Search found 49 matches

by DecumusScotti
13 May 2020, 07:33
Forum: General
Topic: First ever MW playthrough-advice
Replies: 4
Views: 4809

Re: First ever MW playthrough-advice

For vanilla experience with OpenMW, and if you don't want to start with a long list of mods, I heavily recommend the Morrowind Patch Project . Despite the name, it's just one single mod. While OpenMW takes care of all the issues the original engine had, it intentionally stays away from game content ...
by DecumusScotti
02 May 2020, 14:22
Forum: Feature Requests and Suggestions
Topic: Spellmaking and Enchanting: factor harmful effects as negative
Replies: 11
Views: 8386

Re: Spellmaking and Enchanting: factor harmful effects as negative

As I understand it, the issues you all raise shouldn't be a problem necessarily. If, for example, I were to create a spell that heals and blinds, then if the healing effect is more powerful than the blind effect, it would be thoroughly ineffectual as a blind spell used on opponents. If, on the othe...
by DecumusScotti
25 Apr 2020, 08:25
Forum: Feature Requests and Suggestions
Topic: Spellmaking and Enchanting: factor harmful effects as negative
Replies: 11
Views: 8386

Re: Spellmaking and Enchanting: factor harmful effects as negative

Maybe I don't understand the question then. I think this can happen already: if you create a spell with both a hostile and non hostile effect, the game must make a decision, which of the two your new spell is (and which school it belongs to). Correct me if I'm wrong, but I think the game decides bas...
by DecumusScotti
25 Apr 2020, 01:27
Forum: Feature Requests and Suggestions
Topic: Spellmaking and Enchanting: factor harmful effects as negative
Replies: 11
Views: 8386

Re: Spellmaking and Enchanting: factor harmful effects as negative

Not really. It's sufficient to have every effect belong to exactly one of two categories, for which the hostile/non-hostile flag should be sufficient. The cost is then based on whichever of the two categories produces the larger total cost, minus some factor, like .5, times the total cost of the eff...
by DecumusScotti
24 Apr 2020, 19:33
Forum: Feature Requests and Suggestions
Topic: Spellmaking and Enchanting: factor harmful effects as negative
Replies: 11
Views: 8386

Spellmaking and Enchanting: factor harmful effects as negative

It is no secret that Morrowind has more than enough exploits already. But anyway: Many spells or enchantments in Morrowind, and RPGs in general, follow the idea that a strong positive effect must be counterbalanced by a negative one, e.g. Boots of Blinding Speed or Mantle of Woe. I think, it would b...
by DecumusScotti
03 Apr 2020, 23:56
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 552
Views: 984388

Re: OpenMW Nightly builds

I'd also prefer seeing a 1.0 release independent of the CS, but hey, I'm not a dev here. Whose call will that be, anyway? I just feel like it would generate loads of publicity. And I think many people still don't understand semantic versioning and think 0.46 is below 50% :D
by DecumusScotti
03 Apr 2020, 23:52
Forum: Support
Topic: Performance issues on modern hardware (latest OpenMW Nightly)
Replies: 2
Views: 1927

Re: Performance issues on modern hardware (latest OpenMW Nightly)

How many FPS do you get? And what are your distant land loading settings? At least on my machine (which has a weaker GPU, but comparable CPU), those settings are key. With not too many cells to load and quite aggressive small object culling, it's still quite playable, rarely dropping below 40 FPS.
by DecumusScotti
03 Apr 2020, 23:48
Forum: Feature Requests and Suggestions
Topic: Please bring back Fall Function
Replies: 20
Views: 10575

Re: Please bring back Fall Function

EDIT: Maybe a version of Fall in reverse, that tells the engine not to process physics on an actor, would work for everyone's purposes? Implementing a flag is typically not very hard, but I guess making it easily accessible may be. Like, do you want that flag on every single object? Then you'd have...
by DecumusScotti
03 Apr 2020, 23:38
Forum: General
Topic: Is OpenMW playable?
Replies: 30
Views: 17088

Re: Is OpenMW playable?

I don't think anything hacky needs to be done to allow a different animation for levitation. That's kind of the point of rewriting the engine ;) I agree though, that I would not prefer the swimming animation. But something like the WoW one, maybe. Though even there's none for movement, just standing...
by DecumusScotti
01 Apr 2020, 22:27
Forum: General
Topic: Is OpenMW playable?
Replies: 30
Views: 17088

Re: Is OpenMW playable?

In vanilla, the levitation animation is the same with walking, not running. Same in OpenMW, as far as I've experienced. You can toggle collision by opening the console and typing 'tcl' (without quotes) and hitting return. Swimming still has the correct animation when collision is off, so that's not ...