Suggestions for the OpenMW-CS Tutorial
Firstly, these actually are just suggestions, though you might find that some of them are variably about flaws within the tutorial.
Uhh, I would suggest that, like other "good tutorials" for the Oblivion TES-CS & Skyrim TES-CK, you start with notes about how to navigate in the render window, & most common shortcut keys used, as if somebody has ZERO experience. As well, I've noted that, the tutorial implicitly assumes that the reader has the Object window open, & the reader might get totally lost right there, & believe that they're reading something that some programmers wrote. I would strongly suggest that it be included, first, that the reader should open the Object window, following the text, "Now let’s look at the panel itself: ".
I would happily work through the complete tutorial & give you additional notes, if you would like. I would really like to learn the OpenMW-CS. I've been reading different tutorials for TESIV & TESV recently, & I've read quite a few different ones, & spent quite a lot of time working through them. I have as well worked through the TES Alliance Tutorials for Oblivion, & am still awaiting response from those instructors, whom really did a GREAT job with the content that they have thus far provided for people to learn from.
Thanks.
Appended Notes: Uhh, aside of the fact that you will, eventually, WANT to include visual Icons that can be seen, the tutorial seems alright up to that point, at the first lesson. It's wordy, though it's fine. No complaints about 'redundancy', not actually. I think that the way it's worded might even be helpful, since somebody might need Community help, & the person that might be suited to helping them might be one of those programmer types whom is variably wordy & technical. Uhh, there are a couple of things assumed, of the writer, & shouldn't be assumed, not actually, though should be formally written. After "Adding the Enchantment", you assumed that the reader had saved & enabled the mod already. Some readers would likely consequentially get lost at that point, & if you think about it, they might feel bad at that point. It's DEFINITELY worth formally writing out the steps that they need to take to get their mod enabled for their game. Note: The readers really MIGHT get lost, after "Adding the Enchantment", & WOULD likely feel bad at that point, if you think about it. It's because, the writer is being technical. The reader is assuming that the writer has written the tutorial with sufficient conveyance in words, & they're words about Graphic-focused content, & then the reader would feel somehow inadequate. I'm just trying to emphasize, it's definitely sort of important to walk the reader through each step. You only have to write it once, even though it's something you yourself are well accustomed with.
At this point, I'm definitely gonna suggest that there's a "Missing Feature" within the openmw-cs. Working through the next step in the tutorial, at "Adding the Ring to the Games' World", I reopen the openmw-cs, & go to Edit the Content File, I wanted to actually add the ring to a container in my "SeydaNeedPlayerShack", which is a mod I made in the TES3CS. There should be a feature for "Set as Active Plugin", like the Bethesda CS has. As well, the console command for adding the ring to Fargoth isn't a proper functioning NPC script, not actually. I'm not totally certain about what the writer is trying to get at with that comment, not at all. In the Bethesda CS for each of those games, for the NPC to give the content to the player, typically the NPC would what?
Have you read any of those tutorials? The NPC would get a copy of the ring, & an NPC Dialog event would be written for the NPC to give the player the ring upon certain criteria being met.
Now to mention the most frustrating part, of my own experience, about the openmw-cs tutorial: Navigating the Render window, which you still have seriously lacking info about. Firstly, I would strongly recommend that, if the controls actually are customizable, that they be set to the TES3CS defaults, with use of holding Shift & moving mouse, Left Mouse button selecting an Object, Middle Mouse button hold for panning, as well as the optional hold of Spacebar for panning, & Right Mouse button for whatever it's used for within those Bethesda CSs, which all have the same controls, so I REALLY think it's a valid & good suggestion for default settings.
In your openmw-cs tutorial, you didn't mention about how to rotate the camera, not actually.
With slight experimentation, I notice that holding the Left Mouse button & moving the mouse has a weird sort of rotation effect that's not centered at Z-Axis, not actually.
Uhh, within the TES3CS, the WASD keys actually are used when "T" sets camera to top view, for an example, & they are variantly used similar the Arrow keys, so to navigate along the Exterior Cells, one cell to the next. Of course, it seems worth mentioning that a person reading about what the Arrow keys do in the TES3CS would better realize upon their own experimentation about the suggestion, IF "B" still turned on highlighting Cell Blocks. I would highly advise including all of those features within the OpenMW-CS. "A" turning on lights as well, & etc.
& then the programmer of the openmw-cs takes personal vendetta against use of "aaScriptName". I think that's a "BUG". After the personal vendetta against TYPICAL modder nomenclature (Look it up.), you excluded the subsequent two periods.