Search found 14 matches

by Falc
24 Feb 2018, 08:55
Forum: Support
Topic: Multiple mod data folders and mod load order
Replies: 3
Views: 832

Re: Multiple mod data folders and mod load order

Maybe this is more of a feature request then, it makes a lot of sense to have the default ordering of esps the same as the ordering as the data="mod" entries, at least before they get manually changed.
by Falc
24 Feb 2018, 01:31
Forum: Support
Topic: Multiple mod data folders and mod load order
Replies: 3
Views: 832

Multiple mod data folders and mod load order

From this page: https://wiki.openmw.org/index.php?title=Mod_installation#Multiple_data_folders It says that I can change the load order of mods through changing the order of the data="[mod name]" in the openmw.cfg, and that "The last data= line has the highest priority (i.e. loads last, and may over...
by Falc
12 Jan 2018, 14:33
Forum: Mod Compatibility
Topic: Morrowind Acoustic Overhaul and Atmospheric Sound Effects
Replies: 12
Views: 2324

Re: Morrowind Acoustic Overhaul and Atmospheric Sound Effects

I've gotten numerous sound mods working flawlessly with my setup (Better Sounds and Expanded Sounds [separately]), but MAO crashes OpenMW 0.43.0 for me. I use "exterior cell load distance = 2", and if I reduce it to 1, the crashes disappear, but this isn't a worthwhile tradeoff for me. Increasing t...
by Falc
11 Jan 2018, 00:07
Forum: Support
Topic: Crash: Address not mapped to object
Replies: 2
Views: 415

Re: Crash: Address not mapped to object

I've found out that it was the mod Lovarathors legacy that was causing the problem.
by Falc
10 Jan 2018, 20:14
Forum: Support
Topic: Crash: Address not mapped to object
Replies: 2
Views: 415

Crash: Address not mapped to object

OpenMW has started crashing when I start a new game. This is the contents of my crash log: *** Fatal Error *** Address not mapped to object (signal 11) Address: 0x20 System: Linux jamie-ncase 4.10.0-42-generic #46~16.04.1-Ubuntu SMP Mon Dec 4 15:57:59 UTC 2017 x86_64 Executing: gdb --quiet --batch -...
by Falc
07 Jan 2018, 02:18
Forum: Content Development Section
Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
Replies: 28
Views: 5988

Re: Natural Character Growth and Decay - An OpenMW Leveling Mod

@Lonewolf This occurs right at the start of the game when I leave the Census building, its in a normal game of OpenMW. I'm using BTB's character plugin which alters racial bonuses and birthsigns. I think this is probably causing the conflict, is this a serious issue or can I keep using both of them?
by Falc
30 Dec 2017, 14:40
Forum: Content Development Section
Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
Replies: 28
Views: 5988

Re: Natural Character Growth and Decay - An OpenMW Leveling Mod

I'm getting an error message that its asked me to report:

http://i.imgur.com/FmVGqpB.png

I'm not sure why the screen shot didn't capture the rest of the message, but it says 'NCGD was expecting your base personality to be -5, but instead it was 0'.
by Falc
26 Dec 2017, 19:28
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 16
Views: 2522

Distant lands and frozen cliffracers

I'm using the 0.43 release with distant lands on. My issue is that this results in frozen cliff racers everywhere around Red Mountain. Is there a fix I can use for this, either to disable them or animated them? Its very immersion breaking.
by Falc
03 Sep 2017, 00:21
Forum: Mod Compatibility
Topic: Multimark mod not working in 0.42?
Replies: 14
Views: 864

Re: Multimark mod not working in 0.42?

@Loriel I tried moving the Mark/Recall mod to the end of my modlist and that indeed fixed the problem, thanks for your help, something else must have been overwriting it. I'll let you know if there are any other problems. It is indeed an ambitious mod list, my attitude is: add everything I would add...
by Falc
02 Sep 2017, 19:10
Forum: Mod Compatibility
Topic: Multimark mod not working in 0.42?
Replies: 14
Views: 864

Re: Multimark mod not working in 0.42?

Mark and recall both work normally as they would in the vanilla game, there is no option to set multiple mark locations or to recall to them. I have definitely enabled MultiMarkOMW-1.3-TR.esp however, it shows up in the log file. Installing crash catcher Loading config file: /home/jamie/.config/open...