Search found 65 matches

by halbe
28 Apr 2018, 16:22
Forum: General Development
Topic: Animated grass: MGE research
Replies: 10
Views: 13652

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...
by halbe
24 Apr 2018, 23:56
Forum: General Development
Topic: Poll: Quickload behavior
Replies: 18
Views: 8856

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...
by halbe
24 Apr 2018, 02:30
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 9
Views: 10982

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...
by halbe
22 Apr 2018, 01:21
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 9
Views: 10982

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!
by halbe
22 Apr 2018, 01:19
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 9
Views: 10982

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. ...
by halbe
17 Apr 2018, 00:58
Forum: General
Topic: OpenMW-compatible texture/mesh replacers?
Replies: 8
Views: 7476

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...
by halbe
09 Apr 2018, 04:26
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 164208

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...
by halbe
04 Apr 2018, 00:58
Forum: Organisation and Planning
Topic: OpenMW 0.44.0
Replies: 278
Views: 164208

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...
by halbe
22 Mar 2018, 17:35
Forum: Content Development
Topic: I added limb targeting and improved the combat AI
Replies: 9
Views: 10982

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...
by halbe
19 Mar 2018, 17:02
Forum: Feature Requests and Suggestions
Topic: Data files head directory
Replies: 1
Views: 3128

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...