Search found 12 matches

by zackogenic
24 May 2020, 13:50
Forum: Support
Topic: Having trouble compiling on Ubuntu 20.04
Replies: 9
Views: 399

Re: Having trouble compiling on Ubuntu 20.04

I installed openscenegraph from that PPA, the only package in the repo for 20.04, and I also installed qtdeclarative5-dev to serve as qt5, and now I get these issues when trying to cmake .. -- Using Qt5 -- Found FFmpeg_AVCODEC 58.54.100 -- Found FFmpeg_AVFORMAT 58.29.100 -- Found FFmpeg_AVUTIL 56.31...
by zackogenic
24 May 2020, 01:20
Forum: Support
Topic: Having trouble compiling on Ubuntu 20.04
Replies: 9
Views: 399

Re: Having trouble compiling on Ubuntu 20.04

What packages do you need in 20.04? I tried the list on https://wiki.openmw.org/index.php?title=Development_Environment_Setup#Ubuntu and 3 packages won't install: E: Package 'libopenscenegraph-3.4-dev' has no installation candidate E: Package 'libqt4-dev' has no installation candidate E: Unable to l...
by zackogenic
18 Apr 2020, 21:45
Forum: Feature Requests and Suggestions
Topic: Support for Black Soul Gems
Replies: 4
Views: 503

Re: Support for Black Soul Gems

Sorry, it really should be up to mods to add black soul gems. Trapping NPC "souls" (which is a concept not present in the current ESM format by the way) is a significant gameplay change. Some legacy mods may rely on the vanilla handling of misc_soulgem_black ID and overriding the behavior of such o...
by zackogenic
17 Apr 2020, 16:45
Forum: Feature Requests and Suggestions
Topic: Support for Black Soul Gems
Replies: 4
Views: 503

Support for Black Soul Gems

Hello, I created the mod "Black Soul Gems" for OpenMW a while ago: https://www.nexusmods.com/morrowind/mods/45902 The scripting in the mod makes it non-feasable to actually use. However, recently I started playing around with the OpenMW source, and have found it's pretty simple to add support for th...
by zackogenic
10 Apr 2020, 22:47
Forum: Mod Compatibility
Topic: Black Soul Gems OpenMW east too much script resources [Untested Solution]
Replies: 13
Views: 2521

Re: Black Soul Gems OpenMW east too much script resources [Untested Solution]

I'm the creator of this crappy mod. Past initial testing I never used it myself either. It really is a gigantic waste of resources. However, I recently got into messing with the OpenMW source. I found a nice way to use black soul gems in a far better way. It requires some additions to the openmw/mwm...
by zackogenic
30 Mar 2019, 01:16
Forum: News
Topic: OpenMW 0.45.0 Released!
Replies: 18
Views: 10498

Re: OpenMW 0.45.0 Released!

This is great!

One little thing, at about 6:00, he mentions how resurrect now works correctly, and he sees mod potential.

I do too!

However, it seems all scripting ceases when the player dies. Is this intentional? Scripts continue in the OG engine after player death it seems.
by zackogenic
07 Aug 2018, 02:55
Forum: Feature Requests and Suggestions
Topic: Allow NPCs to cast Recall and Divine/Almsivi Intervention
Replies: 2
Views: 940

Allow NPCs to cast Recall and Divine/Almsivi Intervention

I changed one line in one file, and built the code, and now NPCs were able to recall to the player's mark, and return to the nearest temple/cult. They do crash the game under certain circumstances. Not sure what it is exactly. "Segmentation fault (core dumped)" is the last line of output in this cas...
by zackogenic
07 Aug 2018, 02:51
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 376
Views: 134401

Re: Elder-scrolls IV Oblivion

That blue thing is just a marker for the spawn point (going through the door is really a teleport to an internal cell). Current code does not filter out editor markers. Also most of the textures do not work properly at this point. I find it really cool you can load newer game's cells, but I find it...
by zackogenic
09 Jun 2018, 06:20
Forum: General Development
Topic: Adding Scripted Spells to OpenMW
Replies: 1
Views: 771

Adding Scripted Spells to OpenMW

I had the idea last night to try adding a primitive form of scripted spells to OpenMW. I would simply use a new or unused magic effect(Like EXTRA SPELL) and, in the code, detect when the magic effect is on an NPC/Creature. Then, it would write to a variable in the stats class(if that would work) cal...
by zackogenic
23 Mar 2016, 10:48
Forum: General
Topic: Cell preloading
Replies: 92
Views: 20720

Re: Cell preloading

Wow, preloading is an amazing feature! It definitely makes loading faster, even on the old laptop I'm using. However, when using my mod: http://www.nexusmods.com/morrowind/mods/43805? Which is a cell that's connected to dozens of cells throughout Morrowind, but only enables one at a time, it destroy...