#652: GMST Verifier

Involved development of the OpenMW construction set.
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Zini
Posts: 5134
Joined: 06 Aug 2011, 15:16

Re: #652: GMST Verifier

Post by Zini » 03 Jan 2014, 20:57

Wouldn't it be easier to just treat anything with the VFX_ prefix that way? There may be currently unused VFX_ records (not referenced by any magic effect). They should not produce an error message.

Anyway, the magic effect table isn't implemented yet. Magic effect records are dropped on loading.

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sirherrbatka
Posts: 2121
Joined: 07 Aug 2011, 17:21

Re: #652: GMST Verifier

Post by sirherrbatka » 03 Jan 2014, 21:08

I tried that, actually. This works, however is is clearly not any ideal solution, since (as Scrawl stated) only few VFX are hardcoded, while the rest is specified by the effect. I don't think that it is illegal to create magic bolt without VFX_ named effect. In fact there is "shield_bolt" that seems to be a yet another magical bolt but without VFX prefix in id.

It seems that right now I can't do anything better than just hardcode morrowind.esm specific ids, so I will do excatly this.

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