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			168 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
Tables
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######
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If you have launched OpenMW CS already and played around with it for a bit, you
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will have noticed that the interface is made entirely of tables. This does not
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mean it works just like a spreadsheet application though, it would be more
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accurate to think of databases instead. Due to the vast amounts of information
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involved with Morrowind tables made the most sense. You have to be able to spot
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information quickly and be able to change them on the fly.
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Used Terms
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**********
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Record
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   An entry in OpenMW CS representing an item, location, sound, NPC or anything
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   else.
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Instance, Object
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   When an item is placed in the world, it does not create a whole new record
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   each time, but an *instance* of the *object*.
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   For example, the game world might contain a lot of exquisite belts on
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   different NPCs and in many crates, but they all refer to one specific
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   instance: the Exquisite Belt record. In this case, all those belts in crates
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   and on NPCs are instances. The central Exquisite Belt instance is called an
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   *object*. This allows modders to make changes to all items of the same type
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   in one place.
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   If you wanted all exquisite belts to have 4000 enchantment points rather
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   than 400, you would only need to change the object Exquisite Belt rather
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   than all exquisite belt instances individually.
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Some columns are recurring throughout OpenMW CS, they show up in (nearly) every
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table.
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ID
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   Each item, location, sound, etc. gets the same unique identifier in both
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   OpenMW CS and Morrowind. This is usually a very self-explanatory name. For
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   example, the ID for the (unique) black pants of Caius Cosades is
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   ``Caius_pants``. This allows players to manipulate the game in many ways.
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   For example, they could add these pants to their inventory by opening the
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   console and entering: ``player- >addItem Caius_pants``. In both Morrowind
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   and OpenMW CS the ID is the primary way to identify all these different
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   parts of the game.
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Modified
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   This column shows what has happened (if anything) to this record. There are
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   four possible states in which it can exist:
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   Base
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      The record is unmodified and from a content file other than the one
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      currently being edited.
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   Added
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      This record has been added in the currently content file.
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   Modified
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      Similar to *base*, but has been changed in some way.
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   Deleted
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      Similar to *base*, but has been removed as an entry. This does not mean,
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      however, that the occurrences in the game itself have been removed! For
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      example, if you were to remove the ``CharGen_Bed`` entry from
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      ``morrowind.esm``, it does not mean the bedroll in the basement of the
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      Census and Excise Office in Seyda Neen will be gone. You will have to
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      delete that instance yourself or make sure that that object is replaced
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      by something that still exists otherwise the player will get crashes in
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      the worst case scenario.
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World Screens
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*************
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The contents of the game world can be changed by choosing one of the options in
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the appropriate menu at the top of the screen.
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Regions
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=======
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This describes the general areas of Vvardenfell. Each of these areas has
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different rules about things such as encounters and weather.
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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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MapColour
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   This is a six-digit hexadecimal representation of the colour used to
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   identify the region on the map available in *World* → *Region Map*.
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Sleep Encounter
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   These are the rules for what kinds of enemies the player might encounter
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   when sleeping outside in the wilderness.
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Cells
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=====
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Expansive worlds such as Vvardenfell, with all its items, NPCs, etc. have a lot
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going on simultaneously. But if the player is in Balmora, why would the
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computer need to keep track the exact locations of NPCs walking through the
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corridors in a Vivec canton? All that work would be quite useless and bring
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the player's system down to its knees! So the world has been divided up into
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squares we call *cells*.  Once your character enters a cell, the game will load
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everything that is going on in that cell so the player can interact with it.
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In the original Morrowind this could be seen when a small loading bar would
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appear near the bottom of the screen while travelling; the player had just
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entered a new cell and the game had to load all the items and NPCs. The *Cells*
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screen in OpenMW CS provides you with a list of cells in the game, both the
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interior cells (houses, dungeons, mines, etc.) and the exterior cells (the
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outside world).
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Sleep Forbidden
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   Can the player sleep on the floor? In most cities it is forbidden to sleep
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   outside. Sleeping in the wilderness carries its own risks of attack, though,
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   and this entry lets you decide if a player should be allowed to sleep on the
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   floor in this cell or not.
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Interior Water
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   Should water be rendered in this interior cell? The game world consists of
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   an endless ocean at height 0, then the landscape is added. If part of the
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   landscape goes below height 0, the player will see water.
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   Setting the cell’s Interior Water to true tells the game that this cell that
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   there needs to be water at height 0. This is useful for dungeons or mines
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   that have water in them.
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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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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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   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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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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Objects
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=======
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This is a library of all the items, triggers, containers, NPCs, etc. in the
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game. 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
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Record Types contain at least a 3D model or else the player would not see them.
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Usually they also have a *Name*, which is what the players sees when they hover
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their reticle over the object during the game.
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Please refer to the Record Types chapter for an overview of what each type of
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object does and what you can tell OpenMW CS about these objects.
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