Search found 70 matches

by lambda
25 May 2023, 10:00
Forum: General Modding
Topic: Level Cap Removal/skills over 100 in 0.48+
Replies: 5
Views: 1418

Re: Level Cap Removal/skills over 100 in 0.48+

The method of adding permanent fortify skill / stat spells to allow going over 100 has been in use as long a go as 2004 and works with the original engine. I am fuzzy on the details, so do correct me here, but what I had in mind was that, and here I am quoting the openmw modding site as the only GC...
by lambda
21 May 2023, 14:22
Forum: General Modding
Topic: Level Cap Removal/skills over 100 in 0.48+
Replies: 5
Views: 1418

Re: Level Cap Removal/skills over 100 in 0.48+

As far as I know, level caps have not been de-hardcoded in 0.48; on the other hand, there is an nGCD version for it, using the new lua functionality introduced in 0.48, that works around these limits by adding fortify effects -- can be found in the openmw modding guide.
by lambda
25 Mar 2023, 15:51
Forum: General Modding
Topic: openmw-lua in v0.48
Replies: 1
Views: 1141

openmw-lua in v0.48

The public release of openmw v0.48 is near (I think), and with it, openmw-lua. So I would like to ask a few questions as to what is possible to do with this version (and not say, using the development 0.49 branch). The mods I would like to write, are balance-type mods; in general, they would be run-...
by lambda
12 May 2022, 13:48
Forum: Feature Requests and Suggestions
Topic: All Melee Weapons able to have one and two handed options?
Replies: 1
Views: 1266

Re: All Melee Weapons able to have one and two handed options?

Not a dev, but this falls squarely on the content side, that is, it can be done with a mod and once Lua is in shape, most of the (non-graphical) drudgery of making 1-handed versions of 2-handed weapons can be programmed away.
by lambda
01 May 2022, 14:07
Forum: Support
Topic: What are the ideal graphics settings for my setup ?
Replies: 4
Views: 2488

Re: What are the ideal graphics settings for my setup ?

Not an answer to your query, but better to post list of mods you use, including graphics replacers, as those things can have a dramatic impact. If your computer specs are low and you go to mainland Ebonhert (from Tamriel Rebuilt) you *will* get a significant fps drop.
by lambda
03 Apr 2022, 11:40
Forum: News
Topic: OpenMW Roadmap Update
Replies: 14
Views: 18949

Re: OpenMW Roadmap Update

I have to say I am sorely disappointed by this announcement. It was my understanding that the likes of Baldur's Gate was not sufficiently classical and that the engine was veering to support even-more-fully-completely-classical games like Mine Sweeper. I am so definitely going to fork the project.
by lambda
03 Dec 2021, 15:18
Forum: Support
Topic: OpenMW V.0.47 with Morrowind Rebirth?
Replies: 1
Views: 3209

Re: OpenMW V.0.47 with Morrowind Rebirth?

Anyone knows if I can also use Morrowind Rebirth together with OpenMW & TR ? There should be no problems with Rebirth and OpenMW. However, there are some incompatibilities between Rebirth and TR; these consist in edited meshes that might make some terrain in TR mainland funky (e.g. cave entranc...
by lambda
03 Aug 2021, 11:09
Forum: Support
Topic: Mods with multiple plugins?
Replies: 5
Views: 2609

Re: Mods with multiple plugins?

What i would like to know if how i should handle this mod that comes with a master plugin (Solstheim Tomb of The Snow Prince.esm) and several smaller plugins (TOTSP TD Content Integration - Spiders.esp) and (TOTSP TD Content Integration.esp) in the same folder. Are the esps to be put in the same fo...
by lambda
22 Feb 2021, 15:53
Forum: Organisation and Planning
Topic: Quickloot and MorroUI
Replies: 3
Views: 12225

Re: Quickloot and MorroUI

Quick answer, until someone more qualified comes in, with better and more accurate info: too early. Until the LUA Api is merged in, the chance of getting this in OpenMW is close to nil and even then it *may* take some non-trivial amount of work, but how much will depend on the stable API and how wel...
by lambda
19 Nov 2020, 11:41
Forum: Support
Topic: Lightning Shield and Absorb
Replies: 3
Views: 2657

Re: Lightning Shield and Absorb

It is my understanding that the tooltips for the magic effects are read directly from the game's data files, so this is more of a content problem than an engine problem.