Search found 127 matches

by Loriel
09 Jul 2018, 13:10
Forum: Editor Development
Topic: Getting the Actor that the Player Hits
Replies: 4
Views: 267

Re: Getting the Actor that the Player Hits

I think you might find an option for part of the solution in the skill-development code in Emma's more recent companions. As I recall, they monitor the sounds generated for weapon-hits, and adjust skills accordingly. You will need to identify the target - looks like gettarget may be what you need fo...
by Loriel
08 Jul 2018, 09:22
Forum: Documentation
Topic: Is there a better way to document mod compatibility?
Replies: 13
Views: 466

Re: Is there a better way to document mod compatibility?

I think I can help test out mods and determined their compatibility with OpenMW. I have lots of spare time. But I am not an expert on editing the openmw wiki page. Maybe I can send the information or documentation of the mod to someone who can edit the wiki page better. I would be happy to proceed ...
by Loriel
05 Jul 2018, 10:48
Forum: Documentation
Topic: Images
Replies: 10
Views: 343

Images

There was discussion in PRs last year about the inclusion of images in documentation- more particularly about where to host them. I will try to identify the starting point later, I am fairly sure it involved additions to the "CS Tour" documentation by Thunderforge and me. It arose from concern about...
by Loriel
05 Jul 2018, 09:15
Forum: Documentation
Topic: Is there a better way to document mod compatibility?
Replies: 13
Views: 466

Re: Is there a better way to document mod compatibility?

We should probably move the recently-added documentation on this ("So you want to help with documentation?", to which I am currently adding GitLab integration, as discussed elsewhere) to a "newbie developer" section, and replace with your much simpler options. Working on some MRs for that now. Loriel
by Loriel
04 Jul 2018, 19:25
Forum: Documentation
Topic: Is there a better way to document mod compatibility?
Replies: 13
Views: 466

Re: Is there a better way to document mod compatibility?

I too have contributed quite a few entries, and I agree the current system is showing serious signs of strain. As the number of entries has increased, it has become difficult to find a specific mod. One of the potential problems is naming inconsistency - should the author's name be included (eg Abot...
by Loriel
04 Jul 2018, 11:33
Forum: News
Topic: Help us plan OpenMW's future
Replies: 32
Views: 2108

Re: Help us plan OpenMW's future

Another one of which I don't have all the details at hand right now is related to scripts with many variables. The n-th variable is defective. Don't remember the value for n. 32 or 34 maybe. Probably a weakness in the design of the VM. n=34 See http://en.uesp.net/wiki/Tes3Mod:Scripting_Pitfalls#34t...
by Loriel
17 Jun 2018, 09:32
Forum: Mod Compatibility
Topic: Julan the ashlander quests
Replies: 9
Views: 279

Re: Julan the ashlander quests

In case it wasn't clear, what I proposed for a possible fix was to remove the last parameter from KS_Julan->AiTravel 4327 3510 63 "Haishibi Abandoned Mine, Cavern" resulting in KS_Julan->AiTravel 4327 3510 63 That should result in Julan moving to the appropriate spot. It probably won't fix the absen...
by Loriel
16 Jun 2018, 23:34
Forum: Mod Compatibility
Topic: Julan the ashlander quests
Replies: 9
Views: 279

Re: Julan the ashlander quests

AnyOldName3 wrote:
16 Jun 2018, 23:22
Huh, I was sure it was from Emma. Did she do a similarly-named companion mod?
It is hosted on Emma's site, at http://lovkullen.net/Emma/Kateri.htm

Loriel
by Loriel
16 Jun 2018, 23:06
Forum: Mod Compatibility
Topic: Julan the ashlander quests
Replies: 9
Views: 279

Re: Julan the ashlander quests

I guess the problem is actually with the line above. KS_Julan->AiTravel 4327 3510 63 "Haishibi Abandoned Mine, Cavern" I guess that the function's supposed to have more parameters than that. Emma's been on these forums before and has been incredibly helpful whenever I've had issues with one of her ...
by Loriel
10 Mar 2018, 10:06
Forum: Content Development Section
Topic: Starting an OpenMW Code Patch project
Replies: 16
Views: 6534

Re: Starting an OpenMW Code Patch project

This would start with OpenMW-CS errors thrown by Bethesda's own content during the Verify process (and patching those will also greatly help debug third-party mods, by eliminating the river of errors that have nothing to do with a mod one is testing). <snip> * Most needed: Someone who knows how to ...