Search found 230 matches

by kuyondo
07 Aug 2018, 02:39
Forum: Mod Compatibility
Topic: Companions Teleporting with me
Replies: 4
Views: 1058

Re: Companions Teleporting with me

Let me have a look

Edit: Here is the fix
by kuyondo
06 Aug 2018, 17:07
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 40
Views: 11579

Re: Sotha Sil Expanded

I might make a fix for this, but I have to play the mod first. It seemed like the scripting in the mod is awful(and morrowind engine just accept it).
by kuyondo
06 Aug 2018, 17:01
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 8203

Re: Water shaders, OpenMW vs MGEXE

https://staticdelivery.nexusmods.com/mods/100/images/45432/45432-1533380133-1631366444.jpeg https://staticdelivery.nexusmods.com/mods/100/images/45432/45432-1533380145-689568750.jpeg https://staticdelivery.nexusmods.com/mods/100/images/45432/45432-1533380194-524483646.jpeg https://staticdelivery.ne...
by kuyondo
05 Aug 2018, 14:07
Forum: Content Development
Topic: [Solved] Formatted Messageboxes
Replies: 3
Views: 1524

[Solved] Formatted Messageboxes

Currently, there is no way to do formatted messageboxes in OpenMW. The following hacky method only works in the original engine. Taken from -> http://en.uesp.net/wiki/Tes3Mod:Formatted_MessageBoxes Insert Line Breaks Normally, the text entered as first parameter of MessageBox is displayed as a cont...
by kuyondo
04 Aug 2018, 19:04
Forum: Organisation and Planning
Topic: Improving the Downloads page
Replies: 14
Views: 3008

Re: Improving the Downloads page

Looks neat and nice Thunderforge!
by kuyondo
04 Aug 2018, 03:25
Forum: Content Development
Topic: How to activate a container using scripts?
Replies: 2
Views: 596

Re: How to activate a container using scripts?

That is a bit confusing. You seem to talk about two different issues here: activating container and use of forcegreeting on a non-actor. The former is implemented. If it doesn't work for you, please file a bug report (with details on how to reproduce). The forcegreeting issue also sounds like a bug...
by kuyondo
03 Aug 2018, 00:50
Forum: Support
Topic: Can't move/start new game
Replies: 3
Views: 637

Re: Can't move/start new game

You might get some help here.https://discordapp.com/invite/UmCXHUv
by kuyondo
02 Aug 2018, 23:25
Forum: Content Development
Topic: How to activate a container using scripts?
Replies: 2
Views: 596

How to activate a container using scripts?

So I stumbled across a discussion in Morrowind Modding Discord, and tried this issue myself. stolen_goods is a container ID, only 1 instance exist in the game. Example console: stolen_goods->activate ; does not work Example script: begin test if ( player->gethealth 1 ) stolen_goods->activate ; does ...
by kuyondo
01 Aug 2018, 14:18
Forum: Editor Development
Topic: Additem does not mimic vanilla behavior
Replies: 7
Views: 2016

Re: Additem does not mimic vanilla behavior

Andrei, do you have alternative script implementation? Without editing the object directly in the CS. Actually, I'd just add the script to the "barreltesting" object. That would cause problems, if other mods also wants to add script to the object. It will reduce mod compatibility. If we do it, like...