Search found 27 matches

by Golken
16 Oct 2015, 03:14
Forum: Feature Requests and Suggestions
Topic: NPCs and Locked Doors
Replies: 11
Views: 7286

Re: NPCs and Locked Doors

I'm not sure this is a good option because it will open door that the PC couldn't open on his own. It is a potential downside, but it would happen rarely, and most likely wouldn't be possible in your example, because none of the guard NPCs would have a lockpick and/or good Security skill, neither w...
by Golken
26 Sep 2015, 01:27
Forum: Feature Requests and Suggestions
Topic: Option to turn off enemy health bar?
Replies: 2
Views: 3257

Re: Option to turn off enemy health bar?

Would definitely be a good option to have. It's a project goal to support this kind of thing that couldn't have been easily provided before, even if it's little. Nothing bad in rolling this into a cfg setting (possibly a GMST in the future?!). Could also have more settings for it in the future, such...
by Golken
26 Sep 2015, 01:19
Forum: General
Topic: Amulet of shawdows too OP
Replies: 10
Views: 5972

Re: Amulet of shawdows too OP

Quick facts: -This isn't particularly relevant to the OpenMW project. Was kinda surprised to see this thread here, but maybe it fits. -Yes, this item is grossly unbalanced as well as very accessible and easy to get. -The powerful Chameleon effect itself is too common (in good magnitudes) and easy to...
by Golken
20 Jun 2015, 16:34
Forum: Feature Requests and Suggestions
Topic: Implementing NPC schedules
Replies: 5
Views: 5108

Re: Implementing NPC schedules

Actually, no. In one way or the other we will add a framework for NPC schedules to OpenMW. Doing schedules with scripts only (mod) is too much of a pain in the arse. Yeah. It's very messy. Knowing that, I created this thread. But we need to figure out an approach that is sufficiently configurable t...
by Golken
13 Jun 2015, 21:15
Forum: Feature Requests and Suggestions
Topic: Implementing NPC schedules
Replies: 5
Views: 5108

Implementing NPC schedules

Has there been planning of this feature? It definitely seems to be a thing that should warrant discussion. Especially when approaching 1.0, as work on features like this is supposed to start after that release. As would be expected, OpenMW should offer the ability to add NPC schedules in a more nati...
by Golken
13 Jun 2015, 19:26
Forum: General
Topic: setting local variables in the console
Replies: 7
Views: 3692

Re: setting local variables in the console

Just to make certain that you're aware, you could use a timer (seconds counter) or a frame counter to prevent the MessageBox from appearing every frame (having it appear periodically, instead). It should be far more convenient than a doOnce flag in many debugging situations. When dealing with a glob...
by Golken
13 Jun 2015, 19:19
Forum: General
Topic: Misplaced wildlife
Replies: 17
Views: 8990

Re: Misplaced wildlife

One sneaked up on my while I was resting on the top of the lighthouse in Seyda Neen, together with its mudcrab buddy :mrgreen: It's entirely normal (happens in vanilla engine) that creatures will appear in odd positions when they interrupt your resting . That's because they're simply spawned next t...
by Golken
10 Jun 2015, 00:56
Forum: News
Topic: OpenSceneGraph port now playable
Replies: 88
Views: 80104

Re: OpenSceneGraph port now playable

Great post and amazing improvements! :D That UI scaling trick and its screenshot aren't too attractive in a news post, but whatever (I guess it would be better if clarified by simply sticking in the word "temporary"). The post is well-made. Just my $0.02 on the goals for 1.0: I'd totally w...
by Golken
06 Jun 2015, 15:45
Forum: General Development
Topic: Grey out read dialogue topics
Replies: 29
Views: 18560

Re: Grey out read dialogue topics

I think that is an entirely subjective metric. Not quite. What's subjective is the approach you think is best, i.e. graying out all clicked topics or only some, based upon the consistent criteria. Sometimes people need to go through old responses because they forgot something, or didn't notice some...
by Golken
03 Jun 2015, 15:25
Forum: General Development
Topic: Grey out read dialogue topics
Replies: 29
Views: 18560

Re: Grey out read dialogue topics

But that is the purpose, to let you know that you've got the dialog response before. The purpose for this, as I take it, is to signal to the player that the topic (more specifically dialog response) is "no longer relevant" or "stale" (for lack of a better word), or there is &quo...