Tables that belong into the mechanics category.
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.
A list of scripts that are automatically started as global scripts on game startup.
main is an exception, because it will be automatically started
even without being in the start script list.
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 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 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.
- 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.
- 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.
- A table containing magic effects of this spell and their properties. New entries can be added and removed through the right click menu.
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 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.
- When Used - the enchantment is cast like a regular spell. Instead of spending character’s magicka, it uses the item’s available charges.
- 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.
- 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.
- A table containing magic effects of this enchantment and their properties. New entries can be added and removed through the right click menu.
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.
- Category this magic effect belongs to.
- Base Cost
- Used when automatically calculating the spell’s cost with “Auto Calc” feature.
- Which icon will be displayed in the user interface for this effect. Can only insert records available from the icons table.
- 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.
- Flavour text that appears in the user interface.