Search found 489 matches

by Capostrophic
17 Feb 2019, 10:34
Forum: General Development
Topic: Pull requests cleanup
Replies: 19
Views: 2126

Re: Pull requests cleanup

Adding to this, could it be time for another coverity scan?
by Capostrophic
15 Feb 2019, 14:38
Forum: Mod Compatibility
Topic: Aesthesia Groundcover - grass mod (solved)
Replies: 6
Views: 199

Re: Aesthesia Groundcover - grass mod

Groundcover mods are generally not supported, and I don't recommend to rely on the fact that plugin generated by grass autoplacement tools intended to be used solely by MGE XE and its shader can be enabled to be used in the game even without it. It can greatly harm the performance and sometimes game...
by Capostrophic
15 Feb 2019, 14:30
Forum: General
Topic: Just saying thank you!
Replies: 3
Views: 207

Re: Just saying thank you!

With a viewing distance of 13000 units and exterior cell loading distance of 3 there isn't any actual "distant land" (as in, terrain LOD and stuff) in the view, it gets culled and you waste your RAM for no reason, and you don't get any benefit from having 3 (instead of at most 2) cells being loaded ...
by Capostrophic
15 Feb 2019, 14:26
Forum: General Development
Topic: Animated doors
Replies: 7
Views: 332

Re: Animated doors

Seeing as cell transition loading screens are practically non-existent, this can arguably be seen as merely a waste of the player's time.
by Capostrophic
13 Feb 2019, 01:01
Forum: General
Topic: An Open Letter to the OpenMW devs
Replies: 11
Views: 647

Re: An Open Letter to the OpenMW devs

As of May the 4th, I shall be married
Congratulations!
by Capostrophic
13 Feb 2019, 00:08
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 35
Views: 6257

Re: Sotha Sil Expanded

Anyway, I realized that it's likely unnecessary to keep a copy of the whole SSE esp for no reason and pray OpenMW-CS doesn't do something weird, so here's a significantly smaller plugin patch that resolves most of the known upstream incompatibilities with SSE. If all goes well, at least three edits ...
by Capostrophic
12 Feb 2019, 19:27
Forum: Mod Compatibility
Topic: Bound Weapon Replacer don't work (solved)
Replies: 4
Views: 207

Re: Bound Weapon Replacer don't work

There aren't any scripts in the mod, it physically cannot be "badly coded".
by Capostrophic
11 Feb 2019, 12:59
Forum: Content Development
Topic: Texturing Concepts
Replies: 5
Views: 308

Re: Texturing Concepts

6. Right now, it should be baked into the diffuse. If you're redoing things, though, maybe keep a version where things are separate in case things change. 7. If vanilla Morrowind supported it, it can be done (although one type is definitely done badly as either very few things or nothing actually u...
by Capostrophic
10 Feb 2019, 12:57
Forum: Feature Requests and Suggestions
Topic: Procedural grass
Replies: 11
Views: 960

Re: Procedural grass

1. Support for Glow in the Dahrk-compatible meshes is already in master.
2. It's not related to additive blending or terrain at all.
by Capostrophic
09 Feb 2019, 09:44
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 35
Views: 6257

Re: Sotha Sil Expanded

I don't fix the mod. I fix OpenMW itself to be able to work with the plugin. What plugin I uploaded earlier works around of some script issues, but I'd like to prevent similar issues from happening ever again when any modmaker messes up a script and so that you could use the original SSE plugin with...