Search found 12 matches

by WhiteGuar
25 Jun 2019, 15:41
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 16
Views: 5343

Re: Great House Dagoth

https://www.nexusmods.com/morrowind/mods/46486
For whoever is interested, this mod makes great house dagoth playable in OpenMW at the cost of some features. I'm going to try it during this weekend and see if it's worth it.
by WhiteGuar
21 Jun 2019, 15:30
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 16
Views: 5343

Re: Great House Dagoth

Ah, true...my bad.
by WhiteGuar
17 Jun 2019, 13:13
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 16
Views: 5343

Re: Great House Dagoth

I, too, am curious about this mod's compatibility with OpenMW. What parts are still an issue? If any at this point. In the changelog for 0.46 it says: - Plug-ins with valid empty subrecords are now correctly loaded, which fixes issues with the "DC - Return of Great House Dagoth" mod (#4938) However...
by WhiteGuar
20 Feb 2019, 10:57
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 71415

Re: OpenMW 0.45.0

Same here, but I thought it was an intended feature or something and that's why I never reported it. To be honest 0.44 has been in general a problematic upgrade for me, to the point I reverted back to 0.43 some time ago.
by WhiteGuar
16 Feb 2019, 20:22
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 16
Views: 5343

Re: Great House Dagoth

Some, but not all, of the compatibility-breaking differences are gone.
Sounds good. Is it possible to get over the remaining problems by playing around them or by using console commands? Or are they so game-breaking it's just not worth it?
by WhiteGuar
16 Feb 2019, 13:04
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 16
Views: 5343

Re: Great House Dagoth

Hey guys, any news about this mod's compatibility with Openmw? I haven't been able to find any information on the wiki.
by WhiteGuar
14 Oct 2018, 18:44
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 71415

Re: OpenMW 0.45.0

Hi, sorry for the double post. I tried the latest nighly build and the feature clearly works as intended. The damage receives a boost and the 'critical damage' message shows up. However, there are 2 problems which I never encountered with 0.43 and that I thought were worth reporting: 1. Stealth work...
by WhiteGuar
14 Oct 2018, 11:49
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 71415

Re: OpenMW 0.45.0

Thank you this is awesome. I read somewhere this would have been implemented after v 1.00. Now that I think about it I'm still using 0.43 so maybe that's why it doesn't work (chameleon 80% + sneak 100 should be more than enough)
by WhiteGuar
14 Oct 2018, 10:45
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 379
Views: 71415

Re: OpenMW 0.45.0

Will ranged criticals be enabled in 0.45? Sorry I didn't know where to look
by WhiteGuar
15 May 2017, 09:40
Forum: Support
Topic: Problems with meshes
Replies: 9
Views: 2533

Re: Problems with meshes

Upgrading to 0.42 solved the problem for me, many thanks.