[TC] - Arktwendt

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TheMechanist
Posts: 49
Joined: 10 Jan 2014, 22:08

[TC] - Arktwendt

Post by TheMechanist » 18 Dec 2016, 01:17

I' currently testing how well the TC Arktwendt (German Version) ist supported by OpenMW.
In theory everything should work fine. The mod has an optional dependency on MWE but it is loaded in an additional ESM.

To replicate do the following:

Get OpenMW 0.41 RC3
Get Arktwendt (German Version) and the patch to 2.0.15 here: http://sureai.net/games/arktwend/#Download
Install to an clean MW installation folder (best to name it Arktwend)
Run the Installation Wizard of OpenMW and add the new folder
Choose the ESM and the patch files
Play

Currently the game loads, all videos and everything but sitting animations are not played correctly.
However soon after the game starts a game breaking bug kills the game:
You can't take the ring since you have no inventory (and the character creation appears doubled)

First very quick and uninformed look in OpenCS with the Verify funtion shows three main bug reasons:

- OpenMW does not support Umlaute (ä,ö,ü) in any names which produces a wholesome of errors
- Many resources seem to be missing from the mod
- A diversity of scripting errors. At least one is related to the game breaking in the beginning: http://imgur.com/a/uM3N6

I would like to use this thread for error searching base. So please consider this a WIP

Chris
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Joined: 04 Sep 2011, 08:33

Re: [TC] - Arktwendt

Post by Chris » 18 Dec 2016, 04:31

Is the Morrowind version you're using also German? Given that Morrowind uses separate code pages for different languages, it may have trouble recognizing Umlaute characters if it's not using the correct code page. I believe also, because of the way Morrowind is set up, localized versions use different names for certain records and resources. So if the mod is made for the German version of Morrowind, it likely won't work with the English version.

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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: [TC] - Arktwendt

Post by Amenophis » 18 Dec 2016, 13:31

Another suggestions: JohnMoonsugar has translated the mod to English, fixed many bugs and updated the meshes. I've tried Arktwendt with OpenMW and passed the ring part without problems and could save after certain point of the story. I've found some animation bugs too but it was almost 1 year ago, need to test again.
http://www.nexusmods.com/morrowind/mods/29239/?
http://www.nexusmods.com/morrowind/mods/28293/?

Of course, if your Morrowind is in German, Chris suggestion is the way to go: go to OpenMW settings tab on the launcher and select the German language.
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

TheMechanist
Posts: 49
Joined: 10 Jan 2014, 22:08

Re: [TC] - Arktwendt

Post by TheMechanist » 18 Dec 2016, 16:53

Chris wrote:Is the Morrowind version you're using also German? Given that Morrowind uses separate code pages for different languages, it may have trouble recognizing Umlaute characters if it's not using the correct code page. I believe also, because of the way Morrowind is set up, localized versions use different names for certain records and resources. So if the mod is made for the German version of Morrowind, it likely won't work with the English version.
I'm using the German settings. For the installation I have used English game files. But apart from English sound files for greetings and stuff everything should work fine since Morrowind.esm is not activated.

I will give the English version a try.

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DestinedToDie
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Re: [TC] - Arktwendt

Post by DestinedToDie » 19 Dec 2016, 12:03

I actually played Arktwendt successfully on OpenMW without the MWSE and got up to the point where you are in a cell and fall asleep to have a dream about houses burning down. That's when it crashed for me.

The total conversion probably needs some reworking.

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Atahualpa
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Re: [TC] - Arktwendt

Post by Atahualpa » 20 Dec 2016, 12:31

DestinedToDie wrote:The total conversion probably needs some reworking.
Arktwend has been buggy since the very first day -- which is, of course, only partially the fault of SureAI. I guess the development team was aware of each and every engine limitation at the end. Given the age of the TC, the release of TCs for other TES games, and plans regarding a more commercial direction, an Arktwend overhaul is quite unlikely to happen. -- Unless they allowed others to continue the work.
Last edited by Atahualpa on 20 Dec 2016, 14:34, edited 1 time in total.

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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: [TC] - Arktwendt

Post by Amenophis » 20 Dec 2016, 14:29

Actually, JohnMoonsugar did some work here:
http://www.nexusmods.com/morrowind/mods/28293/?
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

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Atahualpa
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Joined: 09 Feb 2016, 20:03

Re: [TC] - Arktwendt

Post by Atahualpa » 20 Dec 2016, 14:36

Amenophis wrote:Actually, JohnMoonsugar did some work here:
http://www.nexusmods.com/morrowind/mods/28293/?
Alas, it looks quite abandoned to me. Any experiences using that mod?

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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: [TC] - Arktwendt

Post by Amenophis » 20 Dec 2016, 14:54

Not much. Only started with it and not advanced into the story until the
Spoiler: Show
My fixes and tweaks on vanilla and modded quests for Morrowind.
http://www.nexusmods.com/morrowind/mods/43107/?

TheMechanist
Posts: 49
Joined: 10 Jan 2014, 22:08

Re: [TC] - Arktwendt

Post by TheMechanist » 11 Feb 2017, 23:41

Amenophis wrote:Not much. Only started with it and not advanced into the story until the
Spoiler: Show
Just as a quick update: I happen to have the same crash. Currently I'm not able to find out why sadly due my limited debugging abilities :roll:

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