Hello there!
I'm new here, so firt of all, hello! My name is Michal in RL, and afrer retrying many times Skyrim with different mods I've finally got back to Morrowind - while it has some drawbacks, it is still the best of the series for me.
Trying to reduce some of those drawbacks mentioned, I started to search for fixes and mods and I've found out two things - There is Open Morrowind, and there is Vanilla game patched by CodePatch and some other fixing mods. And here I'm.
Now... While for fixes I suppose I don't need those mods playing Open Morrowind, but I still miss some additional features of CodePatch - You have already implemented such optional feauture like togglable sneak. I find personally Swift Cast also to be very useful in my gameplay.
It would be nice to have this option aviable.
Best wishes!
Swift Cast
Re: Swift Cast
Already requested. Great feature, by the way.
http://bugs.openmw.org/issues/2110
http://bugs.openmw.org/issues/2110
Re: Swift Cast
I managed to get a working prototype of this feature: https://github.com/akortunov/openmw/tree/swiftcasting
This feature is togglable and disabled by default:
This feature is togglable and disabled by default:
Code: Select all
[Game]
swift casting = true
Re: Swift Cast
Very nice implementation, pretty ingenious just replacing the ready magic key to just cast a spell, regardless of state. Only thing I have noticed is that it caused a crash in my game emanating from CharacterController::updateCarriedLeftVisible within apps/openmw/mwmechanics/character.cpp from the line you changed. I think what was happening was a recursive loop, with mWeaponType equaling weaptype, so it just keep calling that function over and over until it crashed. Could be wrong though, but I think that is what caused it, as gdb was showing there was lots of calls to that function. Just thought I would let you know.akortunov wrote: ↑12 Apr 2018, 17:33 I managed to get a working prototype of this feature: https://github.com/akortunov/openmw/tree/swiftcasting
This feature is togglable and disabled by default:Code: Select all
[Game] swift casting = true
Re: Swift Cast
Should be fixed now.
And I suppose this feature needs some refactoring anyway.
Re: Swift Cast
I think that does work, at least I didn't notice any crashing in a minute or two of testing, though one thing that I do notice is that if say you are unarmed and you cast a bound weapon, you will pull an invisible weapon, if you sheath and pull out again it works, but just thought I would let you know.
Re: Swift Cast
Is there any way to test this without compiling OMW on your own?
Re: Swift Cast
This looks amazing. Are you planning on opening a PR?