Search found 45 matches

by Envy123
08 Dec 2017, 14:50
Forum: News
Topic: OpenMW 0.43.0 Released!
Replies: 24
Views: 32094

Re: OpenMW 0.43.0 Released!

Actors no longer try to speak underwater (#3851) From the video (correct me if I'm wrong), it seems like you cannot speak to NPCs underwater anymore, no matter what? If so, I used that vanilla "bug" in a mod of mine (Desert Region 2, in fact) and as a precautionary measure, I made a compa...
by Envy123
13 Oct 2016, 11:42
Forum: Feature Requests and Suggestions
Topic: Dialogue between 2 or more characters
Replies: 4
Views: 3627

Dialogue between 2 or more characters

Currently, I'm doing this for a mod of mine: Speaker A: foo Speaker B: bar Speaker A: hello However, it does look a bit clumsy and Talky Morrowind outputs the entire conversation as the original speaker only. Would it be possible for OpenMW to allow unvoiced conversations between 2 characters as wel...
by Envy123
18 Jan 2016, 18:11
Forum: Feature Requests and Suggestions
Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
Replies: 442
Views: 323440

Re: Elder-scrolls IV Oblivion

Wow.

Next thing I know, there would be screenshots of rendering a scene from Fallout 3, NV and Fallout 4. :)
by Envy123
08 Jan 2016, 14:35
Forum: Feature Requests and Suggestions
Topic: OpenMW support for other games: Oblivion, Skyrim, Fallout and more
Replies: 442
Views: 323440

Re: Elder-scrolls IV Oblivion

zilav has successfully ported most of Oblivion to the Skyrim engine and he managed to replace the SpeedTrees with vanilla placeholder trees. Maybe he would know how to get placeholder trees to show up in the same places?
by Envy123
27 Dec 2015, 12:40
Forum: General
Topic: Creating a new IP
Replies: 16
Views: 9012

Re: Creating a new IP

I was tempted to use OpenMW for my own commercial game but the artists and programmers I spoke to, said it would take 6+ years for them to make 2 small islands in the engine. :o

I really like the horsepower of UE4 but I also really like the OpenMW RPG system. Decisions, decisions...
by Envy123
06 Aug 2015, 19:43
Forum: General Development
Topic: [post-1.0] Scripting enhancemnts
Replies: 88
Views: 50844

Re: [post-1.0] Scripting enhancemnts

That has nothing to do with scripting. Currently the content file format does not contain a flag for instance (reference) enable/disable. Adding one is an option post 1.0. Not for performance reasons though (that should hardly matter), but for improving the content development process. Well, it doe...
by Envy123
06 Aug 2015, 12:00
Forum: General Development
Topic: [post-1.0] Scripting enhancemnts
Replies: 88
Views: 50844

Re: [post-1.0] Scripting enhancemnts

In later TES games, any object can have their own references and they can be set Initially Disabled. This is much more performance friendly than having a start up script disabling the references.

Would it be possible to have this, post 1.0?
by Envy123
17 Jul 2015, 10:36
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

In the ReadMe.txt files in the AoA v1.1 update it talks about the content. It talks about: Psycho Dog Studios = Better Bodies among other things of course. I was under the impression when I talked with Travis, Clone Gaming Studios, asked permission to use everything. That doesn't mean that the 3rd-...
by Envy123
12 Jul 2015, 19:08
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

However, there is a certain number of side quests with very minor characters which I would gladly license under CC-BY-SA because the characters belong to Travis and I have no use for those characters even if they were mine. Those could be put into AOA without a hitch. Some quests, though, need modi...
by Envy123
12 Jul 2015, 13:13
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

To be clear, DR2 is currently out-of-scope for me. We should split that off into an another thread, as that has a ton of work before it would be free of Bethesda's IP. In addition to that, you would have to contact all the people who worked on DR2 to ask their permission to CC-BY-NC-SA their contri...