Search found 12 matches

by erretel
31 Jul 2018, 22:20
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

Who said you have to? The quick key method would still allow for instant-use potions, no questions asked upon pressing it, and dragging the potion onto the paperdoll will drink it, no questions asked. Absolutely no change there from how it is currently. Similarly, the quick key could be set to inst...
by erretel
31 Jul 2018, 16:29
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

This is one of the cases where my preference for a fully-programmable GUI (which I don't think I've mentioned before) wins out over having things get pre-designed in-engine and just get reskinned by game data. [...] I basically agree with what you say. I'm not sure I agree. If you want an in-depth ...
by erretel
30 Jul 2018, 21:11
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

I'm not going to quote point by point, otherwise it start to become a mess. - I personally believe that if you can't simply use the various potions/poisons from a quick-key and without having to go through a menu, you have a bad system. - Using the equippable TESO mode the creator of this thread sug...
by erretel
29 Jul 2018, 18:23
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

Perhaps something a bit more flexible. Rather than treating potions and poisons differently [...] The issue become one of usability. Do you really want to go through a menu every time you use a potion? * 2: throwing allowed for all potions How does the game determinate if the player wants to drink ...
by erretel
28 Jul 2018, 22:25
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

Im in favor of leaving this mechanic configurable through mods. OpenMW should focus on being able to provide more flexibility in modding. Of course, the foundation is already laid, but let the little things be decided by modders. such as being able to apply even positive effects on weapons, and tre...
by erretel
27 Jul 2018, 17:59
Forum: General Development
Topic: Poisons mechanics in OpenMW
Replies: 28
Views: 1605

Re: Poisons mechanics in OpenMW

Shouldn't stuff like this better be left to mods? It seems an odd thing to be in the base game, especially since it greatly change one of the mechanics of the game in a way that is not necessarily a strict, objective improvement, but instead a different take on the mechanic. See also how BTB's Game ...
by erretel
06 Jul 2018, 19:53
Forum: Feature Requests and Suggestions
Topic: A Variety of Suggestions
Replies: 5
Views: 881

Re: A Variety of Suggestions

https://www.youtube.com/watch?v=6AfYltej0qI Thant's cool. To know knowledge, notes work in OpenMW the same way they do in Vanilla, I've been using them since that was implemented in OpenMW. If you can show a use case where they don't behave the same, please document it for us. You're not wrong, it'...
by erretel
05 Jul 2018, 17:35
Forum: Feature Requests and Suggestions
Topic: A Variety of Suggestions
Replies: 5
Views: 881

A Variety of Suggestions

I've been replaying Morrowind and I do have few suggestions. 1- In vanilla the inventory is separated into [All] [Weapons] [Apparel] [Magic] [Misc]. I wish there were more categories, namely [Books] [Scroll] [Potions] [Ingredients] [Tools] [Keys]. Also allow to select multiple categories by pressing...
by erretel
05 Jul 2018, 17:20
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8746

Re: The Future of OpenMW Scripting

Is WoW modding larger than Unity?
Google give 40.000.000 results for "Unity Game", while only 15.000.000 for "Wow Mod".


Also I just thought that console commands right now in morrowind are based on oldscript, will the console also support newscript in the future?
by erretel
05 Jul 2018, 16:30
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8746

Re: The Future of OpenMW Scripting

I just want to cast a vote if favor of C#. For a couple of reasons: 1- Thanks to Unity C# has a ton of easy to understand, easy to use tutorials, tips, helps and so on. If you have a problem and just type it on Google you're pretty much guaranteed that the first result will be an Stack Overflow thre...