Search found 499 matches

by akortunov
25 Dec 2018, 14:19
Forum: Mod Compatibility
Topic: Silverlight Armor
Replies: 7
Views: 1272

Re: Silverlight Armor

It is not a texture, there is something wrong with skinning.
by akortunov
24 Dec 2018, 08:23
Forum: Off Topic
Topic: About alchemy recipes.
Replies: 5
Views: 335

Re: About alchemy recipes.

There is no such thing as "alchemy recipe" in Morrowind (excepts of a couple of quest items).
So you can experiment by yourself or increase your Alchemy skill (in latter case possible effects will be shown on ingredients tooltips). Or just use Google.
by akortunov
24 Dec 2018, 06:31
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 59
Views: 3882

Re: Android part 2

Do not use OSG 3.6.3 - OpenMW crashes with it, presumably because of bug in the OSG itself:
https://github.com/openscenegraph/OpenS ... issues/674
by akortunov
23 Dec 2018, 13:31
Forum: Organisation and Planning
Topic: OpenMW 0.45.0
Replies: 269
Views: 38870

Re: OpenMW 0.45.0

What is the current status of release?
by akortunov
22 Dec 2018, 21:02
Forum: Editor Development
Topic: Object editing widgets
Replies: 21
Views: 1882

Re: Object editing widgets

Atahualpa wrote:
22 Dec 2018, 20:59
Anything in particular you want to discuss, akortunov?
No, just a common overview. I still think that current UI design is a huge mess.
by akortunov
22 Dec 2018, 17:33
Forum: Editor Development
Topic: Object editing widgets
Replies: 21
Views: 1882

Re: Object editing widgets

I've silently been working on a UI overhaul for OpenMW-CS since January (the main reason why I'm virtually inactive on the forums). My aim is to vastly improve both visuals and functionality of the editor as well as anticipate post-1.0 development. - And it should address most of the points made in...
by akortunov
19 Dec 2018, 16:10
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1478

Re: Native Animated Containers and Graphics Herbalism support

Do we wait until 0.46 is released to publish a mod? Definely no since we need to test this feature before 0.46 release. To test this feature, users need to download mentioned mod, so we need to host these meshes somewhere in a public place anyway. Regarding animated containers and herbalism support...
by akortunov
19 Dec 2018, 15:33
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1478

Re: Native Animated Containers and Graphics Herbalism support

psi29a wrote:
19 Dec 2018, 14:59
0.46 is not released... 0.45 also isn't released.
Won't this be a problem for end users/players who want to use the mod?
Previously we increased OpenMW version only after release, but now master branch already has the 0.46 version, so I do not know what to do here.
by akortunov
19 Dec 2018, 14:57
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1478

Re: Native Animated Containers and Graphics Herbalism support

Also there is a prototype of graphics herbalism. The main idea is to mark some nodes in a container mesh (or the root node in the simpliest case) as "harvestable" via NiStringExtraData with "HBN" value. If the container has model with such node, OpenMW places its content to player's inventory on act...
by akortunov
19 Dec 2018, 14:47
Forum: General Development
Topic: Native Animated Containers and Graphics Herbalism support
Replies: 22
Views: 1478

Re: Native Animated Containers and Graphics Herbalism support

Since animated containers now in master, I uploaded used files to Nexus.