Search found 59 matches

by halbe
31 Oct 2018, 17:44
Forum: Content Development
Topic: Removing the stat menu
Replies: 1
Views: 293

Re: Removing the stat menu

I've had the same experience with trying to disable the map by never allowing "enablemapmenu" to be run, does anyone know if this happens in vanilla Morrowind? It would be nice if the state of these two functions (and similar ones) were saved instead of the loader just assuming that they are enabled...
by halbe
07 Aug 2018, 21:44
Forum: Content Development
Topic: Getting the Actor that the Player Hits
Replies: 1
Views: 407

Re: Getting the Actor that the Player Hits

I've encountered this issue too and for the time being there isn't a particularly good way to deal with this. You either end up putting a script on every single NPC, looping through every single NPC, or the last option which is hacky but at least somewhat viable. When a humanoid is attacked it will ...
by halbe
25 May 2018, 01:44
Forum: Content Development
Topic: Public release of the movement and stamina mod (climbing)
Replies: 2
Views: 684

Public release of the movement and stamina mod (climbing)

I finished the climbing mod if anyone's interested, here's a video of it: https://www.youtube.com/watch?v=qsvbLndPNr0
And here's a link to it on the nexus: https://www.nexusmods.com/morrowind/mods/45694/

If you try it let me know if you find any bugs or have other feedback. Have fun!
by halbe
12 May 2018, 05:46
Forum: Organisation and Planning
Topic: It's really important to have graphical parity with MGE.
Replies: 24
Views: 3880

Re: It's really important to have graphical parity with MGE.

Personally, I think it's kind of a waste of time to make a total replacer for the Morrowind assets before OpenMW implements a PBR shader. When this gets implemented however, making replacements for all of Morrowinds assets would be awesome. And a hell of a lot of work. It would be impossible to do ...
by halbe
28 Apr 2018, 16:22
Forum: General Development
Topic: Animated grass: MGE research
Replies: 8
Views: 4446

Re: Animated grass: MGE research

Doing it the cool way by allowing grasses to be dynamically place based on terrain texture would require extending the .omwaddon format, right? So it wouldn't be possible to include in the main release until post-1.0. If its as simple as it looks, Matt and I could have a go at implementing it into G...
by halbe
24 Apr 2018, 23:56
Forum: General Development
Topic: Poll: Quickload behavior
Replies: 18
Views: 1600

Re: Poll: Quickload behavior

Here's the thing -- that may be an improvement to you and me, but it's not strictly better. Raevol seems to actually like vanilla behavior, and I'm sure he's not the only one. Hence the (unfortunately flawed) poll, to figure out what people actually wanted. A toggleable option, however, is a strict...
by halbe
24 Apr 2018, 02:30
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 8
Views: 3333

Re: I added limb targeting and improved the combat AI

I added some parkour mechanics like sprinting, charged jumps, climbing, and paragliding (the staff near the end). https://streamable.com/5b2fz That's awesome! Although I have the same feedback: I'd want this in a separate mod instead of an uber-mod with limb damage, graphics, and parkour. As stated...
by halbe
22 Apr 2018, 01:21
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 8
Views: 3333

Re: I added limb targeting and improved the combat AI

I added some parkour mechanics like sprinting, charged jumps, climbing, and paragliding (the staff near the end). https://streamable.com/5b2fz

If anyone wants to help test it please let me know!
by halbe
22 Apr 2018, 01:19
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 8
Views: 3333

Re: I added limb targeting and improved the combat AI

As I already said on the 0.44 thread, this is amazing. However, I do agree with everything Thunderforge mentioned. Do the NPCs have exactly the same system in place when fighting you? Or can they miss, and are actually just using the "old rules"? That would make or break this mod for me. If I hit 1...
by halbe
17 Apr 2018, 00:58
Forum: General
Topic: OpenMW-compatible texture/mesh replacers?
Replies: 6
Views: 1298

Re: OpenMW-compatible texture/mesh replacers?

If you're lazy you can test the beta of my openmw graphics/bugfix overhaul, pm me if you want a link. I fixed all the worthy mods I could in order to make them compatible. Here's some screenshots (that also include the fog shader from the forums): https://imgur.com/a/1WOeP The whole thing is modular...