folder and
|
||||||
|
cannot be edited from OpenMW-CS.
|
||||||
|
|
||||||
|
|
||||||
|
Videos
|
||||||
|
******
|
||||||
|
|
||||||
|
Videos can be shown at various points in the game, depending on where they are
|
||||||
|
called. Entries in this table are based on contents of ``data/videos`` folder
|
||||||
|
and cannot be edited from OpenMW-CS.
|
300
docs/source/manuals/openmw-cs/tables-characters.rst
Normal file
300
docs/source/manuals/openmw-cs/tables-characters.rst
Normal file
|
@ -0,0 +1,300 @@
|
||||||
|
#################
|
||||||
|
Characters Tables
|
||||||
|
#################
|
||||||
|
|
||||||
|
These tables deal with records that make up the player and NPCs. Together we'll
|
||||||
|
refer to them as characters.
|
||||||
|
|
||||||
|
|
||||||
|
Skills
|
||||||
|
******
|
||||||
|
|
||||||
|
Characters in OpenMW can perform various actions and skills define how successful
|
||||||
|
a character is in performing these actions. The skills themselves are hardcoded
|
||||||
|
and cannot be added through the editor but can have some of their parameters
|
||||||
|
adjusted.
|
||||||
|
|
||||||
|
Attribute
|
||||||
|
Each skill is governed by an attribute. The value of the attribute will
|
||||||
|
contribute or hinder your success in using a skill.
|
||||||
|
|
||||||
|
Specialization
|
||||||
|
A skill can belong to combat, magic, or stealth category. If the player
|
||||||
|
specializes in the same category, they get a +5 starting bonus to the skill.
|
||||||
|
|
||||||
|
Use Value 1, 2, 3, 4
|
||||||
|
Use Values are the amount of experience points the player will be awarded
|
||||||
|
for successful use of this skill. Skills can have one or multiple in-game
|
||||||
|
actions associated with them and each action is tied to one of the Use Values.
|
||||||
|
For example, Block skill has Use Value 1 = 2,5. This means that on each
|
||||||
|
successful blocked attack, the player's block skill will increase by 2,5
|
||||||
|
experience points. Athletics have Use Value 1 = 0,02, and Use Value 2 = 0,03.
|
||||||
|
For each second of running the player's athletics skill will be raised by 0,02
|
||||||
|
experience points, while for each second of swimming by 0,03 points. Note that not
|
||||||
|
all of the skills use all of the Use Values and OpenMW-CS currently doesn't tell
|
||||||
|
what action a skill's Use Value is associated with.
|
||||||
|
|
||||||
|
Description
|
||||||
|
Flavour text that appears in the character information window.
|
||||||
|
|
||||||
|
|
||||||
|
Classes
|
||||||
|
*******
|
||||||
|
|
||||||
|
All characters in OpenMW need to be of a certain class. This table list existing
|
||||||
|
classes and allows you to create, delete or modify them.
|
||||||
|
|
||||||
|
Name
|
||||||
|
How this class is called.
|
||||||
|
|
||||||
|
Attribute 1 and 2
|
||||||
|
Characters of this class receive a +10 starting bonus on the two chosen
|
||||||
|
atributes.
|
||||||
|
|
||||||
|
Specialization
|
||||||
|
Characters can specialize in combat, magic, or stealth. Each skill that
|
||||||
|
belongs to the chosen specialization receives a +5 starting bonus and is
|
||||||
|
easier to train.
|
||||||
|
|
||||||
|
Major Skill 1 to 5
|
||||||
|
Training these skills contributes to the player leveling up. Each of these
|
||||||
|
skills receives a +25 starting bonus and is easier to train.
|
||||||
|
|
||||||
|
Minor Skill 1 to 5
|
||||||
|
Training these skills contributes to the player leveling up. Each of these
|
||||||
|
skills receives a +10 starting bonus and is easier to train.
|
||||||
|
|
||||||
|
Playable
|
||||||
|
When enabled, the player can choose to play as this class at character creation.
|
||||||
|
If disabled, only NPCs can be of this class.
|
||||||
|
|
||||||
|
Description
|
||||||
|
Flavour text that appears in the character information window.
|
||||||
|
|
||||||
|
|
||||||
|
Faction
|
||||||
|
*******
|
||||||
|
|
||||||
|
Characters in OpenMW can belong to different factions that represent interest
|
||||||
|
groups within the game's society. The most obvious example of factions are
|
||||||
|
guilds which the player can join, perform quests for and rise through its ranks.
|
||||||
|
Membership in factions can be a good source of interesting situations and quests.
|
||||||
|
If nothing else, membership affects NPC disposition towards the player.
|
||||||
|
|
||||||
|
Name
|
||||||
|
How this faction is called.
|
||||||
|
|
||||||
|
Attribute 1 and 2
|
||||||
|
Two attributes valued by the faction and required to rise through its ranks.
|
||||||
|
|
||||||
|
Hidden
|
||||||
|
When enabled, the player's membership in this faction will not be displayed
|
||||||
|
in the character window.
