Search found 23 matches
- 31 Jul 2021, 22:17
- Forum: Content Development
- Topic: Anyway to detect if player is lockpicking?
- Replies: 2
- Views: 6048
Re: Anyway to detect if player is lockpicking?
Without some kind of help from LUA you are probably stuck with checking to see if the player or door is playing the lockpicking attempt/success sounds. I don't remember if the sound is played from the player or the door on a lock pick attempt. If it's the door then the script that you have placed on...
- 28 Apr 2021, 02:37
- Forum: General Development
- Topic: Soft Particles
- Replies: 4
- Views: 6403
Re: Soft Particles
Not sure if my vote counts for much but I'd personally really appreciate this as an optional feature. I had not even really thought about the original particles being "hard" but once you pointed it out with those comparison screenshots I cannot unsee how bad they look.
- 04 Mar 2019, 04:15
- Forum: Documentation
- Topic: Armor Rating Formula
- Replies: 0
- Views: 7179
Armor Rating Formula
Hey everyone, I'm not exactly sure where to put this but I wanted to bring attention to the armor rating formula listed here: https://wiki.openmw.org/index.php?title=Research:Combat This is the posted formula: rating = armorBaseRating * armorSkill / iBaseArmorSkill Also this: effectiveRating = Cuira...
- 06 Feb 2019, 03:01
- Forum: Feature Requests and Suggestions
- Topic: "Global" Scripts
- Replies: 3
- Views: 2980
Re: "Global" Scripts
Thank you for the response. It sounds like I'll need to wait a bit more for the LUA system to be put in-place before I can move my mods over.
- 01 Feb 2019, 18:16
- Forum: Feature Requests and Suggestions
- Topic: "Global" Scripts
- Replies: 3
- Views: 2980
"Global" Scripts
Hello all, I was wondering if a feature has yet been added to allow scripts that globally attach to and affect all NPCs/Creatures/Objects/etc. as they spawn in? I'm really wanting to look into re-creating my combat mod, Gratuitous Violence, for OpenMW but it heavily relies on MWSE to seek out and at...
- 31 Aug 2017, 02:09
- Forum: Feature Requests and Suggestions
- Topic: Auto-Update Feature
- Replies: 14
- Views: 10718
Auto-Update Feature
Would there be any chance of an auto-updating feature being added to the launcher? As in when you load up the launcher it can be set to automatically look for, download, and install the latest OpenMW build (Perhaps with a "Nightly Build" option as well) over top of the current build if it ...
- 15 Aug 2017, 02:00
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 89347
Re: OpenGEX as .Nif alternative for OpenMW
+1 from me if that helps to sway the vote any. Nif files are the bane of my existence. I'd be jumping into model development far more often if we had a better file format to work with.
- 01 Aug 2017, 19:58
- Forum: Feature Requests and Suggestions
- Topic: Multiple Sound Files per Sound Record
- Replies: 3
- Views: 2391
Re: Multiple Sound Files per Sound Record
Well that's good to hear. I just put this down on the bug tracker but I may have accidentally forgotten to categorize it as a feature request. :? https://bugs.openmw.org/issues/3979 Hopefully we'll get to see this implemented some day. I know I'd personally find it more than a little useful for the ...
- 31 Jul 2017, 02:12
- Forum: Feature Requests and Suggestions
- Topic: Multiple Sound Files per Sound Record
- Replies: 3
- Views: 2391
Multiple Sound Files per Sound Record
Hey everyone! I've been wanting to jump back into the MW modding scene and was wondering just how hard it would be for someone to tweak the current sound record system in OpenMW-CS to allow for multiple sound file assignments instead of only one per record. I imagined the tweak would also include a ...
- 06 Dec 2015, 04:34
- Forum: Feature Requests and Suggestions
- Topic: Sound Effect Features and Changes
- Replies: 5
- Views: 4214
Re: Sound Effect Features and Changes
https://bugs.openmw.org/issues/3060 Excellent! Thank you for the quick fix. I'll put it to good use as soon as it is available. With headphones you'd ideally use HRTF mixing, which more accurately models the way sound passes around your head from various directions (including above and below) to cr...