Search found 92 matches
- 30 Jun 2019, 19:04
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 168251
Re: Shadows
I copied over all of the settings but the only part I changed was `enable shadows = false` to `enable shadows = true` edit: Looking through the rest of the options more carefully it looks like I missed the obvious option of turning on "actor shadows" edit x2: Yup that was it. Sorry for the...
- 30 Jun 2019, 14:29
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 168251
Re: Shadows
I installed the latest nightly and am trying to get shadows working and can't figure out what I'm missing. I copied all of the shadow settings from settings-default.cfg to settings.cfg found in MyGames/OpenMW to settings.cfg in the openmw folder and set enable shadows to true. Latest nightly install...
- 30 Jun 2019, 14:22
- Forum: News
- Topic: Long time no see!
- Replies: 13
- Views: 25752
Re: Long time no see!
Can you explain more about the "native graphic herbalism" update? As far as I can tell plants act as they always have and I'm not seeing any options about plants in settings.cfg
- 11 Jun 2019, 20:18
- Forum: Feature Requests and Suggestions
- Topic: Better NPC dialogue - flag previously heard topics; no need to click "Continue"
- Replies: 21
- Views: 15445
Re: Better NPC dialogue - flag previously heard topics; no need to click "Continue"
It may be feasible to check if there's only one option and auto-choose it, but I'm not sure if there can't be any negative consequences. It may be feasible but shouldn't be done. I can't think of any offhand, but I'm sure there are mods that have "back and forth" style of conversation bet...
- 06 Mar 2019, 16:56
- Forum: General
- Topic: OpenMW History and Timeline
- Replies: 28
- Views: 17642
Re: OpenMW History and Timeline
> Things I can remember from back then were we gathered from the Bethesda forums Back when the Bethesda Forums were actually useful before they purged everything that wasn't recent (and user's post history/stats along with them). Back when ass was [spotted owl] instead of [censored]. I spent so many...
- 05 Feb 2019, 21:44
- Forum: Feature Requests and Suggestions
- Topic: Better handling of mod conflicts and mod merging
- Replies: 8
- Views: 5337
Re: Better handling of mod conflicts and mod merging
I've discussed changing how levelled lists work post-1.0 with Zini such that mods could just add things rather than overwrite the whole list, and he wasn't keen. I don't think we're actually planning on changing that much up.
- 30 Aug 2018, 19:21
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47448
Re: Hey let's switch away from bullet to anything else
It seems like that could be solved by only turning on interaction when any given object is being interacted with by the player (or when an actor is given a specific action to interact with it, but this doesn't sound like 1.0). It would definitely be a more interesting way to place objects than a mod...
- 02 Jul 2018, 13:55
- Forum: News
- Topic: Help us plan OpenMW's future
- Replies: 32
- Views: 40579
Re: Help us plan OpenMW's future
> signalling to the world that OpenMW has full parity with the original Morrowind engine
What about mods that have scripts with flaws in them that work with vanilla? Do all "vanilla" mods work with Open MW now?
What about mods that have scripts with flaws in them that work with vanilla? Do all "vanilla" mods work with Open MW now?
- 20 Jun 2018, 14:32
- Forum: News
- Topic: OpenMW code, bug tracker, and wiki are now on GitLab!
- Replies: 14
- Views: 19839
Re: OpenMW code, bug tracker, and wiki are now on GitLab!
Is it a manual process to sync the repos or is that automated, too?
- 23 May 2018, 14:20
- Forum: General
- Topic: OpenMW leveled list fixer - v1.0 released!
- Replies: 13
- Views: 7982
Re: OpenMW leveled list fixer - v1.0 released!
Shouldn't the engine just handle this itself?