Search found 704 matches

by Capostrophic
29 Dec 2020, 14:48
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 81
Views: 13033

Re: Lua scripting in OpenMW

The drawback is that if we ever decide to change scripting language (e.g. to Python) we will need rewrite the whole game mechanics again. That's not an actual drawback, we'd have to rewrite the game mechanics for a new scripting language either way. I always assumed we'd replace relevant C++ parts ...
by Capostrophic
11 Dec 2020, 10:21
Forum: General Development
Topic: Distant Land: where to next?
Replies: 22
Views: 3107

Re: Distant Land: where to next?

And we slowly come to static paging with different files in different data format, as in MGE...
You imply we should stick to one format, but this still doesn't mean NIF format should be used. It's not really a representation of OpenMW's scene graph.
by Capostrophic
11 Dec 2020, 06:05
Forum: Documentation
Topic: Reference for .omwsave?
Replies: 2
Views: 464

Re: Reference for .omwsave?

There's no documentation other than the source code.
by Capostrophic
05 Dec 2020, 13:14
Forum: General
Topic: Bow enchanting is broken
Replies: 2
Views: 418

Re: Bow enchanting is broken

This behavior is intentional (it replicates the vanilla behavior), you're not supposed to enchant the bow on-strike, you need to enchant the arrows instead. Edit: ok, well, specifically disallowing you to enchant bows is a fix from MCP, but ranged weapon on-strike enchantments don't work in vanilla ...
by Capostrophic
28 Nov 2020, 10:22
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 129
Views: 43693

Re: OpenGEX as .Nif alternative for OpenMW

These are animation text keys, they define the sounds playing during the animation and animation group bounds (the beginning and the end of the entire animation and the beginning and the end of their looped part).
by Capostrophic
18 Nov 2020, 20:58
Forum: General
Topic: Fallout : New Vegas ?!?
Replies: 3
Views: 1279

Re: Fallout : New Vegas ?!?

The changelog entry means that OpenMW 0.46.0 can load Bethesda format archives packed with tools that use the formats that these games (FO3, FNV, TES4, TES5) use. It absolutely does not mean it can run the models (sometimes textures) or content files of these games. 0.47.0 will support Skyrim SE arc...
by Capostrophic
21 Oct 2020, 20:38
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 425
Views: 178721

Re: Elder-scrolls IV Oblivion

Skyrim SE BSA support has been added to the upstream code. It's not much but it's something that goes beyond what cc9cii implemented in his branch.
by Capostrophic
11 Oct 2020, 13:39
Forum: Mod Compatibility
Topic: Flies
Replies: 3
Views: 1788

Re: Flies

Keep in mind it's no longer necessary in the current builds of 0.47.0, the subsequent release.
by Capostrophic
06 Oct 2020, 01:08
Forum: General
Topic: Maybe a bug around luck...
Replies: 2
Views: 902

Re: Maybe a bug around luck...

Luck is being considered for projectile hits as well. Hit chance calculation is shared between ranged and melee combat. Blame the RNG for your victories.