Search found 117 matches

by akortunov
16 Nov 2017, 05:59
Forum: General discussion
Topic: Bloodmoon bug, Korst Wind-Eye is walking away from the Skaal village
Replies: 4
Views: 212

Re: Bloodmoon bug, Korst Wind-Eye is walking away from the Skaal village

argonvegell wrote:
16 Nov 2017, 05:54
is there any workarounds to this?
Try to reset his AiWander package: select him in the console and execute "aiwander 0 0 0 0". He should stop then.
by akortunov
16 Nov 2017, 05:45
Forum: Mod Compatibility
Topic: Normal Mapping
Replies: 9
Views: 339

Re: Normal Mapping

Does NiTextureEffect have any use in OpenMW? Can we just ignore such nodes (and maybe make this behaviour configurable) to prevent shining without touching mesh files?
by akortunov
16 Nov 2017, 05:36
Forum: General discussion
Topic: tweaking some lines openmw.cfg has no effect?
Replies: 4
Views: 196

Re: tweaking some lines openmw.cfg has no effect?

kuyondo wrote:
16 Nov 2017, 05:29
I was messing around with these lines, but dont see any change/difference ingame. Is there anything that I should know of? :P
Most of weather settings just are not implemented in OpenMW yet.
by akortunov
15 Nov 2017, 18:02
Forum: General discussion
Topic: Bloodmoon bug, Korst Wind-Eye is walking away from the Skaal village
Replies: 4
Views: 212

Re: Bloodmoon bug, Korst Wind-Eye is walking away from the Skaal village

This bug is similar to #4010.
Looks like we still need to rework or even remove the "return to the spawn position" feature.
by akortunov
09 Nov 2017, 07:12
Forum: Off Topic
Topic: Strength doesnt affect marksman weapon damage?
Replies: 1
Views: 197

Re: Strength doesnt affect marksman weapon damage?

Can this be fixed with mods? Why not? Stats descriptions are just string GMSTs. Vanilla in-game description are uncomplete: stats are used directly in game mechanics. Examples: 1. Willpower affects the chance of successful spellcasting 2. Agility affects the chance of successfull pickpocketing 3. P...
by akortunov
07 Nov 2017, 09:26
Forum: Off Topic
Topic: OpenMW without time pause in menu
Replies: 6
Views: 277

Re: OpenMW without time pause in menu

Unfortunately main menu is also "live". Should be easy to fix: 1. Do not touch the "paused" variable in the engine.cpp. 2. Do not touch the renderingmanager.cpp. 3. Remove the "guiActive" variable an use the "paused" instead. Note: it is unclear how the MenuMode console command should behave now.
by akortunov
07 Nov 2017, 09:10
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 152
Views: 18462

Re: OpenMW 0.43.0

- NPCs and player no longer speak while underwater (#3851) So are these then like voiced combat dialog? Because if the player does speak on behalf of Boethiath underwater, they are technically speaking underwater... I know this is splitting hairs over something really trivial, but these changelog i...
by akortunov
07 Nov 2017, 09:02
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 152
Views: 18462

Re: OpenMW 0.43.0

- Implemented showing arrow damage in a tooltip (#2923) - In the inventory? Editor? In the game (in the any GUI window which shows item tooltips). Feature #3921: Combat AI: aggro priorities - Was this actually implemented? What target selection algorithm was chosen? For now AI select the target by ...
by akortunov
07 Nov 2017, 06:20
Forum: Support
Topic: Strange NPC behaviour -- crowded on a boat
Replies: 2
Views: 185

Re: Strange NPC behaviour -- crowded on a boat

I have tried to call ResetActors from console but they always walks to the boot again ... That's because RA just moves actors, but does not reset AI packages. Is this a bug or a feature? AIWander, for example, has a current destination variable. Is there a way to reset NPC position in savegame? Aft...
by akortunov
27 Oct 2017, 20:47
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 152
Views: 18462

Re: OpenMW 0.43.0

Atahualpa wrote:
27 Oct 2017, 19:59
OpenMW highlights the main menu option ("New", "Load", etc.) which was clicked most recently (I guess).
IIRC, this is an intented change, made by scrawl. Now you can use a keyboard to navigate through game menus.
Related to bug 4132.