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			279 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| ############
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| World Tables
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| ############
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| 
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| These are the tables in the World menu category. The contents of the game world 
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| can be changed by choosing one of the options in the appropriate menu at the top 
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| of the screen.
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| 
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| 
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| Objects
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| *******
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| 
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| This is a library of all the items, triggers, containers, NPCs, etc. in the game.
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| There are several kinds of Record Types. Depending on which type a record 
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| is, it will need specific information to function. For example, an NPC needs a 
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| value attached to its aggression level. A chest, of course, does not. All Record 
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| Types contain at least a 3D model or else the player would not see them. Usually 
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| they also have a *Name*, which is what the players sees when they hover their 
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| crosshair over the object during the game.
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| 
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| Please refer to the :doc:`record-types` chapter for an overview of what each
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| object type represents in the game's world.
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| 
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| 
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| Instances
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| *********
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| 
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| An instance is created every time an object is placed into a cell. While the 
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| object defines its own fundamental properties, an instance defines how and where 
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| this object appears in the world. When the object is modified, all of its 
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| instances will be modified as well.
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| 
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| Cell
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|     Which cell contains this instance. Is assigned automatically based on the 
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|     edit you make in the 3D view.
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| 
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| Original Cell
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|     If an object has been moved in-game this field keeps a track of the original 
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|     cell as defined through the editor. Is assigned automatically based on the edit 
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|     you make in the 3D view. 
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| 
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| Object ID
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|     ID of the object from which this instance is created.
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|     
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| Pos X, Y, Z
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|     Position coordinates in 3D space relative to the parent cell.
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| 
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| Rot X, Y, Z
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|     Rotation in 3D space.
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| 
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| Scale
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|     Size factor applied to this instance. It scales the instance uniformly on 
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|     all axes.
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| 
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| Owner
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|     NPC the instance belongs to. Picking up the instance by the player is 
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|     regarded as stealing.
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| 
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| Soul
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|     This field takes the object of a *Creature* type. Option applies only to 
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|     soul gems which will contain the creature's soul and allow enchanting. 
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|     
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| Faction
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|     Faction the instance belongs to. Picking up the instance without joining 
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|     this faction is regarded as stealing.
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|     
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| Faction Index
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|     The player's required rank in a faction to pick up this instance without it
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|     seen as stealing. It allows a reward mechanic where the higher the player
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|     is in a faction, the more of its items and resources are freely
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|     available for use.
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|     
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| Charges
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|     How many times can this item be used. Applies to lockpicks, probes, and 
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|     repair items. Typically used to add a "used" version of the object to the
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|     in-game world.
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|     
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| Enchantment
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|     Doesn't appear to do anything for instances. An identical field for Objects 
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|     takes an ID of an enchantment.
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|     
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| Coin Value
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|     This works only for instances created from objects with IDs ``gold_001``, 
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|     ``gold_005``, ``gold_010``, ``gold_025``, and ``gold_100``. Coin Value tells how 
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|     much gold is added to player's inventory when this instance is picked up. The 
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|     names and corresponding functionality are hardcoded into the engine.
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|     
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|     For all other instances this value does nothing and their price when buying 
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|     or selling is determined by the Coin Value of their Object.    
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|     
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| Teleport
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|     When enabled, this instance acts as a teleport to other locations in the world.
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|     Teleportation occurs when the player activates the instance.
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| 
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| Teleport Cell
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|     Destination cell where the player will appear.
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| 
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| Teleport Pos X, Y, Z
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|     Location coordinates where the player will appear relative to the 
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|     destination cell.
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| 
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| Teleport Rot X, Y, Z
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|     Initial orientation of the player after being teleported. 
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| 
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| Lock Level
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|     Is there a lock on this instance and how difficult it is to pick.
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|     
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| Key
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|     Which key is needed to unlock the lock on this instance.
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| 
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| Trap
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|     What spell will be cast on the player if the trap is triggered. The spell
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|     has an on touch magic effect.
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| 
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| Owner Global
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|     A global variable that lets you override ownership. This is used in original 
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|     Morrowind to make beds rentable.
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| 
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| 
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| Cells
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| *****
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| 
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| Cells are the basic world-building units that together make up the game's world. 
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| Each of these basic building blocks is a container for other objects to exist in.
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| Dividing an expansive world into smaller units is neccessary to be able to 
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| efficiently render and process it. Cells can be one of two types:
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|     
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| Exterior cells
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|     These represent the outside world. They all fit on a grid where cells have 
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|     unique coordinates and border one another. Each exterior cell contains a part of 
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|     the terrain and together they form a seamless, continuous landmass. Entering and 
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|     leaving these cells is as simple as walking beyond their boundary after which we 
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|     enter its neighbouring cell. It is also possible to move into another interior 
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|     or exterior cell through door objects.
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| 
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| Interior cells
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|     These represent enclosed spaces such as houses, dungeons, mines, etc. They 
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|     don't have a terrain, instead their whole environment is made from objects. 
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|     Interior cells only load when the player is in them. Entering and leaving these 
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|     cells is possible through door objects or teleportation abilities.
