Search found 113 matches
- 12 Mar 2023, 22:46
- Forum: Organisation and Planning
- Topic: OpenMW 0.49.0
- Replies: 18
- Views: 32611
Re: OpenMW 0.49.0
Just looking at git on and off the past few months... I can see 0.48's close though!
- 12 Mar 2023, 15:51
- Forum: Organisation and Planning
- Topic: OpenMW 0.49.0
- Replies: 18
- Views: 32611
Re: OpenMW 0.49.0
Yeah, it looks like despite the delays with 0.48, 0.49 is already well on its way (relatively speaking). I see the git issues have blown up to over 800 at this point, but many are only Linux-specific nits (not surprising, given the unholy mess comprising the seemingly infinite Linux flavors). Anyway...
- 11 Mar 2023, 03:10
- Forum: Feature Requests and Suggestions
- Topic: Tamriel Rebuilt + MorroUI merger?
- Replies: 5
- Views: 2312
Re: Tamriel Rebuilt + MorroUI merger?
Packaging mods with OpenMW (particularly massive in-development mods like TR), implementing and maintaining options in the launcher/elsewhere to ensure the mod(s) and base OpenMW work flawlessly together, and inevitably ballooning the size of the OpenMW distros as a result would all lead to a huge a...
- 20 Feb 2023, 03:48
- Forum: General Modding
- Topic: How do I know what sort order to use? What about LOOT?
- Replies: 3
- Views: 1700
Re: How do I know what sort order to use? What about LOOT?
The modding-openmw.com site is not actively maintained, and has a large amount of obsolete information/links etc. (I used the site's feedback form to report several of the issues, but have received no responses months later, and nothing's been fixed). I'd advise against relying too heavily on the si...
- 13 Feb 2023, 22:00
- Forum: General Development
- Topic: (Consistent with vanilla, but buggy) - custom spell / skill training costs
- Replies: 1
- Views: 1774
Re: (Consistent with vanilla, but buggy) - custom spell / skill training costs
UPDATE : I've now tested the above examples on a new character in vanilla with only Tribunal/Bloodmoon loaded (i.e. with no mods), and the OpenMW behavior I saw above is identical to vanilla in all respects. So, these issues are consistent with vanilla, but - at least in the case of the spell cost ...
- 12 Feb 2023, 20:21
- Forum: General Development
- Topic: (Consistent with vanilla, but buggy) - custom spell / skill training costs
- Replies: 1
- Views: 1774
(Consistent with vanilla, but buggy) - custom spell / skill training costs
I'm playing on Windows 11 with a very recent dev build (a41cbfb3), and have noticed a couple things which may or may not be bugs. I have a very light mod list, with none of the mods logically impacting these issues ( Patch for Purists, Services Restored, Expansion Delay, Unofficial Morrowind Officia...
- 20 Jan 2023, 17:49
- Forum: General
- Topic: First time installation
- Replies: 6
- Views: 3197
Re: First time installation
Possilbe alternatives for a few : [MWSE] State-Based Health-48133-1-3-1626234196 Talrivian's State-Based HP Mod Bit of a necro post, but I thought it relevant to note for others' info that since the mw.modhistory.com site is now apparently dead, Talrivian's State-Based HP Mod (which works flawlessl...
- 15 Jan 2023, 20:13
- Forum: Documentation
- Topic: Two requests to clarify settings documentation
- Replies: 0
- Views: 2494
Two requests to clarify settings documentation
First, for those with gitlab permissions to edit the settings documentation (https://openmw.readthedocs.io/en/latest/reference/modding/settings/input.html), please consider clarifying the "toggle sneak" and "always run" setting descriptions on that page to note the specific locat...
- 12 Jan 2023, 12:36
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 202451
- 12 Jan 2023, 05:10
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 202451
Re: OpenMW 0.48.0
That's actually working as intended. The idle animation for that NPC doesn't end in the same place as it starts, so when it loops a few times, they fall off the platform. If we did anything about it in the engine, it would break other things. Instead, you need a patch mod that replaces the relevant...