I volunteer to write a changelog, but I still think we must not hurry with the RC phase start.
The hopes for that issue is on Thunderforge, but he seems to be busy.
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They're already "enabled" in the sense that they work in the current code - and nightly builds - and they work the same as melee critical hits. There are three conditions: 1) The enemy is not in combat 2) The enemy doesn't see you (line of sight check fails for whatever reason, e.g. you're invisible...
- 14 Oct 2018, 07:15
- Forum: Support
- Topic: Bug : doubled Fortify Magicka and fortify attribute
- Replies: 4
- Views: 166
This is a known issue. BTB mod replaces the birthsign spells in a tricky way and OpenMW reapplies the original spells upon reloading the save. See bug 4329.
- 06 Oct 2018, 22:33
- Forum: General Development
- Topic: The new MWSE-Lua interface
- Replies: 148
- Views: 4314
The best compromise is to give people the choice to disable sandboxing if they want to, or to keep sandboxing, which is the default option. Chris has just explained why that is not a real compromise. You either have sandboxing or you don't. Having some sandboxing or conditional sandboxing is still ...
- 05 Oct 2018, 20:34
- Forum: Support
- Topic: Can a script tell Morrowind and OpenMW apart?
- Replies: 20
- Views: 743
Morrowind only uses the compiled bytecode of a script. OpenMW only uses the source of a script. You could base something off that. Also, TESCS compiler "eats" some script mistakes OpenMW considers unacceptable. As for the script itself, any other discrepancies that are not caused by Morrowind script...
- 05 Oct 2018, 12:46
- Forum: Mod Compatibility
- Topic: Older bump mapped mods (and how to make them work in OpenMW)
- Replies: 90
- Views: 17512
Ouch. I don't want NDL and Bethesda lawyer squads knocking on my or anyone else's door. :P ( :oops: ) As far as I can tell, it's not the source code - that evaluation copy doesn't include any - so none of us know how the thing should actually be implemented, we only have the idea of what should be i...