Search found 56 matches

by Loriel
19 Aug 2017, 13:01
Forum: Support
Topic: Grass mods : collisions
Replies: 2
Views: 106

Re: Grass mods : collisions

Groundcover has already been tested, with similar outcome. See https://wiki.openmw.org/index.php?title=Graphics_Mods

Apparently it needs the MW Graphics Extender, which OpenMW doesn't support.

I suspect your other mod may be similar.

Loriel
by Loriel
19 Aug 2017, 10:16
Forum: Support
Topic: OpenMW CS crashes on my Mac
Replies: 15
Views: 633

Re: OpenMW CS crashes on my Mac

There appear to be multiple manuals for the CS. The one at the bottom of the downloads page appears to be dated 2016 - http://downloads.openmw.org/opencs-manual/main.pdf. The one at https://openmw.readthedocs.io/en/master/manuals/openmw-cs/index.html appears to be current - it includes a walkthrough...
by Loriel
18 Aug 2017, 16:32
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 10
Views: 612

Re: Partner Mods

The problem appears to lie in the implementation of the "SetPos" command - it functions correctly, except when moving an npc from interior to exterior cell - the npc becomes invisible/inactive, but coordinates are apparently updated correctly. I'm not sure what status the npc has entered - can be re...
by Loriel
18 Aug 2017, 12:05
Forum: General discussion
Topic: Script issues
Replies: 11
Views: 408

Re: Script issues

Increasing the duration of the spells appears to fix it (from 0 to 1).

It seems reasonable that a duration 0 spell doesn't last long enough to register in the script - presumably the vanilla engine did things differently.

Loriel
by Loriel
17 Aug 2017, 14:12
Forum: General discussion
Topic: Script issues
Replies: 11
Views: 408

Re: Script issues

The "Teleportation Spells" mod has a simple script which checks for the requisite spell being cast (a dummy Detect Animal effect) and then uses the Position function to take you to that cell. Given that OMW-CS didn't spot any errors, I guess it's the Position function at fault? Yes, I find Position...
by Loriel
17 Aug 2017, 13:16
Forum: General discussion
Topic: Script issues
Replies: 11
Views: 408

Re: Script issues

Yes, I think the relevant errors are in the script S_sorter_script2 - lines which have a spurious ")" at the end - like: player -> removeitem ingred_bc_ampoule_pod 1 ) Basically similar lines repeated in the latter third of the file. It should work after those fixes, but I haven't tried it yet. I ha...
by Loriel
17 Aug 2017, 12:36
Forum: General discussion
Topic: Script issues
Replies: 11
Views: 408

Re: Script issues

The log should identify where the problem lies. Opening the mod in the OpenMW-CS and running "verify" should also list (nearly all ) the errors and warnings (including rather a lot from the basic Morrowind game). Most teleport mods use MWSE, so won't work in OpenMW. CD Cooley's one has separate prob...
by Loriel
14 Aug 2017, 19:58
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 10
Views: 612

Re: Partner Mods

jirka642 wrote:
14 Aug 2017, 19:31
Just tested this a bit more.
<snip>
- teleporting from exterior to interior cell also doesn't work
Known restriction in Vanilla MW - I think use of MWSE is the usual workaround.

Loriel
by Loriel
14 Aug 2017, 17:46
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 10
Views: 612

Re: Partner Mods

My experiences were rather better. The one restriction was that companions would usually not teleport from an interior cell to an exterior one. It did work occasionally, but usually not. I don't recall this restriction in vanilla MW, but it's a long time since I played it. Teleporting from one exter...
by Loriel
13 Aug 2017, 23:56
Forum: General discussion
Topic: script life cycle
Replies: 11
Views: 2344

Re: script life cycle

Actually, it had like ten near-identical copies of the same script with different IDs, and only the first had kept its source code, with the text file explaining how to recreate the source code for the other scripts if you wanted to change stuff and recompile. What does this mean in OpenMW terms? I...