Search found 65 matches
- 28 Apr 2018, 16:22
- Forum: General Development
- Topic: Animated grass: MGE research
- Replies: 10
- Views: 13580
Re: Animated grass: MGE research
Doing it the cool way by allowing grasses to be dynamically place based on terrain texture would require extending the .omwaddon format, right? So it wouldn't be possible to include in the main release until post-1.0. If its as simple as it looks, Matt and I could have a go at implementing it into G...
- 24 Apr 2018, 23:56
- Forum: General Development
- Topic: Poll: Quickload behavior
- Replies: 18
- Views: 8772
Re: Poll: Quickload behavior
Here's the thing -- that may be an improvement to you and me, but it's not strictly better. Raevol seems to actually like vanilla behavior, and I'm sure he's not the only one. Hence the (unfortunately flawed) poll, to figure out what people actually wanted. A toggleable option, however, is a strict...
- 24 Apr 2018, 02:30
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 10781
Re: I added limb targeting and improved the combat AI
I added some parkour mechanics like sprinting, charged jumps, climbing, and paragliding (the staff near the end). https://streamable.com/5b2fz That's awesome! Although I have the same feedback: I'd want this in a separate mod instead of an uber-mod with limb damage, graphics, and parkour. As stated...
- 22 Apr 2018, 01:21
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 10781
Re: I added limb targeting and improved the combat AI
I added some parkour mechanics like sprinting, charged jumps, climbing, and paragliding (the staff near the end). https://streamable.com/5b2fz
If anyone wants to help test it please let me know!
If anyone wants to help test it please let me know!
- 22 Apr 2018, 01:19
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 10781
Re: I added limb targeting and improved the combat AI
As I already said on the 0.44 thread, this is amazing. However, I do agree with everything Thunderforge mentioned. Do the NPCs have exactly the same system in place when fighting you? Or can they miss, and are actually just using the "old rules"? That would make or break this mod for me. ...
- 17 Apr 2018, 00:58
- Forum: General
- Topic: OpenMW-compatible texture/mesh replacers?
- Replies: 8
- Views: 7401
Re: OpenMW-compatible texture/mesh replacers?
If you're lazy you can test the beta of my openmw graphics/bugfix overhaul, pm me if you want a link. I fixed all the worthy mods I could in order to make them compatible. Here's some screenshots (that also include the fog shader from the forums): https://imgur.com/a/1WOeP The whole thing is modular...
- 09 Apr 2018, 04:26
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 162644
Re: OpenMW 0.44.0
That looks fantastic! As it is now, agility, acrobatics, and speed are factors in how quickly you can climb, willpower solely governs fatigue which means it determines how far you can go, and if you run out of fatigue you fall off. This is a video I took after implementing the fatigue costs (the vi...
- 04 Apr 2018, 00:58
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 162644
Re: OpenMW 0.44.0
If we want cool features to show off, if anyone fixes this bug then I can release a mod I made to improve the combat system and maybe get some more hype going for OpenMW and therefore more developers. Here's a video that shows the limb damage, locational armor values, changes to fatigue, and improve...
- 22 Mar 2018, 17:35
- Forum: Content Development
- Topic: I added limb targeting and improved the combat AI
- Replies: 9
- Views: 10781
Re: I added limb targeting and improved the combat AI
That’s pretty neat! I could definitely see a lot of players preferring this. My suggestions: I am interested in limb targeting, but not birthsign editing and other modifications, so having an übermod with a whole bunch of stuff is less appealing to me. Would it be possible to isolate the changes un...
- 19 Mar 2018, 17:02
- Forum: Feature Requests and Suggestions
- Topic: Data files head directory
- Replies: 1
- Views: 3111
Data files head directory
OpenMW's VFS is super cool and useful, but its a bit of a pain to manually add data="PATH" for every mod you install (since its a good idea to keep them all in their own directories). However, what other games like Mount and Blade/Dragon Age/The Witcher 3 do when loading mods is have a &qu...