Search found 2556 matches
- 29 Jan 2020, 21:44
- Forum: Support
- Topic: Problem with registering BSA
- Replies: 2
- Views: 7351
Re: Problem with registering BSA
If you edit Morrowind.ini , the only way it can affect OpenMW is if you run the settings importer to transfer its contents to openmw.cfg . If you didn't do that, or anything else that could change things, and it made a difference, you were using the original engine, not OpenMW. If OpenMW was giving ...
- 29 Jan 2020, 21:26
- Forum: General Modding
- Topic: Portmod - Mod Manager
- Replies: 76
- Views: 94122
Re: Portmod - Mod Manager
If you can actually get the link for the Sandboxie installer, the script from this chocolatey package should still work: https://chocolatey.org/packages/sandboxie
It looks like it just passes /S and /install on the command line, though.
It looks like it just passes /S and /install on the command line, though.
- 27 Jan 2020, 21:21
- Forum: Support
- Topic: [Solved] I need help getting game files on Mac
- Replies: 4
- Views: 3312
Re: I need help getting game files on Mac
I take it you've seen this: https://openmw.readthedocs.io/en/master/manuals/installation/install-game-files.html#macos If you've done exactly what it says, you should have the Morrowind game files on your machine. To check that, the easiest thing to do is copy and paste the following command into a ...
- 24 Jan 2020, 22:49
- Forum: General
- Topic: Comments on first try
- Replies: 40
- Views: 19113
Re: Comments on first try
No objects in Morrowind are truly static. A script can disable or move anything with no warning whatsoever. Also, as I've already mentioned, Morrowind's assets are really inefficient for being drawn by modern hardware, and that problem only gets worse with view distance. A system that can improve th...
- 23 Jan 2020, 22:03
- Forum: General
- Topic: Comments on first try
- Replies: 40
- Views: 19113
Re: Comments on first try
The main argument against distant statics is that anyone capable of implementing them well either doesn't work on OpenMW, or doesn't have time. We don't want a system like MGE XE's where you have to generate it with a separate tool beforehand and it can't adapt to scripts disabling or moving objects...
- 22 Jan 2020, 22:20
- Forum: General
- Topic: Comments on first try
- Replies: 40
- Views: 19113
Re: Comments on first try
ECLD at four means you'll miss a lot of stuff. Tarhiel will fall from the sky as soon as you step on the top deck of the boat at the beginning and a bunch of other events will fire too early. OpenMW uses a forward renderer with pretty simple fragment shading. That means that there's not a big differ...
- 22 Jan 2020, 22:01
- Forum: Support
- Topic: Save files not appearing in launcher
- Replies: 6
- Views: 3455
Re: Save files not appearing in launcher
Yeah, then the first answer you got is accurate - the launcher doesn't do anything with saves.
- 21 Jan 2020, 01:28
- Forum: General Modding
- Topic: Ready assemblies
- Replies: 3
- Views: 2620
Re: Ready assemblies
Most mods don't have permissive enough licences for other people to repackage the mod as part of a bundle. Mod authors like it when people know that they're using their stuff, and that can't happen if it all gets thrown together into one bundle.
- 18 Jan 2020, 23:41
- Forum: Join the team
- Topic: Application: tvenissat
- Replies: 2
- Views: 6356
Re: Application: tvenissat
If you're reasonably confident in your programming ability, feel free to jump on something. Make sure to ask us plenty of questions and ask for feedback early - it could save you a lot of time.
- 17 Jan 2020, 20:56
- Forum: Support
- Topic: Taskbar still showing on borderless window mode
- Replies: 7
- Views: 5395
Re: Taskbar still showing on borderless window mode
Sometimes I work around it in other things by setting the taskbar to auto-hide.