Search found 1615 matches
- 18 May 2021, 22:08
- Forum: General
- Topic: What is exactly the point of this project?
- Replies: 6
- Views: 7996
Re: What is exactly the point of this project?
Clearly, you aren't a fan. :) Morrowind is great because it doesn't have "modern" mechanics like quest markers. That's rather rude. You can be a fan of Morrowind, but find various mechanics archaic and outdated. I'm a fan of Morrowind, but do think it could do with quest markers*, better ...
- 13 May 2021, 21:22
- Forum: Support
- Topic: Multiple installs
- Replies: 4
- Views: 3375
Re: Multiple installs
OpenMW follows the xdg variables, so just set $XDG_DATA_HOME and $XDG_CONFIG_HOME to different places for each installation, you can wrap the executable in a little script to set the variables up and start openmw. On Linux at least. Does it try to read those variables on Windows too? IIRC, Windows ...
- 12 May 2021, 21:47
- Forum: Support
- Topic: Installing Tribunal and Bloodmoon question
- Replies: 14
- Views: 7445
Re: Installing Tribunal and Bloodmoon question
Bloodmoon at least, probably Tribunal too, has loose files that need to be installed too. I don't remember if the OpenMW installation wizard allows installing the expansions on an existing install or not, but presuming any mods you have are installed into separate folders as recommended, you can try...
- 24 Apr 2021, 10:27
- Forum: Support
- Topic: Great House Strongholds - A preview!
- Replies: 10
- Views: 3976
Re: Great House Strongholds - A preview!
An MW script from ESP can do it only if every target object has an unique ID, what is not a thing for strongholds or Ghostgate. So a target plugin also needs to replace every stronghold object to an unique one. Maybe Lua scripting framework will allow to disable/enable all objects with given ID in ...
- 23 Apr 2021, 11:02
- Forum: Support
- Topic: Great House Strongholds - A preview!
- Replies: 10
- Views: 3976
Re: Great House Strongholds - A preview!
Is a simple Lua interface with distant objects a feasible idea, allowing disable/enable of statics? Ideally a script would be able to access and change certain properties of object instances regardless if it's distant or local/loaded. A script could just go myobject->disable(); and it would simply ...
- 22 Apr 2021, 06:47
- Forum: Support
- Topic: Great House Strongholds - A preview!
- Replies: 10
- Views: 3976
Re: Great House Strongholds - A preview!
Would it be possible to fix it with a "content fix mod" a-la Patch for Purists? I would imagine so. I forget if Morrowind objects can have an "initially disabled" state, or if they're always initially enabled until a local script disables them, but in the worst case scenario, th...
- 18 Apr 2021, 01:32
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 137
- Views: 112453
Re: Lua scripting in OpenMW
The idea of Lua scripting is not to do the same as C++, but to do much more that was possible before. For example I would like to see an advanced AI. Not just "like in later games", but really advanced. Modern RPG are too focused on graphics and animation and don't really care about AI. B...
- 07 Apr 2021, 16:47
- Forum: Support
- Topic: OMW Beginner Help
- Replies: 2
- Views: 1750
- 07 Apr 2021, 16:34
- Forum: Feature Requests and Suggestions
- Topic: On Lua Scripting Limitations
- Replies: 34
- Views: 13754
Re: On Lua Scripting Limitations
The argument seems to be you'd never need any of these functionalities since the API can always be extended and should be powerful enough. No, the argument is that much of what's needed can be provided with a built-in interface, and that the compatibility, stability, and security issues outweigh th...
- 31 Mar 2021, 05:20
- Forum: Support
- Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
- Replies: 17
- Views: 8361
Re: Data Files tab in OpenMW launcher does not show all pluggins at once
What is the reasoning behind that drop-down menu? The drop-down menu is to show a list of "games" (esms that don't depend on another esm), and the list of plugins that appear under it are plugins that depend on that game. What can happen in a case like this is you have a mod for Morrowind...