The real problem I see if how all this variants are fracturing the community. I am happy to see that at least OpenMW is trying to heal the split between tes3mp and OpenMW.
Little trivia, I think that Lua means moon and it has been chosen because another programming language was called Sol.
Search found 513 matches
- 14 Apr 2021, 07:34
- Forum: General
- Topic: openmw is good
- Replies: 14
- Views: 8090
- 12 Apr 2021, 07:22
- Forum: General
- Topic: openmw is good
- Replies: 14
- Views: 8090
Re: openmw is good
Personally I find harsh to think to the sacrifices one needs to do to use the original engine: patches, external programs, instability, all-mods-in-one-directory... The only real sacrifice OpenMW requires is to be careful to use the unreleased version for distant land is too good. So, the statement ...
- 07 Apr 2021, 16:35
- Forum: Support
- Topic: OpenMW Total Overhaul Issue
- Replies: 11
- Views: 4467
Re: OpenMW Total Overhaul Issue
It seems the file "meshes/Grass/Grass_AL_2.nif" is missing. Double check the original Grass AL Ghostgate Fortress mod, was the file there? Perhaps something went wrong during unpacking?
- 07 Apr 2021, 15:02
- Forum: Support
- Topic: OpenMW Total Overhaul Issue
- Replies: 11
- Views: 4467
Re: OpenMW Total Overhaul Issue
Can you open the console (~), click on one of the triangles, and type "ori"? It may give some useful information from where the mesh comes.
- 07 Apr 2021, 07:24
- Forum: Support
- Topic: Mods are activated but have no effect?
- Replies: 15
- Views: 5366
Re: Mods are activated but have no effect?
I am afraid ori gives information about the meshes, not really the textures. Besides, you need the unreleased version because 0.46 does not state from what directory the mesh comes.
You can try with a mesh replacement mod, though
You can try with a mesh replacement mod, though
- 06 Apr 2021, 10:03
- Forum: Support
- Topic: Mods are activated but have no effect?
- Replies: 15
- Views: 5366
Re: Mods are activated but have no effect?
OpenMW uses the XDG Base Directory variables, so one can change the config location setting up a different XDG_CONFIG_HOME env variable or have the screenshots in another directory setting XDG_DATA_HOME. Read more here . Your config files seem fine... When you say "no effect" what do you m...
- 05 Apr 2021, 07:20
- Forum: Support
- Topic: Mods are activated but have no effect?
- Replies: 15
- Views: 5366
Re: Mods are activated but have no effect?
It seems your game and your launcher are seeing two different things.
What OS are you using? Can you show us your openmw.cfg and settings.cfg?
What OS are you using? Can you show us your openmw.cfg and settings.cfg?
- 03 Apr 2021, 07:29
- Forum: Content Development
- Topic: Asking about making groundcover mods
- Replies: 0
- Views: 3615
Asking about making groundcover mods
As you may know, I have Morrowind Forested and now that OpenMW supports groundcover mods I was considering to add grass. For lack of time I could not start yet, but do anyone has a experience to help me get started? If it works in the original engine and OpenMW is better, but at the end of the day I...
- 06 Dec 2020, 16:29
- Forum: Editor Development
- Topic: OpenMW-cs does not save deleted subrecords?
- Replies: 12
- Views: 13041
Re: OpenMW-cs does not save deleted subrecords?
I am not sure I got the question. To zero the master is the bug, it should not happen.
Mod can (and often do) alter references from their masters and so it is needed to know from what master the object instance comes from.
Mod can (and often do) alter references from their masters and so it is needed to know from what master the object instance comes from.
- 02 Nov 2020, 16:48
- Forum: Support
- Topic: Caldera gate to hell, or just a lost floor
- Replies: 2
- Views: 1702
Re: Caldera gate to hell, or just a lost floor
On the other hand, unless the mod is using a bug of the vanilla engine as "unintended feature" (and where is the limit is a hot topic) and it works with Morrowind it should work with OpenMW too.