|
||||||
|
|
||||||
|
Skill 1 to 7
|
||||||
|
Skills valued by the faction and required to rise through its ranks. Not all
|
||||||
|
of the skill slots need to be filled.
|
||||||
|
|
||||||
|
Reactions
|
||||||
|
Change of NPC disposition towards the player when joining this faction.
|
||||||
|
Disposition change depends on which factions the NPCs belong to.
|
||||||
|
|
||||||
|
Ranks
|
||||||
|
Positions in the hierarchy of this faction. Every rank has a requirement in
|
||||||
|
attributes and skills before the player is promoted. Every rank gives the
|
||||||
|
player an NPC disposition bonus within the faction.
|
||||||
|
|
||||||
|
|
||||||
|
Races
|
||||||
|
*****
|
||||||
|
|
||||||
|
All characters in OpenMW need to be of a certain race. This table list existing
|
||||||
|
races and allows you to create, delete or modify them. After a race is created,
|
||||||
|
it can be assigned to an NPC in the objects table. Race affects character's
|
||||||
|
starting attributes and skill bonuses, appearance, and voice lines. In addition,
|
||||||
|
a race assigned to the player can affect NPC disposition, quests, dialogues and
|
||||||
|
other things.
|
||||||
|
|
||||||
|
Name
|
||||||
|
How this race is called.
|
||||||
|
|
||||||
|
Description
|
||||||
|
Flavour text that appears in the character information window.
|
||||||
|
|
||||||
|
Playable
|
||||||
|
When enabled, the player can choose to play as this race. If disabled, only
|
||||||
|
the NPCs can belong to it.
|
||||||
|
|
||||||
|
Beast Race
|
||||||
|
Use models and animations for humanoids of different proportions and
|
||||||
|
movement styles. In addition, beast races can't wear closed helmets
|
||||||
|
or boots.
|
||||||
|
|
||||||
|
Male Weight
|
||||||
|
Scaling factor of the default body type. Values above 1.0 will make members
|
||||||
|
of this race wider. Values below 1.0 will make them thinner. Applies to males.
|
||||||
|
|
||||||
|
Male Height
|
||||||
|
Scaling factor of the default body type. Values above 1.0 will make members
|
||||||
|
of this race taller. Values below 1.0 will make them shorter. Applies to males.
|
||||||
|
|
||||||
|
Female Weight
|
||||||
|
Scaling factor of the default body type. Values above 1.0 will make members
|
||||||
|
of this race wider. Values below 1.0 will make them thinner. Applies to females.
|
||||||
|
|
||||||
|
Female Height
|
||||||
|
Scaling factor of the default body type. Values above 1.0 will make members
|
||||||
|
of this race taller. Values below 1.0 will make them shorter. Applies to females.
|
||||||
|
|
||||||
|
|
||||||
|
Birthsigns
|
||||||
|
**********
|
||||||
|
|
||||||
|
Birthsigns permanently modify player's attributes, skills, or other abilities.
|
||||||
|
The player can have a single birthsign which is usually picked during character creation.
|
||||||
|
Modifications to the player are done through one or more spells added
|
||||||
|
to a birthsign. Spells with constant effects modify skills and attributes.
|
||||||
|
Spells that are cast are given to the player in the form of powers.
|
||||||
|
|
||||||
|
Name
|
||||||
|
Name of the birthsign that will be displayed in the interface.
|
||||||
|
|
||||||
|
Texture
|
||||||
|
An image that will be displayed in the birthsigns selection window.
|
||||||
|
|
||||||
|
Description
|
||||||
|
Flavour text about the birthsign.
|
||||||
|
|
||||||
|
Powers
|
||||||
|
A list of spells that are given to the player. When spells are added by a
|
||||||
|
birthsign, they cannot be removed in-game by the player.
|
||||||
|
|
||||||
|
|
||||||
|
Body Parts
|
||||||
|
**********
|
||||||
|
|
||||||
|
Characters are made from separate parts. Together they form the whole body.
|
||||||
|
Allows customization of the outer look. Includes heads, arms, legs, torso, hand,
|
||||||
|
armor, pauldrons, chestpiece, helmets, wearables, etc.
|
||||||
|
|
||||||
|
|
||||||
|
Topics
|
||||||
|
******
|
||||||
|
|
||||||
|
Topics are, in a broader meaning, dialogue triggers. They can take the form of
|
||||||
|
clickable keywords in the dialogue, combat events, persuasion events, and other.
|
||||||
|
What response they produce and under what conditions is then defined by topic infos.
|
||||||
|
A single topic can be used by unlimited number of topic infos. There are four
|
||||||
|
different types of topics.
|
||||||
|
|
||||||
|
Greeting 0 to 9
|
||||||
|
Initial text that appears in the dialogue window when talking to an NPC. Hardcoded.
