Object Record Types

A game world contains many items, such as chests, weapons and monsters. All of these items are merely instances of templates we call Objects. The OpenMW-CS Objects table contains information about each of these template objects, such as its value and weight in the case of items, or an aggression level in the case of NPCs.

The following is a list of all Record Types and what you can tell OpenMW-CS about each of them.

Activator
Activators can have a script attached to them. As long as the cell this 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 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, Alembic or Mortar & Pestle.
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 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 armor has. If it sustains enough damage, the armor will be destroyed. Finally, Armor Value tells the game how much points to add to the player character’s Armor Rating.
Book
This includes scrolls and notes. For the game to make the distinction between books and scrolls, an extra property, Scroll, has been added. 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.
Clothing
These items work just like armors, but confer no protective properties. 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 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.
Creature
These can be monsters, animals and the like.
Creature Levelled List

A list of creatures that can periodically spawn at a particular location. The strength, type, and number of creatures depends on the player’s level. The list accepts entries of individual Creatures or also of other Creature Levelled Lists. Each entry has a corresponding level value that determines the lowest player level the creature can be spawned at.

When Calculate all levels <= player is enabled, all the creatures with a level value lower or equal to the player can be spawned. Otherwise, the creature levelled list will only resolve a creature that matches the player’s level

Chance None is the percentage of possibility that no creatures will spawn.

Door
Objects in the environment that can be opened or closed when activated. Can also be locked and trapped.
Ingredient
Objects required to create potions in an apparatus. Each ingredient can hold up to four alchemical effects.
Item Levelled List

A list of items that can spawn in a container when the player opens it. The quality, type, and number of spawned items depends on the player’s level. The list accepts entries of individual items or also of other Item Levelled Lists. Each entry has a corresponding level value that determines the lowest player level the item can be spawned at.

When Calculate all levels <= player is enabled, all the items with a level value lower or equal to the player can be spawned. Otherwise, the item levelled list will only resolve an item that matches the player’s level.

Chance None is the percentage of possibility that no creatures will spawn.

Light
An object that illuminates the environment around itself, depending on the light’s strength, range, and colour. Can be a static object in the environment, or when configured, can be picked up and carried by NPCs.
Lockpick
Tool required to open locks without having the proper key or using a spell. Locks are found on various in-game objects, usually doors, cabinets, drawers, chests, and so on.
Miscellaneous

This is a category of objects with various in-game functions.

  • Soul Gems, used to hold trapped souls and enchant items.
  • Gold piles that add their value directly to the player’s gold amount when picked up.
  • Keys to open locked doors.
  • Certain quest items.
  • Environment props such as plates, bowls, pots, tankards, and so on. Unlike environment objects of the Static type, these can be picked up.
NPC
Player character and non-player characters. Their attributes and skills follow the game’s character system, and they are made from multiple body parts.
Potion
This is a potion which is not self-made. It has an Icon for your inventory, weight, coin value, and an attribute called Auto Calc set to False. This means that the effects of this potion are pre-configured. This does not happen when the player makes their own potion.
Probe
Tool required to disarm trapped doors, chests, or any other object that has a trap assigned.
Repair
Tool required by the player to repair damaged objects of Armor and Weapon types.
Static
Objects from which the world is made. Walls, furniture, foliage, statues, signs, rocks and rock formations, etc.
Weapon
An object which the player or NPCs can carry and use it to deal damage to their opponents in combat. Swords, spears, axes, maces, staves, bows, crossbows, ammunition, and so on.