Search found 10 matches

by EvilEye
30 Jul 2018, 17:15
Forum: News
Topic: OpenMW 0.44.0 Released!
Replies: 14
Views: 3842

Re: OpenMW 0.44.0 Released!

Lemme file a bug report for the announcement :P

There's a couple lines with duplicate issue numbers: #4410 #4424 #4441
And a typo: "Using AddSoulgem no longer fills all sould gems of the specified type"


Anyway, nice work everyone!
by EvilEye
29 Jun 2017, 17:11
Forum: Example-Suite
Topic: OpenMW Example Suite 0.18
Replies: 46
Views: 9233

Re: OpenMW Example Suite 0.18

That'd be pretty hilarious.
psi29a wrote:
29 Jun 2017, 12:29
Yes, I'm the admin/co-founder over at http://www.evil-genius.us/
Awesome.
by EvilEye
07 May 2017, 09:49
Forum: Feature Requests and Suggestions
Topic: Varying view distance
Replies: 10
Views: 1935

Re: Varying view distance

thus your weather setting should occlude your view distance. Very true. Luckily, GetCurrentWeather already exists :D Edit Found a file explaining the numbers: ((sqrt(1.5*h/8192*385))*5280/385)/s=c h = player's Z-pos in Morrowind's units. s = scale, because rendering a couple hundred cells is a pain...
by EvilEye
06 May 2017, 07:58
Forum: Feature Requests and Suggestions
Topic: Varying view distance
Replies: 10
Views: 1935

Re: Varying view distance

I actually suggested this to Peachykeen ~7 years ago when he was working on shaders/MGE/something. All you really need to implement it is a GetViewDistance and a SetViewDistance: Begin EE_DistantLandDistanceCalculator float d float zpos ;global EE_ViewDistance if ( GetInterior == 1 ) Return endif if...
by EvilEye
29 Mar 2017, 17:12
Forum: Content Development
Topic: How to do a simple object swap in OpenMW-cs?
Replies: 4
Views: 1097

Re: How to do a simple object swap in OpenMW-cs?

In both OpenMW-CS and Morrowind CS you would need to delete the containers and manually place statics. TESCS has a search and replace feature which allows one to replace objects by id in a cell (or all cells) with other objects. Of course if they're not the same size you'd need to manually correct ...
by EvilEye
11 Dec 2016, 10:42
Forum: Mod Compatibility
Topic: Abot's Menu Time
Replies: 10
Views: 1383

Re: Abot's Menu Time

Are you sure it doesn't work?

It works fine for me using the latest nightly (7e797eeda0).

If you turn on debugging it tells you exactly how much time passes.

Code: Select all

set ab01debug to 131
by EvilEye
05 Nov 2016, 10:47
Forum: Mod Compatibility
Topic: Sleepers, Awake! v1.1 by Von Djangos & Adul
Replies: 4
Views: 1555

Re: Sleepers, Awake! v1.1 by Von Djangos & Adul

2. Moreover, I've deleted several empty MessageBox function calls. Those were probably intended to push out the previous box. 3. The initial Say commands now take an empty subtitles argument instead of "@". The latter lead to a subtitle containing the @ sign -- not very surprising after all. If any...
by EvilEye
12 Jul 2015, 10:06
Forum: Feature Requests and Suggestions
Topic: Alter GMSTs through the console
Replies: 4
Views: 1103

Re: Alter GMSTs through the console

EnableClassMenu sort of worked in vanilla as I recall.
by EvilEye
15 Nov 2014, 14:04
Forum: Support
Topic: Bug in Tribunal Main Quest
Replies: 8
Views: 1735

Re: Bug in Tribunal Main Quest

Gramblosh wrote:would be intersting to know if it also happens in the English localization, I only have the Morrowind Patched esm here.
My English GotY Tribunal.esm doesn't have a [.
by EvilEye
12 Feb 2014, 14:02
Forum: General
Topic: Brokem Scripts
Replies: 39
Views: 5411

Re: Brokem Scripts

Museum (Museum RobeLich) isn't used, there's a MuseumRobeLich that is. MockChangeScript isn't used I think. WereChangeScript is an almost exact copy without the messagebox spam. MatchMakeGoval is used, what's the problem with it? ModResistX definitely works and is used. (Tested with a spriggan.) Ahn...