Search found 52 matches

by mikeprichard
07 Dec 2019, 00:41
Forum: Feature Requests and Suggestions
Topic: When will it no longer be necessary to manually edit openmw.cfg to list mod data?
Replies: 6
Views: 1208

Re: When will it no longer be necessary to manually edit openmw.cfg to list mod data?

I never used Mod Organizer (I always preferred Wrye Mash/Bash to mod TES games), and editing the .cfg file manually is only a minor annoyance since I have a fairly small mod list, but that is good to know - thanks to AnyOldName3 and again Capo for the constructive replies!
by mikeprichard
06 Dec 2019, 12:57
Forum: Feature Requests and Suggestions
Topic: When will it no longer be necessary to manually edit openmw.cfg to list mod data?
Replies: 6
Views: 1208

Re: When will it no longer be necessary to manually edit openmw.cfg to list mod data?

Great - thanks, Capostrophic! I'm not sure how you and akortunov find the time to do everything you do for openmw, but the project wouldn't be nearly as advanced as it already is without your contributions.
by mikeprichard
06 Dec 2019, 02:53
Forum: Feature Requests and Suggestions
Topic: When will it no longer be necessary to manually edit openmw.cfg to list mod data?
Replies: 6
Views: 1208

When will it no longer be necessary to manually edit openmw.cfg to list mod data?

In which approximate future release version will openmw eliminate the need to manually edit the openmw.cfg file to list the destination folders for any active mod .bsas and plugins (as described at https://openmw.readthedocs.io/en/latest/reference/modding/mod-install.html); i.e., integrate this step...
by mikeprichard
14 Sep 2019, 04:42
Forum: Off Topic
Topic: ORIGINAL Elder Scrolls CREATORS work on Elder Scrolls 2: Daggerfall SPIRITUAL SUCCESSOR
Replies: 1
Views: 1252

Re: ORIGINAL Elder Scrolls CREATORS work on Elder Scrolls 2: Daggerfall SPIRITUAL SUCCESSOR

Yep, see here for info when this was first announced on the Daggerfall Unity forum back in April:

https://forums.dfworkshop.net/viewtopic.php?f=8&t=1980

Hope they can make a go of it. We'll see.
by mikeprichard
02 Aug 2019, 12:22
Forum: General
Topic: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
Replies: 25
Views: 8742

Re: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?

Are you sure about the Morrowind/OpenMW having a hotkey system. I am finding this a bit confusing can you help me further? I am absolutely, 100% sure; please see the Youtube video I already linked above in response to your other post by your alternate account "PhilZ". Again, unfortunately, I'm not ...
by mikeprichard
31 Jul 2019, 16:48
Forum: General
Topic: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?
Replies: 25
Views: 8742

Re: Newbie here going into Morrowind for the first time, any suggestions/advice/ whatever else for me?

PhilZ - Morrowind/OpenMW have a hotkey system, which I use all the time for just these reasons (hotkeying spells, lockpicks/probes, armorer's hammer, etc.) - https://www.youtube.com/watch?v=7MY0rbtT_rc Not sure how the hotkey map is pulled up in the phone port, though (in "regular" OpenMW, you just ...
by mikeprichard
30 Jul 2019, 17:57
Forum: Off Topic
Topic: List of (other) FOSS game engine replacement projects
Replies: 79
Views: 23435

Re: List of (other) FOSS game engine replacement projects

Really nice to see Daggerfall Unity (DFU) get the attention it deserves - even though it isn't technically FOSS, it's a fantastic project with a great community, and IMHO is already "the" way to play Daggerfall now, and will remain so in the future. Cheers!
by mikeprichard
28 Jul 2019, 23:02
Forum: General Development
Topic: Distant objects
Replies: 34
Views: 14758

Re: Distant objects

Now that shadows are being implemented, distant statics seems to be the last major feature remaining for inclusion in OpenMW. Have plop and/or others been able to make concrete progress on this recently? Thanks to all contributors for your work!
by mikeprichard
11 Jun 2019, 20:56
Forum: Feature Requests and Suggestions
Topic: Better NPC dialogue - flag previously heard topics; no need to click "Continue"
Replies: 21
Views: 6185

Re: Better NPC dialogue - flag previously heard topics; no need to click "Continue"

I agree that if there's a mod adding single dialogue choices other than simply "Continue", it would be anti-RP to remove those prompts for that mod - those conversations were crafted by the mod to appear to involve the player character in a two-way dialogue, rather than the one-way monologue the "Co...