Search found 29 matches
- 13 Jul 2023, 01:12
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 201983
Re: OpenMW 0.48.0
Hi Akortunov, yes maybe I misunderstand the website of the mod "TES3A-Abecean-Isles", my bad. They stated at "https://www.project-tamriel.com/viewtopic.php?t=2474" that the file "TES3A_Data_2022-06-21.7z" should have all the requirements. But anyway I can swear I used t...
- 10 Jul 2023, 16:18
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 201983
Re: OpenMW 0.48.0
Ah sorry, you are right. I created all 4 save files for Morrowind, Starwind, Arktwend and Myar Aranath, there are all there. I do not use the launcher, I only renaming the different config files. The save files disappeared because I used RC11 but before I tried RC9. So it means before switching to a...
- 10 Jul 2023, 11:36
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 201983
Re: OpenMW 0.48.0
Hey guys, I have tested the Linux built RC11. Works great, however three mods are not working anymore, I guess they need an update right? - TES3A-Abecean-Isles-20032023 complains about different esm masterfile missing, but did not before. - Protective Guards for OpenMW - Lua Edition - Pursuit - Open...
- 30 Nov 2022, 17:54
- Forum: Feature Requests and Suggestions
- Topic: Speed of levelling in OpenMW Launcher
- Replies: 3
- Views: 2360
Re: Speed of levelling in OpenMW Launcher
Hi, one Lua levelling mod to rule them all would be great indeed. How do Lua mods actually look like and are they treated the same as esp plugins in the OpenMW cfg file? Thank you.
- 26 Nov 2022, 13:48
- Forum: Feature Requests and Suggestions
- Topic: Speed of levelling in OpenMW Launcher
- Replies: 3
- Views: 2360
Speed of levelling in OpenMW Launcher
Hi, it would be awesome if you can choose the speed of levelling in the OpenMW Launcher depending on what you play. I know there are awesome levelling mods, for instance I always use niapets leveling mod which lets me choose one esp for slower skill gain and another esp for lower Attribute Multiplie...
- 04 Sep 2022, 20:18
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 201983
Re: OpenMW 0.48.0
Hi, Linux RC2 works on my laptop without problem with Morrowind and Myar Aranath. Even the awesome mod "Pursuit - OpenMW-50271-0-14-6" worked. I attacked the bandit in Seyda Neen and she followed me correctly after I left the cave and when I re-entered. That is a nice feature, I hope in th...
- 19 Aug 2022, 21:05
- Forum: Organisation and Planning
- Topic: OpenMW 0.48.0
- Replies: 307
- Views: 201983
Re: OpenMW 0.48.0
I tried the Linux RC1 build under Debian Testing. Myar Aranath, Arktwend and heavy modded Morrowind worked flawless. I created a new character and played for 10 minutes each. Good job.
- 17 Aug 2022, 20:14
- Forum: Support
- Topic: Error in frame: array::at: __n (which is 8) >= _Nm (which is 6)
- Replies: 6
- Views: 1029
Re: Error in frame: array::at: __n (which is 8) >= _Nm (which is 6)
Thank you AnyOldName3,
After digging around I found out that the 0,49 build for Linux from today under https://redfortune.de/openmw/nightly/?C=M;O=D worked. However the 0.48 build from 15.07. does not work, it has the same error as the official Linux build 0.47.
After digging around I found out that the 0,49 build for Linux from today under https://redfortune.de/openmw/nightly/?C=M;O=D worked. However the 0.48 build from 15.07. does not work, it has the same error as the official Linux build 0.47.
- 16 Aug 2022, 20:32
- Forum: Support
- Topic: Error in frame: array::at: __n (which is 8) >= _Nm (which is 6)
- Replies: 6
- Views: 1029
Re: Error in frame: array::at: __n (which is 8) >= _Nm (which is 6)
Hi, I also tried with the nighty build 0.48 a while ago, but same error. I just tried the new developement version again, but it is not usable under my Debian Testing. I got the error message "boost::filesystem::directory_iterator::construct: Call not implemented [system::120]: "C:\OpenMW_...
- 15 Aug 2022, 19:43
- Forum: TES3MP
- Topic: Change location of character creation
- Replies: 1
- Views: 3007
Change location of character creation
Hi guys, where can I change the character creation location in tes3mp. Which variable is responsible for this in the lua.conf file? Because when ever I run a total conversion (Arktwend / Myar Aranath) I have only a few seconds to create my character under the water. The default coordinates are for M...