Term |
Definition |
Cell | An interior; the inside of a building or cave. Each interior cell must have a unique name. |
Container | A chest, crate, barrel, etc., that can hold other things. GenMod can place pre-existing Morrowind containers (with pre-defined contents) into a cell. It can also create new containers (with randomly generated contents). |
Contents | All non-tile information placed into a cell. This includes containers, furniture, creatures, and effect items. |
Creature | Monsters that will try to kill the player (mostly). |
Decorator | Decorators include tapestries, rugs, ash pits, mists, and sounds. |
Effect Item | Effect items are objects that have scripts attached to them. Typically, these are trapped objects, similar to the gems found on Daedric altars that summon a Daedra when you pick them up. |
Fog | GenMod lets you control the type of fog for each level. Fog in Morrowind is specified as a percentage "density" and an RGB color. GenMod provides a number of pre-defined density/color combinations, and lets you select them by name. You can define new fogs via GenModData.xml. |
Furniture | Furniture includes beds, tables, chairs, and other objects that are too large for the player to pick up, but which are not specific to a TileSet. Our definition of Furniture encompasses Morrowind activators (ex., beds), statics (ex., tables), and pre-defined containers (that is, containers that GenMod will place inside a cell but will not add contents to). |
Layout | A Layout represents a room or set of rooms with a specific shape. A layout defines the arrangement of walls, halls, and stairs. GenMod can use Layout to create the inside of a house, via Static generation. It can also include Layouts inside randomly generated levels, to provide more variety and complexity to the level. Layouts are defined separately from their contents (furniture, containers, etc.). And Layouts are generally independent of a particular TileSet, which means that a Layout can be "realized" using any of the known tilesets: Hlaalu, Redoran, etc. Layouts can be nested inside each other to provide for multi-story buildings. |
Level | (a) A single Morrowind "cell," as in dungeon level. You can generate 1 to 100 levels in a single ESP file using GenMod. (b) Experience or difficulty level, as in player level. You can specify a player range of 1 to whatever. When GenMod creates a dungeon, is assigns the minimum player level to the first dungeon level, the maximum player level to the last dungeon level, and interpolates for all levels in-between. The difficulty level determines how difficult the monsters will be and how nice the treasure will be. |
Light Level | GenMod lets you control the light level for each level. Light level in Morrowind is specified as RGB values for ambient light and sunlight. GenMod provides a collection of pre-defined ambient/sunlight combinations, and lets you select them by name, so you do not have to mess with RGB values. You can define new light levels via GenModData.xml. |
Light | Lights include chandeliers, torches, floor-standing lamps, and candles. |
Platform | A raised wooden floor, used inside of cave layouts so that large furniture such as beds, tables, and dressers can have a flat surface to rest on. The floor of cave tiles is too curvy to allow for general-purpose furniture placement without platforms. |
Theme | A theme represents a collection of items (containers, furniture, creatures) that make sense together. Each Theme has a name, a set of items that make up the theme, and a "ratio" associated with each item that controls how often the item shows up on a level. |
Tile | We refer to a single slice of a room (a single wall, hallway section, door, etc.) as a Tile. |
Tile Set | A Tile Set maps to an architectural style from Morrowind: Hlaalu, Imperial, Telvani, Redoran. To "work" with GenMod, each TileSet must define a set of standard, required Tiles, including Tiles for walls, room corners, doorways, doors, halls, and stairs. |
Treasure | Treasure is anything the player can pick up and walk off with. Treasure selection (what kind of treasure shows up) is controlled via InventorySets in the XML files. Treasure frequency is controlled from the GUI. Effect Items are currently the only "free-standing" treasure that GenMod places into a cell. All other treasure is placed inside of containers or into the inventory of creatures. |