Search found 36 matches

by Darklocq
08 Sep 2017, 20:09
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 13
Views: 959

Re: Partner Mods

On the SetPos and Position problem, I opened bug #4088 about it. The earlier #3109 seems to relate or might even be the same issue (but was only filed about Position); that one's had significant debate.
by Darklocq
08 Sep 2017, 19:39
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 13
Views: 959

Re: Partner Mods

Got caught up in work and other stuff. Meant to report a few weeks ago that Companion Teleport worked for a couple of days for me, then just stopped. I haven't gotten it to work since.

I may try moving the mod load order around.
by Darklocq
08 Sep 2017, 18:06
Forum: Join the team
Topic: Wiki geek, playtester
Replies: 6
Views: 711

Re: Wiki geek, playtester

Yeah, doing testing for mod status has consumed most of my participation time. I find the GitHub content editing a bit "foreign" to me, though I just did a minor typo-and-formatting pull request. It may be helpful to continue development on the wiki version as a beta of sorts, and then integrate mat...
by Darklocq
31 Aug 2017, 07:45
Forum: Join the team
Topic: bugs.openmw.org user level
Replies: 2
Views: 242

bugs.openmw.org user level

Is this the right place to request a higher user level on the bug tracker? I can't even edit or close my own posts there at present.
by Darklocq
15 Aug 2017, 02:24
Forum: Mod Compatibility
Topic: Testing "best of Morrowind mods" lists
Replies: 5
Views: 727

Re: Testing "best of Morrowind mods" lists

I agree with Thunderforge, I see reddit users all the time that go for mods recommended in mod lists like these. Good initiative. Concur. Whether anyone here thinks they're the best or not is irrelevant; it really is likely that people will seek out such lists for their first build. I know I did, t...
by Darklocq
15 Aug 2017, 00:25
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 13
Views: 959

Re: Partner Mods

Well, in my test, I was in fact leaving an interior for an exterior (a dungeon, for Balmora), so that may explain it. Will try again in a bit. It was also a mod dungeon, so I guess I'll try it from a vanilla interior, too. The [original, .esp] mod's docs say "The summoning scripts can't move NPCs in...
by Darklocq
14 Aug 2017, 18:13
Forum: Mod Compatibility
Topic: Switching on/off a total conversion mod is annoying
Replies: 10
Views: 603

Re: Switching on/off a total conversion mod is annoying

Oh, it does a lot of things weird. I'm going to file some tickets about that. I've settled on having a separate copy of the config file I actually edit and maintain, that the OpenMW app can't touch, and I overwrite openmw.cfg with it every time I play, to prevent the app from mangling it.
by Darklocq
14 Aug 2017, 18:06
Forum: Mod Compatibility
Topic: Issues with Julan
Replies: 22
Views: 949

Re: Issues with Julan

That usually means he's levitating, and seems to relate to the bug just above that (in which, among other issues, he wasn't dispelling his levitation).
by Darklocq
14 Aug 2017, 17:29
Forum: Mod Compatibility
Topic: Partner Mods
Replies: 13
Views: 959

Re: Partner Mods

It's not working for me. Companions will teleport to (into) me but only if they're already in the same cell; that part even works indoors. When I use Recall, Almsivi, or whatever, I'm asked if those following me should be teleported with me, answer yes, and there are magic visual and sound effects, ...
by Darklocq
14 Aug 2017, 01:19
Forum: Discuss the Site
Topic: Mod Status page primary maintainer
Replies: 38
Views: 9083

Re: Mod Status page primary maintainer

Atahualpa wrote:
17 Jul 2017, 15:15
there is also the Mod Compatibility subforum for more public discussions.
Yes, good thing to add pointers to.