|
||||||
|
|
||||||
|
Persuasion
|
||||||
|
Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
|
||||||
|
|
||||||
|
* Admire, Bribe, Intimidate Taunt Fail - Conversation text that appears when the player fails a persuasion action.
|
||||||
|
* Admire, Bribe, Intimidate Taunt Succeed - Conversation text that appears when the player succeeds a persuasion action.
|
||||||
|
* Info Refusal - Conversation text that appears when the player wishes to talk about a certain topic and the conditions are not met. For example, NPC disposition is too low, the player is not a faction member, etc.
|
||||||
|
* Service Refusal - Conversation text that appears when the player wishes a service from the NPC but the conditions are not met.
|
||||||
|
|
||||||
|
Topic
|
||||||
|
A keyword in the dialogue window that leads to further dialogue text,
|
||||||
|
similar to wiki links. These are the foundation to create dialogues from.
|
||||||
|
Entires can be freely added, edited, or removed.
|
||||||
|
|
||||||
|
Voice
|
||||||
|
Voice entries are specific in-game events used to play a sound. Hardcoded.
|
||||||
|
|
||||||
|
* Alarm - NPC enters combat state
|
||||||
|
* Attack - NPC performs an attack
|
||||||
|
* Flee - NPC loses their motivation to fight
|
||||||
|
* Hello - NPC addressing the player when near enough
|
||||||
|
* Hit - When NPCs are hit and injured.
|
||||||
|
* Idle - Random things NPCs say.
|
||||||
|
* Intruder
|
||||||
|
* Thief - When an NPC detects the player steal something.
|
||||||
|
|
||||||
|
|
||||||
|
Topic Infos
|
||||||
|
***********
|
||||||
|
|
||||||
|
Topic infos take topics as their triggers and define responses. Through their
|
||||||
|
many parameters they can be assigned to one or more NPCs. Important to note is
|
||||||
|
that each topic info can take a combination of parameters to accurately define
|
||||||
|
which NPCs will produce a particular response. These parameters are as follow.
|
||||||
|
|
||||||
|
Actor
|
||||||
|
A specific NPC.
|
||||||
|
|
||||||
|
Race
|
||||||
|
All members of a race.
|
||||||
|
|
||||||
|
Class
|
||||||
|
NPCs of a chosen class.
|
||||||
|
|
||||||
|
Faction
|
||||||
|
NPCs belonging to a faction.
|
||||||
|
|
||||||
|
Cell
|
||||||
|
NPCs located in a particular cell.
|
||||||
|
|
||||||
|
Disposition
|
||||||
|
NPC disposition towards the player. This is the 0-100 bar visible in the
|
||||||
|
conversation window and tells how much an NPC likes the player.
|
||||||
|
|
||||||
|
Rank
|
||||||
|
NPC rank within a faction.
|
||||||
|
|
||||||
|
Gender
|
||||||
|
NPC gender.
|
||||||
|
|
||||||
|
PC Faction
|
||||||
|
Player's faction.
|
||||||
|
|
||||||
|
PC Rank
|
||||||
|
Player's rank within a faction.
|
||||||
|
|
||||||
|
Topic infos when triggered provide a response when the correct conditions are met.
|
||||||
|
|
||||||
|
Sound File
|
||||||
|
Sound file to play when the topic info is triggered
|
||||||
|
|
||||||
|
Response
|
||||||
|
Dialogue text that appears in a dialogue window when clicking on a keyword.
|
||||||
|
Dialogue text that appears near the bottom of the screen when a voice topic
|
||||||
|
is triggered.
|
||||||
|
|
||||||
|
Script
|
||||||
|
Script to define further effects or branching dialogue choices when this
|
||||||
|
topic info is triggered.
|
||||||
|
|
||||||
|
Info Conditions.
|
||||||
|
Conditions required for this topic info to be active.
|
||||||
|
|
||||||
|
|
||||||
|
Journals
|
||||||
|
********
|
||||||
|
|
||||||
|
Journals are records that define questlines. Entries can be added or removed.
|
||||||
|
When adding a new entry, you give it a unique ID which cannot be edited afterwards.
|
||||||
|
Also to remember is that journal IDs are not the actual keywords appearing in
|
||||||
|
the in-game journal.
|
||||||
|
|
||||||
|
|
||||||
|
Journal Infos
|
||||||
|
*************
|
||||||
|
|
||||||
|
Journal infos are stages of a particular quest. Entries appear in the player's
|
||||||
|
journal once they are called by a script. The script can be a standalone record
|
||||||
|
or a part of a topic info. The current command is ``Journal, "Journal ID", "Quest Index"``
|
||||||
|
|
||||||
|
Quest Status
|
||||||
|
Finished, Name, None, Restart. No need to use them.
|
||||||
|
|
||||||
|
Quest Index
|
||||||
|
A quest can write multiple entries into the player's journal and each of
|
||||||
|
these entries is identified by its index.
|
||||||
|
|
||||||
|
Quest Description
|
||||||
|
Text that appears in the journal for this particular stage of the quest.
|
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
|
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 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