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| 
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| The Cells table provides you with a list of cells in the game and exposes 
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| their various parameters to edit.
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| 
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| Sleep Forbidden
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|    In most cities it is forbidden to sleep outside. Sleeping in the wilderness
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|    carries its own risks of attack, though. This entry lets you decide if a
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|    player should be allowed to sleep on the floor in this cell or not.
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| 
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| Interior Water
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|    Setting the cell’s Interior Water to ``true`` tells the game that there needs
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|    to be water at height 0 in this cell. This is useful for dungeons or mines
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|    that have water in them.
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| 
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|    Setting the cell’s Interior Water to ``false`` tells the game that the water
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|    at height 0 should not be used. This flag is useless for outside cells.
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| 
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| Interior Sky
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|    Should this interior cell have a sky? This is a rather unique case. The
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|    Tribunal expansion took place in a city on the mainland. Normally this would
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|    require the city to be composed of exterior cells so it has a sky, weather
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|    and the like. But if the player is in an exterior cell and were to look at
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|    their in-game map, they would see Vvardenfell with an overview of all
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|    exterior cells. The player would have to see the city’s very own map, as if
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|    they were walking around in an interior cell.
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|    
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|    So the developers decided to create a workaround and take a bit of both: The
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|    whole city would technically work exactly like an interior cell, but it
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|    would need a sky as if it was an exterior cell. That is what this is. This
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|    is why the vast majority of the cells you will find in this screen will have
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|    this option set to false: It is only meant for these "fake exteriors".
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| 
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| Region
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|    To which Region does this cell belong? This has an impact on the way the
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|    game handles weather and encounters in this area. It is also possible for a
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|    cell not to belong to any region.
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| 
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| Interior
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|     When enabled, it allows to manually set *Ambient*, *Sunlight*, *Fog*, 
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|     and *Fog Density* values regardless of the main sky system.
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|     
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| Ambient
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|     Colour of the secondary light, that contributes to an overall shading of the 
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|     scene.
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|     
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| Sunlight
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|     Colour of the primary light that lights the scene.
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|     
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| Fog
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|     Colour of the distant fog effect.
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|     
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| Fog Density
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|     How quickly do objects start fading into the fog.
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| 
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| Water Level
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|     Height of the water plane. Only applies to interior cells
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|     when *Interior Water* is enabled.
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|     
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| Map Color
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|     This is a property present in Morrowind, but is not actually used.
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|     It doesn’t do anything in OpenMW either.
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| 
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| 
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| Lands
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| *****
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| 
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| Lands are records needed by exterior cells to show the terrain. Each exterior 
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| cell needs its own land record and they are paired by matching IDs. Land records
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| can be created manually in this table, but a better approach is to simply shape
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| the terrain in the 3D view and the land record of affected cells will be
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| created automatically.
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| 
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| 
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| Land Textures
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| *************
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| 
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| This is a list of textures that are specifically used to paint the terrain of 
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| exterior cells. By default, the terrain shows the ``_land_default.dds`` texture 
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| found in ``data/textures`` folder. Land texture entries can be added, edited or
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| removed.
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| 
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| Texture Nickname
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|     Name of this land texture.
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| 
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| Texture Index
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|     Assigned automatically and cannot be edited.
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|     
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| Texture
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|     Texture image file that is used for this land texture.
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| 
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| 
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| Pathgrids
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| *********
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| 
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| Pathgrids allow NPCs to navigate and move along complicated paths in their surroundings.
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| A pathgrid contains a list of *points* connected by *edges*. NPCs will
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| find their way from one point to another as long as there is a path of 
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| connecting edges between them. One pathgrid is used per cell.
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| 
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| When recast navigation is enabled pathgrids are still used and complement 
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| navigation meshes. Pathgrids help where original Morrowind content is not 
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| suitable for navigation mesh generation. In addition, the off-mesh connections 
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| generated from pathgrids are important for NPC AiWander package.
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| 
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| 
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| Regions
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| *******
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| 
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| Regions describe general areas of the exterior game world and define rules for 
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| random enemy encounters, ambient sounds, and weather. Regions can be assigned 
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| one per cell and the cells will inherit their rules.
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| 
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| Name
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|    This is how the game will show the player's location in-game.
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| 
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| MapColour
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|    This is a colour used to identify the region when viewed in *World* → *Region Map*.
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| 
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| Sleep Encounter
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|    This field takes an object of the *Creature Levelled List* type. This object 
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|    defines what kinds of enemies the player might encounter when sleeping outside 
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|    in the wilderness.
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| 
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| Weather
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|     A table listing all available weather types and their chance to occur while 
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|     the player is in this region. Entries cannot be added or removed.
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| 
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| Sounds
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|     A table listing ambient sounds that will randomly play while the player is 
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|     in this region. Entries can be freely added or removed.
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| 
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| 
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| Region Map
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| **********
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| 
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| The region map shows a grid of exterior cells, their relative positions to one 
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| another, and regions they belong to. In summary, it shows the world map. 
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| Compared to the cells table which is a list, this view helps vizualize the world.
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| Region map does not show interior cells.
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