![]() Even though guides could be edited by a larger authorship on the wiki, it is probably better if a guide is written and maintained by one author alone. ![]() There are probably things that are not done well on a wiki. Examples: interesting forum posts/threads, great community websites list of links): Make general information about Squad easily available. Historian: Document the history of the development of the game Squad.Improve (wiki) community: Establish and develop the wiki community.Improve (Squad) community: Make the great Squad community even better.Improve knowledge/gameplay: Turn noobs into pro players.Promotion (of the game Squad): Partly covered by the non-players, but still worthwhile to put down as an objective.With those user categories above we have cover a lot of possible intents for the wiki. Not sure if there is anything they might want to put (or look for) on the wiki Not sure what they are looking for probably organisation of some form Examples: to the wider Squad community (players), to a clan, to this wiki Help/how-to for editors, check wiki site statistics/special pages They (can be bothered to) edit the wiki pages. Organisation, help/how-to for admins, check wiki site statistics/special pages They administer the wiki and its community Weapon statistics, hi-res map images, strategy and tactics guides They have hundreds of hours in the game and know it in and out. Manual, tutorials, how-to, videos, overviews, explanations, troubleshooting They just got Squad and haven't got a clue yet. Game info, screenshots, videos, what is the game's content and scope, state, history They don't (yet) own Squad but are interested to find out more. Each add-on, official or otherwise requires a single module space.What type of users come to this wiki and what are they looking for? We all know, it's important to know your audience, so lets do some digging. The ID number series in the FF (decimal equivalent: 255) range is reserved by the game engine for objects dynamically created and saved in the game's save file (such as PlaceAtMe'd object, projectiles, dropped inventory, or list-spawned actors).Īccording to the layout of this system, the maximum number of additional modules that can be loaded by the game is 254 (256 load order ranges, - 1 for the dynamic FF range, - 1 for the always-mandatory top-level master ESM). The load order ID of the top-level master module (such as Fallout3.esm, FalloutNV.esm, or Fallout4.esm) is always 00, as it will always be the very first module to load. One must use a utility like FO3Edit to ascertain the load order of a module. The first two digits of an ID number corresponds to its load order (in hexadecimal, like the rest of the number). The load order of modules (ESMs and ESPs) will affect the ID number of modules. It is for dynamically generated items, like loot from containers, random encounters or trader's wares. This ID is used to manipulate existing objects with commands like kill, moveto, or prid, for example.Īny item that is not created by pre-defined game module data (either original or from mods) will have a reference ID starting with FF to indicate that this item belongs to this particular save game. For example, all the bottle caps created from the same base object Form ID will have different reference IDs. The Reference ID is the unique ID of an individual object in the game space. The Form ID column of the Cell View window lists Reference IDs. Reference IDs are required to uniquely identify each instance of an object in-game. “ A Reference ID is a FormID assigned automatically to a Reference by the GECK when an object is placed in the Render Window.
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