~hristoast/modding-openmw.com

e9fc40e22e13e986c52bdfc2529180db5d0e84c9 — Hristos N. Triantafillou 14 days ago 7fa6ce9
Tips and plug the new Lua script
1 files changed, 15 insertions(+), 0 deletions(-)

M momw/momw/templates/tips_creating_custom_groundcover.html
M momw/momw/templates/tips_creating_custom_groundcover.html => momw/momw/templates/tips_creating_custom_groundcover.html +15 -0
@@ 15,6 15,7 @@
    <li><a href="#the-process">The process</a></li>
    <li><a href="#caveats">Caveats</a></li>
    <li><a href="#credits">Credits</a></li>
    <li><a href="#review">Review</a></li>
  </ul>

  <h3 id="the-process"><a href="#the-process">The process</a></h3>


@@ 134,6 135,20 @@ tes3cmd delete --type cell --id '(12, 14)' mw_AesAdGrass_AC_Grass_cells.esp</cod
    <li>At this point, you should have fully functional modded and vanilla groundcover plugins.</li>
  </ol>

  <h3 id="review"><a href="#review">Review</a></h3>

  <p>
    A final step would be to run the game with your new plugins and look for errors. One problem I ran into were changes from unrelated regions; e.g. my AL plugin was affecting AI cells, causing no groundcover at all where one would expect to see some.
  </p>

  <p>
    I created the OpenMW-Lua mod <a href="https://git.sr.ht/~hristoast/show-current-cell">show-current-cell</a>, which prints your current cell's name and <code>x, y</code> grid coordinates when you press the <code>=</code> key, to aid in hunting down such problems. This makes it easy to see, in-game, what cell you're in.
  </p>

  <p>
    When you know the cell <code>x, y</code> of where you're having problems, you can go back and look at what TES3CMD reported and find the offender. If you didn't save the output from running TES3CMD, it might be a good idea to redo those steps and save that output.
  </p>

  <h3 id="caveats"><a href="#caveats">Caveats</a></h3>

  <p>