Search found 957 matches

by lysol
09 Nov 2018, 13:42
Forum: Content Development
Topic: Addon Meta Data: Version
Replies: 8
Views: 333

Re: Addon Meta Data: Version

Except that scripts are not turned into bytecode in omwaddon files, esp's and omwaddon's are more or less identical at the moment. This will be the case until 1.0 is released.
by lysol
09 Nov 2018, 05:38
Forum: Content Development
Topic: Addon Meta Data: Version
Replies: 8
Views: 333

Re: Addon Meta Data: Version

My, quite likely, guess is that if this field was enabled, omwaddon-files wouldn't be compatible with vanilla anymore, and since diverging from the original format is a goal post 1.0, this feature is not enabled yet.
by lysol
07 Nov 2018, 08:49
Forum: Mod Compatibility
Topic: Converting a mwse mod to openmw
Replies: 1
Views: 157

Re: Converting a mwse mod to openmw

My guess is that you actually can't recreate this mod yet, since the mod otherwise probably wouldn't have used mwse. When OpenMW gets the Lua scripting though, this mod can be converted. Maybe even translated on-the-fly if someone makes a tool to do that.
by lysol
07 Nov 2018, 08:44
Forum: Feature Requests and Suggestions
Topic: Optional Vanilla Water Shader
Replies: 30
Views: 4329

Re: Optional Vanilla Water Shader

Also I should mention that most people do not even like the vanilla shader, except for the ripple effects. There have been like a couple of requests to ship the vanilla shader with 1.0, but still, most people actually enjoy scrawls water shader a lot more. So personally, while I understand that you ...
by lysol
06 Nov 2018, 19:40
Forum: Example-Suite
Topic: Rethinking the Example Suite
Replies: 13
Views: 478

Re: Rethinking the Example Suite

I like this new idea. Showcasing that the engine can handle an open world is kinda pointless because, well, Morrowind exists for that. Showcasing a co-op rpg on the other hand...
by lysol
02 Nov 2018, 22:31
Forum: Mod Compatibility
Topic: Does OpenMW support any of the mods?
Replies: 1
Views: 192

Re: Does OpenMV support any of the mods?

You can find the answer in the FAQ:

https://openmw.org/faq/#mods
by lysol
01 Nov 2018, 09:21
Forum: Infrastructure
Topic: Unable to Register on Bugtracker
Replies: 1
Views: 172

Re: Unable to Register on Bugtracker

Oh. Right, thanks for noticing. This link is outdated. The current bugtracker is GitLab, see this link: https://gitlab.com/OpenMW/openmw/issues. Not entirely sure if ES uses GitLab though, so I asked DestinedToDie to edit the post. EDIT: It is gitlab indeed. Of course I could have seen this for myse...
by lysol
01 Nov 2018, 08:45
Forum: Support
Topic: shiny meshes for a dummy
Replies: 1
Views: 174

Re: shiny meshes for a dummy

It should basically be safe to delete the NiTextureEffect blocks in any model you might encounter (probably with some exceptions where you actually want the NiTextureEffect block for something else than a normal map, but I can't think of any atm). You do not have to rename the _nm.dds path in the ni...
by lysol
31 Oct 2018, 12:33
Forum: General Development
Topic: Weapon sheathing
Replies: 39
Views: 5552

Re: Weapon sheathing

akortunov wrote:
31 Oct 2018, 11:49
2. It seems the direct mentioning (by @ sign) does not work here.
Yes, I know this actually. I just put the @-sign there to make it clear that I'm asking you and not just talking about you. Maybe a bit pointless, but whatever.
by lysol
31 Oct 2018, 11:34
Forum: General Development
Topic: Weapon sheathing
Replies: 39
Views: 5552

Re: Weapon sheathing

I suppose this is simply up to modders to create a new skeleton with the supported sheathing bones added? @Akortunov?