Search found 448 matches
- 09 Nov 2020, 05:58
- Forum: Feature Requests and Suggestions
- Topic: Keybinds for view distance changing
- Replies: 3
- Views: 3530
Re: Keybinds for view distance changing
Hello, Figured I'd reply. This is not a bad idea, and I for one want several different camera views, but I think that this feature request has gotten the after the 1.0 release status. Meaning many things will be dehardcoded, and most of the enhancement or alterations from how vanilla MW runs will be...
- 19 Oct 2020, 02:24
- Forum: General Modding
- Topic: Weapons not hitting (Solved: caused by boots of blinding speed)
- Replies: 4
- Views: 4347
Re: Weapons not hitting
I know my initial iron dagger worked (I had to kill some creatures with it) and then a couple hours later, I couldn't hit anything. I have full fatigue bar, etc, long blade skill is 30. Small creatures, people, cliff racers, can't hit any of 'em. I'm using the GotY edition, official plugins, and Pa...
- 19 Oct 2020, 02:13
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 111630
Re: Lua scripting in OpenMW
My favourite example is a mod that uses an external speech synthesis tool (let's image in a couple of year it has very good quality) to voice all dialogues in the game. I am crossing fingers and hoping that this kind of thing will be doable: Talky Morrowind (More here https://www.youtube.com/watch?...
- 02 Oct 2020, 22:15
- Forum: Feature Requests and Suggestions
- Topic: (De)zoom on world map
- Replies: 4
- Views: 3821
Re: (De)zoom on world map
Hi, I'm working on the feature which allow the user to zoom on the global/local map (see the MR: https://gitlab.com/OpenMW/openmw/-/merge_requests/275). When the user dezoom on the global map, there is potentially lots of visited locations drawn to the map, so in the current MR, I 'fixed' this by n...
- 09 Sep 2020, 13:04
- Forum: Support
- Topic: Problems with the flathub version of OpenMW
- Replies: 3
- Views: 2184
Re: Problems with the flathub version of OpenMW
Well, I am not sure. I did not see anything from the openmw log that gives me any clues, and ffmpeg version seems fine. I also have the non-Flatpak version of OpenMW installed and none of these problems are observed on there, so this is a Flatpak problem. That would be my guess, but I am stumped on ...
- 01 Sep 2020, 23:30
- Forum: Support
- Topic: Problems with the flathub version of OpenMW
- Replies: 3
- Views: 2184
Re: Problems with the flathub version of OpenMW
I know linux well enough that I try to help troubleshoot. I am assuming this is an ffmpeg thing, but I think that the openmw log would tell you for sure. Can you open a terminal and type in this command: ffmpeg -version ST the linux user PS - Also, can you reply with the openmw log? If the ffmpeg ve...
- 29 Jul 2020, 23:32
- Forum: General Modding
- Topic: Nub to modding OpenMW- making custom textures work.
- Replies: 3
- Views: 3537
Re: Nub to modding OpenMW- making custom textures work.
Can you give us more information? Such as what OS (windows, linux, mac) and version of OS you use? Can you provide the openmw logs?
ST
ST
- 09 Jul 2020, 21:21
- Forum: Support
- Topic: [Resolved] Can't find Alveleg for Fighter's Guild quest due to mod
- Replies: 2
- Views: 2160
Re: Can't find Alveleg for Fighter's Guild quest due to mod
The quest may not advance until you talk to the head of the fighters guild. If that doesn't work, you may have to advance the quest via console.
ST
PS - more info found here -> https://en.uesp.net/wiki/Morrowind:Telvanni_Agents
ST
PS - more info found here -> https://en.uesp.net/wiki/Morrowind:Telvanni_Agents
- 04 Jul 2020, 17:29
- Forum: Content Development
- Topic: tes3cmd improved
- Replies: 5
- Views: 6813
Re: tes3cmd improved
tes3cmd is an awesome utility for Morrowind. It was how I was able to search through all the trapped containers/doors when I was trying to make the thief and trap expansion mod (still incomplete/unpublished). It works VERY well for Morrowind, and would be a nice addition if it includes openmw files ...
- 30 Jun 2020, 19:37
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87139
Re: OpenGEX as .Nif alternative for OpenMW
Calmly reading this: Some related work here: generic osgAnimation support https://gitlab.com/OpenMW/openmw/-/merge_requests/252 osg dae-plugin fix with naming of bones and skeleton https://github.com/unelsson/OpenSceneGraph/tree/nameboneandskeleton Still calm. Does this mean we may be looking at a *...