A while ago I started working on a simple debug plugin to test various game mechanics without the need to install or own Morrowind. I created a crypt interior with a cave connected to it, all made of freely available resources to prevent copyright issues.
Then my laptop crashed and the project was gathering dust on the harddrive I retrieved from the laptop. Recently some forum people have shown interest in the debug cell so I've decided to recover it from the harddisk and release it here.
You can find a link to the files here.
Please be aware that loading this plugin in the construction set will generate a lot of warnings about missing stuff, you can ignore them.
The following problems need to be adressed:
- Some meshes require Bethesda's textures, these must be replaced with suitable alternatives.
- There are no markers (door, light.)
- There is no player object, it fails to run in OpenMW because of this.
- Probably more which I can't think of now.
I intended to make some NPCs too. A necromancer guy who would live in the crypt and some bandits in the cave. As a quest I wanted to let the player rescue the white rabbit from the evil necromancer.
Ah well, have a look!
pvdk
PS: for more info and screenshots I suggest you read the old thread.
OpenMW Debug Cell
Re: OpenMW Debug Cell
You sure about that? There must be an ID named player, but not a reference for this ID.- There is no player object, it fails to run in OpenMW because of this.
Re: OpenMW Debug Cell
I don't know about the details, but I guess you're right. That's for someone else to figure out though.
- ElderTroll
- Posts: 499
- Joined: 25 Jan 2012, 07:01
Re: OpenMW Debug Cell
Are physics, ai, and animations interactive in the editor?
Re: OpenMW Debug Cell
This is not about the editor, this is about a plugin to test things in OpenMW.
Re: OpenMW Debug Cell
Excellent idea! Now I just have to find how to use it.