Brokem Scripts

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Brokem Scripts

Post by Zini »

Recent discussion on the forum reminded me that we might have a lot of collective knowledge about the state of scripts in the three default esms. I would like to tap into that.

In particular I am interested in a list of scripts in these 3 esms that do not work. That means either scripts that are not used at all or that are in use and fail in some way to do what they were supposed to do. Currently I am implementing workarounds for all kinds of crap and it is entirely possible, that I am "fixing" stuff, that isn't supposed to work in the first place. I would like to avoid that, because many of these workarounds are nasty.
User avatar
sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Brokem Scripts

Post by sirherrbatka »

I'm afraid that you may overestimate us.

I propose to create list of scripts that refuse to work with the OpenMW and ask morrowind modding community to test those scripts on morrowind.
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Brokem Scripts

Post by Zini »

Making a complete list of non-working scripts would be pointless right now, since there are still a lot of missing functions and instructions and also a few bugs in OpenMW. However there are some scripts I would like to be checked out.

Anyone know anything about the script vedeleaFollow? Is it used? Does it work at all?

And also: treelivescript. Anyone got anything about that one?
rot0r
Posts: 4
Joined: 01 Aug 2013, 05:38

Re: Brokem Scripts

Post by rot0r »

vedeleaFollow is used and works. Generally speaking, it seems Elseif or Else statements with no corresponding If will still compile and be interpreted respectively as an If (like so:) or as no condition at all

Code: Select all

Begin rotest

short poop

if ( poop == 0 )
	set poop to 1
	messagebox, "poop set to 1"
elseif ( poop == 1 )
	set poop to 2
	messagebox, "poop set to 2"
endif

	elseif ( poop == 1 )	;this is a new If loop
		set poop to 3
		messagebox, "poop set to 3"
	endif
endif	;more endifs do not cause issues

End

On treelivescript, quoting IRC:
<@arvisrend> treelivescript and treedeadscript are half-working
<@arvisrend> the MCP 1.6.5d fixes the latter two
User avatar
sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Brokem Scripts

Post by sirherrbatka »

Thanks rot ;-)
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Brokem Scripts

Post by Zini »

Yeah. Thanks! And now, someone please shoot me.
User avatar
sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Brokem Scripts

Post by sirherrbatka »

We don't have rocket launcher to do any harm to you, so let's skip shooting part ;-)
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Brokem Scripts

Post by Zini »

Okay, that is "fixed". Do we have any more details on treelivescript? To what degree do we need to get it working?
User avatar
Zini
Posts: 5538
Joined: 06 Aug 2011, 15:16

Re: Brokem Scripts

Post by Zini »

And do we have something about the script museum ?

Edit: And mockchangescript? Help, this is getting worse by the minute.

Edit 2: And matchmakegoval. Getting really frustrated with this crap.

Edit 3: Our wiki flags ModResistX instructions as removed (as in: we don't need to replicate them). That looks wrong, because I find some of them in the scripts.

Edit 4: And another one: ahnianote. I am starting to wonder how Morrowind.esm can work at all.
EvilEye
Posts: 33
Joined: 12 Feb 2014, 13:45
Gitlab profile: https://gitlab.com/Assumeru

Re: Brokem Scripts

Post by EvilEye »

Museum (Museum RobeLich) isn't used, there's a MuseumRobeLich that is.
MockChangeScript isn't used I think. WereChangeScript is an almost exact copy without the messagebox spam.
MatchMakeGoval is used, what's the problem with it?
ModResistX definitely works and is used. (Tested with a spriggan.)
AhniaNote is used.
Post Reply