diff --git a/docs/source/manuals/openmw-cs/record-types.rst b/docs/source/manuals/openmw-cs/record-types.rst index cd83555a4c..f7d59154f4 100644 --- a/docs/source/manuals/openmw-cs/record-types.rst +++ b/docs/source/manuals/openmw-cs/record-types.rst @@ -16,7 +16,7 @@ Activator object is in is active the script will be run once per frame. Apparatus - This is a tool to make potions. Again there’s an icon for your inventory as + This is a tool to make potions. It takes an icon record for the inventory as well as a weight and a coin value. It also has a *Quality* value attached to it: the higher the number, the better the effect on your potions will be. The *Apparatus Type* describes if the item is a *Calcinator*, *Retort*, @@ -24,7 +24,7 @@ Apparatus Armor This type of item adds *Enchantment Points* to the mix. Every piece of - clothing or armor has a "pool" of potential *Magicka* that gets unlocked + clothing or armor has a pool of potential *Magicka* that gets unlocked when the player enchants it. Strong enchantments consume more magicka from this pool: the stronger the enchantment, the more *Enchantment Points* each cast will take up. *Health* means the amount of hit points this piece of @@ -34,7 +34,7 @@ Armor Book This includes scrolls and notes. For the game to make the distinction - between books and scrolls, an extra property, *Scroll*, has been added. + between books and scrolls, *Book Type* property is used. Under the *Skill* column a scroll or book can have an in-game skill listed. Reading this item will raise the player’s level in that specific skill. @@ -43,14 +43,14 @@ Clothing Rather than *Armor Type*, these items have a *Clothing Type*. Container - This is all the stuff that stores items, from chests to sacks to plants. Its - *Capacity* shows how much stuff you can put in the container. You can + This is all the stuff that stores items, from chests to sacks to plants. + Its *Capacity* shows how much stuff you can put in the container. You can compare it to the maximum allowed load a player character can carry. A container, however, will just refuse to take the item in question when it - gets "over-encumbered". Organic Containers are containers such as plants. - 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 - everything in them is gone forever. + gets "over-encumbered". *Organic Container* are containers such as plants + and carry alchemical ingredients. Containers that respawn are not safe to + store your stuff in. After a certain amount of time, they will reset to + their default contents, meaning that everything in them is gone forever. Creature These can be monsters, animals and the like. @@ -75,7 +75,9 @@ Door Ingredient Objects required to create potions in an apparatus. Each ingredient can hold - up to four alchemical effects. + up to four alchemical effects. In the wild, containers with *Organic Container* + enabled are used to represent plants from which the ingredient can be gathered + and will periodically respawn. Item Levelled List A list of items that can spawn in a container when the player opens it. diff --git a/docs/source/manuals/openmw-cs/tables-assets.rst b/docs/source/manuals/openmw-cs/tables-assets.rst index e06213ea60..bd3cc7b10a 100644 --- a/docs/source/manuals/openmw-cs/tables-assets.rst +++ b/docs/source/manuals/openmw-cs/tables-assets.rst @@ -33,11 +33,11 @@ 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 +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. +sound whenever its textkey occurs in the currently playing animation. Creature Which creature uses this effect. diff --git a/docs/source/manuals/openmw-cs/tables-characters.rst b/docs/source/manuals/openmw-cs/tables-characters.rst index 9d6f290937..6f72cb0218 100644 --- a/docs/source/manuals/openmw-cs/tables-characters.rst +++ b/docs/source/manuals/openmw-cs/tables-characters.rst @@ -41,7 +41,7 @@ Description Classes ******* -All characters in OpenMW need to be of a certain class. This table list existing +All characters in OpenMW need to be of a certain class. This table lists existing classes and allows you to create, delete or modify them. Name @@ -126,9 +126,11 @@ Playable 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. + When enabled, characters of this race will use alternative animations to + depict humanoids of different proportions and movement styles. This is done + by using a different animation file compared to the main one and thus a new + set of animations needs to be created for this to work properly. + 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 @@ -167,15 +169,15 @@ Description 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. + birthsign, they cannot be removed from the spell list 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. +Allows customization of the character appearance. Includes heads, arms, legs, +torso, hand, armor, pauldrons, chestpiece, helmets, wearables, etc. Topics @@ -193,10 +195,10 @@ Greeting 0 to 9 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. + * Admire, Bribe, Intimidate Taunt Fail - Text in the dialogue window that the NPC says when the player fails a persuasion action. + * Admire, Bribe, Intimidate Taunt Succeed - Text in the dialogue window that the NPC says when the player succeeds a persuasion action. + * Info Refusal - Text in the dialogue window that the NPC says 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 - Text in the dialogue window that the NPC says 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, diff --git a/docs/source/manuals/openmw-cs/tables-mechanics.rst b/docs/source/manuals/openmw-cs/tables-mechanics.rst index 8438be69b6..81c254b58d 100644 --- a/docs/source/manuals/openmw-cs/tables-mechanics.rst +++ b/docs/source/manuals/openmw-cs/tables-mechanics.rst @@ -92,7 +92,8 @@ 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. + The way this enchantment is triggered. + * 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. diff --git a/docs/source/manuals/openmw-cs/tables-world.rst b/docs/source/manuals/openmw-cs/tables-world.rst index 91f1b744a5..0b841cfaa9 100644 --- a/docs/source/manuals/openmw-cs/tables-world.rst +++ b/docs/source/manuals/openmw-cs/tables-world.rst @@ -235,8 +235,12 @@ 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. +connecting edges between them. One pathgrid is used per cell. + +When recast navigation is enabled pathgrids are still used and complement +navigation meshes. Pathgrids help where original Morrowind content is not +suitable for navigation mesh generation. In addition, the off-mesh connections +generated from pathgrids are important for NPC AiWander package. Regions