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@scrawl I'll have a look at that.
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Maybe the "best" fix would be for OpenMW to throw an error indicating that the script in the plugin is bad, and needs to be fixed? So then when OpenMW quits the user knows that the plugin is at fault?Zini wrote:I am not sure how to handle this situation.
True true. Was just thinking it might be a help for mod creators who have unknowingly written bad scripts that vanilla was happy with.Zini wrote:@raevol: Maybe. Not overly excited about the idea, because it require the record data structures with data of limited value.
I am not convinced that such a thing exists. We are replicating most of the idiosyncrasies of vanilla MW rather precisely. Of course it is possible that I am just overly optimistic here.By 'never going to work' I meant the scripts that were written by modders who are no longer active and were using some esoteric code exploits in Bethesda's code that does not work in OpenMW.