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289 lines
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ReStructuredText
289 lines
11 KiB
ReStructuredText
World Tables
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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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Objects
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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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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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Instances
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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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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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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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Object ID
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ID of the object from which this instance is created.
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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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Rot X, Y, Z
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Rotation in 3D space.
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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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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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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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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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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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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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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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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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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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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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Teleport Cell
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Destination cell where the player will appear.
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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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Teleport Rot X, Y, Z
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Initial orientation of the player after being teleported.
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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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Key
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Which key is needed to unlock the lock on this instance.
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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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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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Cells
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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 necessary to be able to
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efficiently render and process it. Cells can be one of two types:
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Exterior cells
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These represent the outside world. Each exterior cell contains a part of the
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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
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we enter its neighbouring cell. It is also possible to move into another
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interior or exterior cell through door objects.
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They all fit on a grid where exterior cells have unique coordinates and border one
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another. Their ``ID`` is based on the unique coordinates a cell takes on the
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exterior world grid and they can optionally also have a ``Name``.
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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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Due to internal workings of Morrowind, ``ID`` of interior cells is derived
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from their ``Name``. This means interior cells **MUST** have a name and their
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name needs to be unique. In OpenMW-CS the ``ID`` of exterior cells will be
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updated and shown the next time the editor is opened. If no names are given to
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interior cells, their ``ID`` will be broken and they won't show in the Cells
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table nor work properly in-game.
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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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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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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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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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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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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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Sunlight
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Colour of the primary light that lights the scene.
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Fog
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Colour of the distant fog effect.
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Fog Density
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How quickly do objects start fading into the fog.
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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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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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Lands
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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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Land Textures
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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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Texture Nickname
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Name of this land texture.
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Texture Index
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Assigned automatically and cannot be edited.
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Texture
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Texture image file that is used for this land texture.
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Pathgrids
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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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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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Regions
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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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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 colour used to identify the region when viewed in *World* → *Region Map*.
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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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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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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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Region Map
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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 visualize the world.
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Region map does not show interior cells.
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