Search found 1332 matches

by Chris
24 Feb 2018, 10:05
Forum: Support
Topic: Multiple mod data folders and mod load order
Replies: 3
Views: 827

Re: Multiple mod data folders and mod load order

That can easily break for mods that contain multiple esps (for example, a big overhaul mod that sits low in the load order, but contains compatibility patches that should come after other mods). And given that the content= lines are declared in the same file as the data= lines, it doesn't make much ...
by Chris
24 Feb 2018, 06:02
Forum: Support
Topic: Multiple mod data folders and mod load order
Replies: 3
Views: 827

Re: Multiple mod data folders and mod load order

The data= lines are for the data folders for the files themselves, for example if two mods contain sound/cr/skel/moan.wav. then the later one takes priority. The content= lines are for the esm/esp/omwaddon order.
by Chris
21 Feb 2018, 02:43
Forum: General discussion
Topic: Help about Fonts
Replies: 4
Views: 3881

Re: Help about Fonts

The main problem is that Morrowind's data files use specific code pages, which is a limited set of characters that is different for different supported languages. As a result, a mod is limited to the same character set that the game is set for. Internally, I'm told OpenMW converts the character set ...
by Chris
12 Feb 2018, 01:29
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4170

Re: Distant Terrain settings in Launcher

While we have the current system, I don't like the idea of putting things in place for a completely hypothetical system which may never rely on them. The PR doesn't. It provides options for the distant fog added by the PR, which works better with distant terrain. A hypothetical physically-accurate ...
by Chris
11 Feb 2018, 23:58
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4170

Re: Distant Terrain settings in Launcher

if you can see a silhouette of a mountain, there isn't opaque fog between it and you, and when there is, you can't tell that the mountain is there at all and you can only see a single uniform colour. Sure, but there's a difference between when fog reaches full opacity and when you start seeing thin...
by Chris
10 Feb 2018, 13:31
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4170

Re: Distant Terrain settings in Launcher

IMHO, the fog doesn't really exist for any artistic reason and is just a way to hide the far plane so you don't see objects clip and load distance so you don't see objects pop. It therefore should be tied to the far plane. Any way in which it affects the aesthetic and mood of the game is secondary ...
by Chris
09 Feb 2018, 23:13
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4170

Re: Distant Terrain settings in Launcher

Basically, the viewing distance option sets the far clip plane used for rendering (beyond which nothing is drawn) and is used to calculate fog. Setting it super high can make fog disappear and increase the chance for Z-fighting, neither of which are desirable. My pull request basically adds an optio...
by Chris
09 Feb 2018, 10:42
Forum: Feature Requests and Suggestions
Topic: Distant Terrain settings in Launcher
Replies: 13
Views: 4170

Re: Distant Terrain settings in Launcher

Related to distant terrain, there's this pull request: https://github.com/OpenMW/openmw/pull/1473

It fixes the settings to avoid requiring cranking up the normal view distance beyond it's normal range, and provides alternate fog settings for the distant terrain to be easily visible.
by Chris
30 Jan 2018, 22:56
Forum: Off Topic
Topic: Open Morrowind overhaul is gone?
Replies: 16
Views: 2989

Re: Open Morrowind overhaul is gone?

If I use TES5Edit to create a new mod that only adds records and doesn't edit any (e.g. if I create an armour mod that adds an armour to the game but doesn't actually add it to any cells so you can only get it by using a console command) there should be no way for Bethesda IP to leak into the mod, ...
by Chris
30 Jan 2018, 20:03
Forum: Off Topic
Topic: Open Morrowind overhaul is gone?
Replies: 16
Views: 2989

Re: Open Morrowind overhaul is gone?

Pre-OpenMW it wasn't possible to ask for money for a modpack as Bethesda owned the rights to anything the CS had touched. Now our open-source construction set exists (because apparently XEdit tools like TES5Edit don't count and people regard Bethesda as still owning the rights to mods made with the...