Search found 54 matches
- 05 Jan 2018, 10:38
- Forum: Content Development
- Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
- Replies: 49
- Views: 67271
Re: Natural Character Growth and Decay - An OpenMW Leveling Mod
For information this mod does not work with quick or alternative starts, at best you get the error Falc reported usually you die immediately. I rewrote most of this mod as I start with altered racial bonuses and birthsigns and radically reduced attributes and skills. Normally you have no start attri...
- 05 Jul 2017, 10:11
- Forum: General
- Topic: Is OpenMW dead?
- Replies: 28
- Views: 17740
Is OpenMW dead?
The days of a new release every month or two seem a long way away, in fact there has been no release for over 6 months. 0.42 was flagged for release 3 months ago and since then seems to have quietly died, no feedback from the release team or devs, very little work on the code, almost no testing. I f...
- 04 May 2017, 09:25
- Forum: Organisation and Planning
- Topic: OpenMW 0.42.0
- Replies: 306
- Views: 171810
Re: OpenMW 0.42.0
I disagree, there is a rush. The monthly release cycle we had some time ago kept interest going, produced feedback, bug reports and encouraged development. With what is rapidly moving to biennial releases interest is being lost in testing and development has slowed to a crawl. I have not fired up op...
- 21 Mar 2017, 10:09
- Forum: Feature Requests and Suggestions
- Topic: Makehuman integration for character generation?
- Replies: 2
- Views: 2457
Re: Makehuman integration for character generation?
Makehuman export to Blender.
Blender rig and animate.
Blender export to OSG.
Only problem with that workflow is the Blender to OSG plugin is not complete, it does not support animations yet, development seems to have stalled.
Blender rig and animate.
Blender export to OSG.
Only problem with that workflow is the Blender to OSG plugin is not complete, it does not support animations yet, development seems to have stalled.
- 16 Mar 2017, 11:47
- Forum: General Modding
- Topic: Testing mods - Better Bodies
- Replies: 3
- Views: 4809
Re: Testing mods - Better Bodies
Both of these mods do work, I use them and they are listed as working on the mod status page of the wiki.
It seems you may not have installed the mods correctly as the error tell you the meshes are missing. Could you say how you added the mods, hopefully the OpenMW way,.
It seems you may not have installed the mods correctly as the error tell you the meshes are missing. Could you say how you added the mods, hopefully the OpenMW way,.
- 23 Feb 2017, 10:38
- Forum: General Modding
- Topic: My mod list is freezing the game
- Replies: 2
- Views: 2899
Re: My mod list is freezing the game
The first thing to check is your error log, any messages of script failures etc? The next thing to do itto test all the mods to see what is causing the error. Two methods are to test each one on its own, luckily in your case you only need to run through chargen it seems. Once all mods are known to w...
- 16 Feb 2017, 10:43
- Forum: General
- Topic: Morrowind Formulae
- Replies: 2
- Views: 4171
Re: Morrowind Formulae
From empirical testing I had long ago realised that pick pocket was broken in vanilla and is still so in openmw. To stand any reasonable chance you need a sneak skill of at least 80, mainly due to multiple checks being done and you only need to fail one to fail totally. To actually get something you...
- 15 Feb 2017, 10:45
- Forum: Support
- Topic: Can't launch OpenMW via desktop launcher. [SOLVED]
- Replies: 10
- Views: 8363
Re: Can't launch OpenMW via desktop launcher.
You should have several config and log files in ~/.config/openmw and the config files should have been created on first run, it seems something did not work correctly with your install. There should be a desktop file for openmw-cs as well, does that give you any clues?
- 14 Feb 2017, 10:24
- Forum: Support
- Topic: Can't launch OpenMW via desktop launcher. [SOLVED]
- Replies: 10
- Views: 8363
Re: Can't launch OpenMW via desktop launcher.
The openmw-cs.cfg file should contain something like # This is the OpenMW user 'settings.cfg' file. This file only contains # explicitly changed settings. If you would like to revert a setting # to its default, simply remove it from this file. For available # settings, see the file 'settings-default...
- 12 Jan 2017, 10:24
- Forum: Example-Suite
- Topic: niftools and blender plugin
- Replies: 28
- Views: 18216
Re: niftools and blender plugin
The niftools dev I was taking with 2 years ago said they might start looking at animation export in 2017, d2d's 5 year estimated might be optimistic and 2.77 blender has already be superseded by 2.78. Finding out how to get NIFScope working on Linux would be helpful, I have never managed to get it t...