Search found 119 matches
- 03 May 2015, 06:04
- Forum: Feature Requests and Suggestions
- Topic: Items are Forever
- Replies: 8
- Views: 7463
Re: Items are Forever
Tinker, if I understand correctly, what you're saying is that only pawnbrokers should hold on to items forever, while other shopkeepers should eventually get rid of anything you sell them. This seems like a fair proposal. One thought that occurred to me was, what happens if an important quest item g...
- 02 May 2015, 23:48
- Forum: Off Topic
- Topic: Mod: Levelling Just Happens
- Replies: 90
- Views: 44493
Re: Mod: Levelling Just Happens
Cool, looking forward to testing this out. I had a couple of questions, though. How balanced are the attribute gains? If I were to level all my skills to 100, what would my attributes look like? Would they be balanced, or would some attributes be much higher and others much lower? Do health and magi...
- 02 May 2015, 02:25
- Forum: Feature Requests and Suggestions
- Topic: Items are Forever
- Replies: 8
- Views: 7463
Items are Forever
So, I have a bit of a dilemma regarding the persistence of items in Morrowind. On the one hand, I'm a bit of a hoarder, both in real life and in video games. I don't like the idea of permanently losing access to something because WHAT IF YOU MIGHT NEED IT LATER EVEN THOUGH YOU PROBABLY NEVER WILL BU...
- 02 May 2015, 01:42
- Forum: Feature Requests and Suggestions
- Topic: AI, Persuasion, and Economics
- Replies: 8
- Views: 4536
AI, Persuasion, and Economics
I've been brainstorming a concept for a potential OpenMW game, and I've come to the conclusion that these are three areas that will need to be greatly expanded upon. Morrowind in particular has really bland and lifeless towns, and while Oblivion improved on that with Radiant AI, I feel like the pers...
- 27 Apr 2015, 00:23
- Forum: Off Topic
- Topic: Workshop Paid Mods
- Replies: 24
- Views: 9114
Re: Workshop Paid Mods
Indeed, it's not like mods are the only things that work like this. Art and code theft are already issues people have to deal with, but that doesn't stop them from creating and sharing it, or from taking action against thieves. An easy solution would be to use a well known standardized license for y...
- 26 Apr 2015, 22:45
- Forum: Off Topic
- Topic: Workshop Paid Mods
- Replies: 24
- Views: 9114
Re: Workshop Paid Mods
Something that just occurred to me is that the OpenMW team may need to decide whether the OpenMW-CS license allows for paid mods or not. I believe the TES-CKs specifically don't allow for mods to be sold (except for Skyrim, now), but I don't know if the OpenMW-CS license says anything on the subject...
- 26 Apr 2015, 06:30
- Forum: Feature Requests and Suggestions
- Topic: Reworking Percent-Based Spell Effects
- Replies: 10
- Views: 5431
Re: Reworking Percent-Based Spell Effects
Putting some more thought into this, clearly the solution is to turn all spell effects into scripts, so that they can be freely changed, and so that new spell effects can be added effortlessly. This way, modders would be able to come up with their own solutions to issues like this (and a whole host ...
- 26 Apr 2015, 04:59
- Forum: Feature Requests and Suggestions
- Topic: Reworking Percent-Based Spell Effects
- Replies: 10
- Views: 5431
Reworking Percent-Based Spell Effects
Let me tell you a little story to give a bit of context to this topic. You guys like stories, right? So a while back (before I discovered OpenMW), I decided that I wanted to mod in Restore Magicka as an enchantable effect. Now, I already had magicka regeneration from using GCD, and I raised the pric...
- 26 Apr 2015, 03:15
- Forum: Feature Requests and Suggestions
- Topic: Extra Scripting Functions
- Replies: 21
- Views: 12989
Re: Extra Scripting Functions
First time poster, but I've been following this project for a few months. Just wanted to chime in to say that I like what I see here. Morrowind and Oblivion have horrendous leveling systems, and I refuse to play them unmodded, with natural grow mods like GCD being my favorite leveling mods. I was ac...