Search found 58 matches
- 26 Nov 2018, 17:23
- Forum: Feature Requests and Suggestions
- Topic: OnActivate is broken
- Replies: 43
- Views: 18860
Re: Recent Negativity Regarding OpenMW
Yeah that's a insane excuse. Riddle me this; how is a request for a new version of a function with side effects without side effects intuitive or 'insane' (same thing for the buggy modstat functions etc) No. This is pure dogmatism. Hilariously you'll *still* need something like MWScript in the LUA '...
- 26 Nov 2018, 16:19
- Forum: General
- Topic: Distance Rendering
- Replies: 27
- Views: 18418
Re: Distance Rendering
You can get a good performance increase on the lower end GPUs by using the 'Project Atlas' mod. The texture atlas reduce the number of drawcalls somewhat drastically (if you don't ruin things by adding 10 other mesh and texture mods that use the original morrowind scheme later). I'm expecting shadow...
- 26 Nov 2018, 15:33
- Forum: Feature Requests and Suggestions
- Topic: OnActivate is broken
- Replies: 43
- Views: 18860
OnActivate is broken
I have a new experience that caused me some 'openmw negativity'. read this if you want the complete story (note that is not the original title, it was more like 'OnActivate is broken') https://gitlab.com/OpenMW/openmw/issues/4735 tl;dr: 1. i'm modding (in this case i'm using a python script to merge...
- 25 Nov 2018, 18:31
- Forum: Feature Requests and Suggestions
- Topic: Transferring items with a single click
- Replies: 6
- Views: 6192
Re: Transferring items with a single click
I implemented something like this into exult (ultima 7) a few years back.
I had a ' enable mass move by default ' setting, and if enabled, a simple click took the stack and CTRL+click opened the quantity slider and if disabled vice versa.
The inventory move idea is well thought.
I had a ' enable mass move by default ' setting, and if enabled, a simple click took the stack and CTRL+click opened the quantity slider and if disabled vice versa.
The inventory move idea is well thought.
- 25 Nov 2018, 18:09
- Forum: Feature Requests and Suggestions
- Topic: Please allow objects to run more than one script
- Replies: 3
- Views: 2478
Re: Please allow objects to run more than one script
1. Simply don't add the functionality to the CS until it's ready. I for example am not using the cs, and instead i'm manually parsing and writing the records in python. Having a MERG record that could make a object run two scripts would be a god send to make even more compatible merge mods. While bi...
- 25 Nov 2018, 10:01
- Forum: General
- Topic: Bad collisions around rocks
- Replies: 5
- Views: 4200
Re: Bad collisions around rocks
There is a 'On The Rocks' mod for openmw (not the same as the usual) for this. It's a bit of a performance problem child iirc though.
- 25 Nov 2018, 07:00
- Forum: Feature Requests and Suggestions
- Topic: Please allow objects to run more than one script
- Replies: 3
- Views: 2478
Please allow objects to run more than one script
I honestly couldn't care less about shadows or general 'ultra' graphics quality. What gets me is when requests like this , which i made right now are closed with no effort and no discussion because it's either 'post-1.0' (ie: never for at least 2 years) or because it's 'not original morrowind behavi...
- 24 Nov 2018, 18:41
- Forum: Content Development
- Topic: Why do bookrotate set a timer to reset the book position
- Replies: 0
- Views: 2589
Why do bookrotate set a timer to reset the book position
short LastPos ;LastPos = 0 is normal, LastPos = 1 is vertical, LastPos = 2 is horizontal. .... if ( OnPCDrop != 1 ) if ( TMax < 5 ) Set TMax to Random 50 Set TMax to ( TMax / 10 ) + 5 endif if ( CellChanged == 1 ) Set Timer to TMax + 1 endif if ( bZpos != ( GetPos, Z ) ) Set Timer to TMax + 1 endif...
- 24 Nov 2018, 14:57
- Forum: Content Development
- Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
- Replies: 49
- Views: 66884
Re: Natural Character Growth and Decay - An OpenMW Leveling Mod
Also i'm doing a mod to replace 'save skill books' mod that works with any mod added book (though a merge-like process), and your mod Magicka Based Skill Progression called my attention for having hundreds of level up 'skill' books. Since you mention in the readme that this method is no longer used,...
- 24 Nov 2018, 12:59
- Forum: Content Development
- Topic: Natural Character Growth and Decay - An OpenMW Leveling Mod
- Replies: 49
- Views: 66884
Re: Natural Character Growth and Decay - An OpenMW Leveling Mod
Hey. You shouldn't use MessageBox "Your Heavy Armor skill increased to %.0g.", temp in openmw if temp is a long value. I don't know if the original morrowind accepts this (if it does it's a bug and a bug report should be opened), but in openmw this outputs 'strange' exponential notation fl...