Search found 39 matches
- 01 Oct 2017, 21:57
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 323288
Re: Elder-scrolls IV Oblivion
Atm, there are too many stupid comments, "to do's" and rants in my code . I usually update this thread every 1-2 weeks, so I will polish my code and hopefully also get the parser ready (not guarantee though) and upload it.
- 01 Oct 2017, 20:52
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 323288
Re: Elder-scrolls IV Oblivion
October update The foundations of the tes4 stack based vm have been implemented. --> Every vanilla Opcode can be recognized, arithmetic logical instructions, move memory, var inits,... can be executed. Some of the game functions can be executed (They simply change the values of members in associated...
- 28 Sep 2017, 23:31
- Forum: Off Topic
- Topic: Creation Club for Skyrim Special Edition
- Replies: 12
- Views: 9571
Re: Creation Club for Skyrim Special Edition
@AnyOldName3 Yes, from Bethesda's point of view, Mods are no longer seen as free contributions from the community to keep their game alive, but as competition for a possible microtransaction system. @Capostrophic The "big" mods on CC are actually going to use ESM format like the original D...
- 28 Sep 2017, 12:55
- Forum: Off Topic
- Topic: Creation Club for Skyrim Special Edition
- Replies: 12
- Views: 9571
Creation Club for Skyrim Special Edition
It's not directly related to OpenMW and yet important for the overall direction of the Elder Scrolls franchise. Bethesda is about to release the Creation Club for Skyrim Special Edition http://www.pcgamer.com/skyrim-is-getting-a-survival-mode-via-creation-club/ Seemingly, an attempt to patch microtr...
- 26 Sep 2017, 21:17
- Forum: General
- Topic: How to debug mod performance problem?
- Replies: 11
- Views: 6805
Re: How to debug mod performance problem?
OpenMW has an error log mechanism, but unfortunately a lack of (toggleable) general logging mechanism. Performance issues usually dont constitute errors though, they just indicate unoptimized routines. Performance optimization was mostly deemed a post 1.0 feature, so nobody is really to blame. Perso...
- 20 Sep 2017, 14:11
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 166543
Re: Shadows
This looks great ! I can't wait to test this out in game. I wish I could help with graphics.
- 19 Sep 2017, 19:44
- Forum: General Development
- Topic: Generic nif engine importer for openmw
- Replies: 19
- Views: 9965
Re: Generic nif engine importer for openmw
So in an effort to consolidate how we can accept new assets from various sources, I have begun writing a parser generator from the nif.xml. It will make a performant parser tailored to each game and it's corresponding nif version / versions. It will also share the same glue code between common nif ...
- 16 Sep 2017, 23:53
- Forum: General Modding
- Topic: Morrowind Acoustic Overhaul and Atmospheric Sound Effects
- Replies: 12
- Views: 14502
Re: Morrowind Acoustic Overhaul and Atmospheric Sound Effects
I did not try it out, so I can't tell you if it is compatible. I always consider it a bit unfitting to have godrays on the one side and low res textures and low poly meshes, animations on the other side. That's why I am glad the guys who remake Daggerfall with the Unity engine still use Sprites inst...
- 16 Sep 2017, 18:15
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 323288
Re: Elder-scrolls IV Oblivion
Sorry, fixed it.
- 16 Sep 2017, 17:08
- Forum: Feature Requests and Suggestions
- Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
- Replies: 442
- Views: 323288
Re: Elder-scrolls IV Oblivion
So, another little update; I am further reversing Oblivion scripting engine and related classes. So far, I implemented an unpolished and ugly bytecode interpreter recognizing opcodes of ingame functions (I will eventually add obse) and where possible, set the values in associated, thus far reversed,...