Search found 471 matches

by Capostrophic
16 Jan 2019, 14:00
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

SothaInnerPuzzleLever1/4 scripts will compile fine in master now. Two remaining issues I'm aware of: Rogue quote in sotha_hangspeak makes parser think the following part with forcegreeting is not an explicit reference call (and it must be to work), so without this script the whole Reconstruction que...
by Capostrophic
13 Jan 2019, 22:48
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

I've just fixed the problem with GetStandingPC locally, collision map wasn't updated immediately upon a positioncell call if the cell hadn't changed so GetStandingPC returned 1 even though the player has already been teleported to the hall and doesn't stand on the scripted pipe anymore. So only the ...
by Capostrophic
11 Jan 2019, 17:45
Forum: Feature Requests and Suggestions
Topic: Elder-scrolls IV Oblivion
Replies: 263
Views: 77089

Re: Elder-scrolls IV Oblivion

Exactly.
by Capostrophic
10 Jan 2019, 14:01
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 8503

Re: Hey let's switch away from bullet to anything else (discussion)

Cylinders had significantly worse performance in testing for whatever reason.
by Capostrophic
09 Jan 2019, 23:20
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 7
Views: 230

Re: Illuminated Order

I don't think that the player's clone is some kind of an exception in Morrowind. Rather all instances of the same object are really clones of each other synchronized until the state of a specific instance changes in a... different way (like containers described here), then it updates separately.
by Capostrophic
07 Jan 2019, 22:02
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

Our next frontier is SSE scripts compiling without user intervention. :D Ok, so SSE uses single-line else if which OpenMW doesn't handle as elseif, this breaks Interiors of Illusion Magnus_getLight script compilation and pipe fall script compilation. I have a PR up that should fix that. sotha_famerc...
by Capostrophic
07 Jan 2019, 14:07
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

You should be able to pass the Interiors of Illusion maze without issues when using the latest code now.

And now Legs of Seht are also fixed.
by Capostrophic
06 Jan 2019, 01:53
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

Music that was forced by StreamMusic doesn't seem to loop to me on its own in Morrowind, the mod is supposed to loop it manually by putting a timer with the same duration as the track it streams. Seems that OpenMW-CS resaving broke the AI data of atronachs, it's valid in the original plugin. Probabl...
by Capostrophic
05 Jan 2019, 17:06
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

There are two problems with Interiors of Illusion: 1) Since non-actor objects don't have a magic effect list, GetSpellEffects fails on them, but since the lighting rods share the script with the flame atronachs there, the script isn't executed for the atronachs either, which leads to the platforms i...
by Capostrophic
05 Jan 2019, 14:53
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 30
Views: 5717

Re: Sotha Sil Expanded

I didn't test but this PR should resolve the issue with the boots. I'm sure we'd all appreciate if someone could test them - using an AppVeyor build artifact on Windows or building a branch with the PR applied manually elsewhere. Edit: ok, did that myself, the boots that are not actually boots work ...