GMSTs

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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: GMSTs

Post by Zini »

I was hoping that someone already had a list. If we have to use tools to get it, we don't need to look beyond what we got. All that needs to be done is to load up Morrowind.esm in the CS and make a list, then load all three esms and make another list. The GMSTs we are looking for would be on the second list, but not on the first.
If it weren't for a bug in the ESMTool, which stops it from processing the addon files, we probably could automate the process.
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potatoesmaster
Posts: 112
Joined: 26 Dec 2012, 17:01

Re: GMSTs

Post by potatoesmaster »

I tried to load the esm files in the CS and then to export the GMSTs. It does not work as expected, since I have the Tribunal version of the CS: newer GMSTs are exported even if only Morrowind.esm is loaded. :(

By the way, I tried to use esmtool and noticed that it worked until a recent modification. I updated the bug report.

Here is the list of 72 post-Morrowind.esm GMSTs I got using esmtool:

Code: Select all

fCombatDistanceWerewolfMod
fFleeDistance
fWereWolfAcrobatics
fWereWolfAgility
fWereWolfAlchemy
fWereWolfAlteration
fWereWolfArmorer
fWereWolfAthletics
fWereWolfAxe
fWereWolfBlock
fWereWolfBluntWeapon
fWereWolfConjuration
fWereWolfDestruction
fWereWolfEnchant
fWereWolfEndurance
fWereWolfFatigue
fWereWolfHandtoHand
fWereWolfHealth
fWereWolfHeavyArmor
fWereWolfIllusion
fWereWolfIntellegence
fWereWolfLightArmor
fWereWolfLongBlade
fWereWolfLuck
fWereWolfMagicka
fWereWolfMarksman
fWereWolfMediumArmor
fWereWolfMerchantile
fWereWolfMysticism
fWereWolfPersonality
fWereWolfRestoration
fWereWolfRunMult
fWereWolfSecurity
fWereWolfShortBlade
fWereWolfSilverWeaponDamageMult
fWereWolfSneak
fWereWolfSpear
fWereWolfSpeechcraft
fWereWolfSpeed
fWereWolfStrength
fWereWolfUnarmored
fWereWolfWillPower
iWereWolfBounty
iWereWolfFightMod
iWereWolfFleeMod
iWereWolfLevelToAttack
sCompanionShare
sCompanionWarningButtonOne
sCompanionWarningButtonTwo
sCompanionWarningMessage
sDeleteNote
sEditNote
sEffectSummonCreature01
sEffectSummonCreature02
sEffectSummonCreature03
sEffectSummonCreature04
sEffectSummonCreature05
sEffectSummonFabricant
sLevitateDisabled
sMagicCreature01ID
sMagicCreature02ID
sMagicCreature03ID
sMagicCreature04ID
sMagicCreature05ID
sMagicFabricantID
sMaxSale
sProfitValue
sTeleportDisabled
sWerewolfAlarmMessage
sWerewolfPopup
sWerewolfRefusal
sWerewolfRestMessage
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: GMSTs

Post by Zini »

Okay, that should do the job. Thanks.
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Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: GMSTs

Post by Zini »

Protection against GMST contamination is not implemented in the editor. After loading the content file stack missing GMSTs are added to base. That means they will not be part of the saved content file, unless the user modifies them (which then drags the records from base to modified).

This is the system we will also use for new GMSTs after OpenMW 1.0.
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silentthief
Posts: 456
Joined: 18 Apr 2013, 01:20
Location: Currently traversing the Ascadian Isles

Re: GMSTs

Post by silentthief »

if you are looking for a list of GMSTs, then the morrowind scripting for dummies (v9) PDF has a list as an appendix

ST

ps link for PDF here: https://mywebspace.wisc.edu/hazelton/co ... mies-9.pdf
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