Search found 5 matches
- 29 Jul 2018, 19:40
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 17055
Re: Poisons mechanics in OpenMW
The idea is that these new systems aren't implemented by default - instead, new mods can make use of them. That's really the strength of OpenMW anyways
- 29 May 2018, 20:56
- Forum: General
- Topic: [Tool] Open Mod Manager
- Replies: 8
- Views: 5936
Re: [Tool] Open Mod Manager
Tonight I'll try "porting" the interface from fluid to imgui (A python port for Dear ImGui). Cause imo, the worst part about this tool is the interface, which is quite clunky.
- 29 May 2018, 20:49
- Forum: General
- Topic: OpenMW leveled list fixer - v1.0 released!
- Replies: 13
- Views: 7966
Re: OpenMW leveled list fixer - v1.0 released!
I'm thinking about redesigning my mod manager using pyimgui, which is a lot cleaner and wayyy more reactive than my current UI system (Which is essentially a fancy tkinter library). That paired up with turning it into an exe could help imo.
- 12 Apr 2018, 18:41
- Forum: General
- Topic: [Tool] Open Mod Manager
- Replies: 8
- Views: 5936
[Tool] Open Mod Manager
Hello friends! I just started using OpenMW, and after learning that they allow for multiple data folders, I decided to make a little tool that utilizes this feature. Basically each "Mod" is it's own data folder, which allows for quick sorting and so on. Note that I wrote this program in a ...
- 21 Jul 2017, 05:57
- Forum: General Development
- Topic: How is armor / clothing rendering set up?
- Replies: 0
- Views: 1653
How is armor / clothing rendering set up?
I know in skyrim, the developers decided to push for more actors on screen at a time, and thus had to remove the number of polygons on a character... they did this by only allowing a few armor layers. In morrowind, and thus OpenMW, how are these "layers" rendered? is the hidden skin not re...