Search found 395 matches
Re: Oblivion
I'd assume it would work for Morrowind if it works for Oblivion in a model sense, but it's likely unnecessary for Morrowind-if the models are giving you trouble in OpenMW or Morrowind itself, you're likely on hardware that would never do well with them.
- 17 Mar 2014, 17:26
- Forum: Feature Requests and Suggestions
- Topic: Camera orbiting around the player?
- Replies: 3
- Views: 2595
Re: Camera orbiting around the player?
I know this is entirely non-Morrowind, but is it possible to make TAB do freelook in first person? I'd enjoy the ability to do ARMA-style look-arounds while walking between places.
Re: Oblivion
I always found that my best experiences with Oblivion modding came from installing mods by hand. I've never had luck with installers and mod managers for Oblivion, though they've worked fine for FO3/NV/Skyrim for me.
- 13 Mar 2014, 23:10
- Forum: General
- Topic: Important, original bugs
- Replies: 23
- Views: 17106
Re: Important, original bugs
Exactly. If you like the original exploits, you will likely be able to re-enable them as you desire, with all their implications and consequences, as a mod. However, if the only reason they're around is because Bethesda's coders didn't pay enough attention, it's probably better to have the working e...
- 13 Mar 2014, 18:24
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38563
Re: Terrain Tunneling/Arching
The problem with adding voxel support is that it's extra functionality not in Morrowind. It might come post 1.0, but it's not something OpenMW is terribly concerned about unless it would impact the game, and the old "add a mesh and put it in" is probably simpler than going into voxel work ...
- 12 Mar 2014, 01:42
- Forum: General
- Topic: Compatibility with MGSO
- Replies: 41
- Views: 27502
Re: Compatibility with MGSO
I believe the case is that OpenMW is more flexible and open than Morrowind. Because it's built with future mod compatibility in mind, I think that there's been a movement to keep less stuff restricted to the engine and more stuff possible without having to use an extender to work around vanilla Morr...
Re: Oblivion
Get an unleveling mod. I love it that way.
- 27 Feb 2014, 16:09
- Forum: Organisation and Planning
- Topic: OpenMW 0.29.0
- Replies: 296
- Views: 122723
Re: OpenMW 0.29.0
Bleh, sorry. I'm trying to get clarification on the contract I signed when I was hired at my current company, with respect to code I write in my spare time unrelated to my job. There shouldn't be any conflict of interest, but I'd rather play it safe and not "contaminate" the codebase with...
- 20 Feb 2014, 03:59
- Forum: Off Topic
- Topic: Help crowdfund Nothing To Hide (CC0 license)
- Replies: 1
- Views: 2290
Re: Help crowdfund Nothing To Hide (CC0 license)
If only I had money.
Interestingly, a quick whois seems to suggest that Nothing to HIde is made in Panama, which may actually have copyright laws that unlike the US allow things to be released "uncopyrighted". As is I find the nomenclature a little off-putting.
Interestingly, a quick whois seems to suggest that Nothing to HIde is made in Panama, which may actually have copyright laws that unlike the US allow things to be released "uncopyrighted". As is I find the nomenclature a little off-putting.
- 12 Feb 2014, 05:00
- Forum: General Development
- Topic: ciEquals and other unoptimized stuff
- Replies: 4
- Views: 2262
Re: ciEquals and other unoptimized stuff
Also, consider the value of optimization in such a thing on a computer that runs figurative gazillions of calculations a second. As my first post on StackOverflow garnered: What you are being concerned about here is “micro optimization”, that in 99.999…99 percent of all real uses cases will not make...