Search found 513 matches
- 02 Nov 2020, 10:37
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 13709
Re: OpenMW-cs does not save deleted subrecords?
(commit 0eaac, of Wed Oct 28th) While the bug is less severe I am afraid it is still there. I do not have a minimal example for I do not know exactly when it happens, but you can replicate doing this: Download and set up Forested Morrowind as usual (unpack in a directory, edit openmw.cfg to add the ...
- 29 Oct 2020, 04:00
- Forum: Off Topic
- Topic: Full graphics overhaul ...
- Replies: 9
- Views: 14407
Re: Full graphics overhaul ...
That problem can be easily with a long work circumvented by using the portmod mod manager...
- 29 Oct 2020, 02:03
- Forum: Off Topic
- Topic: Accuracy of various UESP hints/tips pages, using OpenMW and Patch for Purists
- Replies: 6
- Views: 8292
Re: Accuracy of various UESP hints/tips pages, using OpenMW and Patch for Purists
The pages often have messages like "This bug is fixed in Morrowind Code Patch" and similar. So if something differs thanks the Patch for Purist I think it is acceptable and welcome to edit the page and explain.
- 29 Oct 2020, 01:54
- Forum: Support
- Topic: Question about saved games
- Replies: 1
- Views: 1420
Re: Question about saved games
Unfortunately not. A possible solution is to keep your configuration files under revision control
- 08 Oct 2020, 02:21
- Forum: Support
- Topic: New to Open MW
- Replies: 9
- Views: 4482
- 02 Oct 2020, 02:31
- Forum: General Modding
- Topic: Portmod - Mod Manager
- Replies: 76
- Views: 96271
Re: Portmod - Mod Manager
I think I stumbled upon another misbehavior. Basically, if one moves a local repository, updates the configuration to point to the new directory. omwmerge breaks for it is unable to find the files. It seems the full path is cached or something like that. Besides, would't be better to have all textua...
- 02 Oct 2020, 01:17
- Forum: General Modding
- Topic: Portmod - Mod Manager
- Replies: 76
- Views: 96271
Re: Portmod - Mod Manager
Note that we can always change the conventions if there's a type of mod which the current conventions don't account for. I suspect what you want in this instance is a tier between 1 and 2, so we might need to shift the numbers, or switch to a named tier system to allow tiers to be inserted without ...
- 02 Oct 2020, 00:57
- Forum: Off Topic
- Topic: Full graphics overhaul ...
- Replies: 9
- Views: 14407
Re: Full graphics overhaul ...
To have a comprehensive solution does not stop anyone to look for mods or mix and match, it gives you a solid base.
That's exactly why MET or Intelligent textures are so popular.
That's exactly why MET or Intelligent textures are so popular.
- 01 Oct 2020, 06:37
- Forum: Feature Requests and Suggestions
- Topic: (De)zoom on world map
- Replies: 4
- Views: 3911
Re: (De)zoom on world map
The second clip does look quite nice in my opinion. How do you decide if two square have the "same" name? You check the string up the first comma? Like: "Vivec, Redoran" and "Vivec, Arena"?
- 01 Oct 2020, 02:27
- Forum: General Modding
- Topic: Portmod - Mod Manager
- Replies: 76
- Views: 96271
Re: Portmod - Mod Manager
After writing the messages I tried a bit more and I got some results. I understood that not all validation errors are not critical and the pybuild may work anyway, so I started installing a bit of mods. I have to say that to start with portmod is a bit infuriating, I thought "what the hell, it ...