Search found 27 matches
- 16 Oct 2015, 03:14
- Forum: Feature Requests and Suggestions
- Topic: NPCs and Locked Doors
- Replies: 11
- Views: 7292
Re: NPCs and Locked Doors
I'm not sure this is a good option because it will open door that the PC couldn't open on his own. It is a potential downside, but it would happen rarely, and most likely wouldn't be possible in your example, because none of the guard NPCs would have a lockpick and/or good Security skill, neither w...
- 26 Sep 2015, 01:27
- Forum: Feature Requests and Suggestions
- Topic: Option to turn off enemy health bar?
- Replies: 2
- Views: 3285
Re: Option to turn off enemy health bar?
Would definitely be a good option to have. It's a project goal to support this kind of thing that couldn't have been easily provided before, even if it's little. Nothing bad in rolling this into a cfg setting (possibly a GMST in the future?!). Could also have more settings for it in the future, such...
- 26 Sep 2015, 01:19
- Forum: General
- Topic: Amulet of shawdows too OP
- Replies: 10
- Views: 5988
Re: Amulet of shawdows too OP
Quick facts: -This isn't particularly relevant to the OpenMW project. Was kinda surprised to see this thread here, but maybe it fits. -Yes, this item is grossly unbalanced as well as very accessible and easy to get. -The powerful Chameleon effect itself is too common (in good magnitudes) and easy to...
- 20 Jun 2015, 16:34
- Forum: Feature Requests and Suggestions
- Topic: Implementing NPC schedules
- Replies: 5
- Views: 5135
Re: Implementing NPC schedules
Actually, no. In one way or the other we will add a framework for NPC schedules to OpenMW. Doing schedules with scripts only (mod) is too much of a pain in the arse. Yeah. It's very messy. Knowing that, I created this thread. But we need to figure out an approach that is sufficiently configurable t...
- 13 Jun 2015, 21:15
- Forum: Feature Requests and Suggestions
- Topic: Implementing NPC schedules
- Replies: 5
- Views: 5135
Implementing NPC schedules
Has there been planning of this feature? It definitely seems to be a thing that should warrant discussion. Especially when approaching 1.0, as work on features like this is supposed to start after that release. As would be expected, OpenMW should offer the ability to add NPC schedules in a more nati...
- 13 Jun 2015, 19:26
- Forum: General
- Topic: setting local variables in the console
- Replies: 7
- Views: 3731
Re: setting local variables in the console
Just to make certain that you're aware, you could use a timer (seconds counter) or a frame counter to prevent the MessageBox from appearing every frame (having it appear periodically, instead). It should be far more convenient than a doOnce flag in many debugging situations. When dealing with a glob...
- 13 Jun 2015, 19:19
- Forum: General
- Topic: Misplaced wildlife
- Replies: 17
- Views: 9010
Re: Misplaced wildlife
One sneaked up on my while I was resting on the top of the lighthouse in Seyda Neen, together with its mudcrab buddy :mrgreen: It's entirely normal (happens in vanilla engine) that creatures will appear in odd positions when they interrupt your resting . That's because they're simply spawned next t...
- 10 Jun 2015, 00:56
- Forum: News
- Topic: OpenSceneGraph port now playable
- Replies: 88
- Views: 80714
Re: OpenSceneGraph port now playable
Great post and amazing improvements! :D That UI scaling trick and its screenshot aren't too attractive in a news post, but whatever (I guess it would be better if clarified by simply sticking in the word "temporary"). The post is well-made. Just my $0.02 on the goals for 1.0: I'd totally w...
- 06 Jun 2015, 15:45
- Forum: General Development
- Topic: Grey out read dialogue topics
- Replies: 29
- Views: 18695
Re: Grey out read dialogue topics
I think that is an entirely subjective metric. Not quite. What's subjective is the approach you think is best, i.e. graying out all clicked topics or only some, based upon the consistent criteria. Sometimes people need to go through old responses because they forgot something, or didn't notice some...
- 03 Jun 2015, 15:25
- Forum: General Development
- Topic: Grey out read dialogue topics
- Replies: 29
- Views: 18695
Re: Grey out read dialogue topics
But that is the purpose, to let you know that you've got the dialog response before. The purpose for this, as I take it, is to signal to the player that the topic (more specifically dialog response) is "no longer relevant" or "stale" (for lack of a better word), or there is &quo...