Search found 70 matches
- 25 May 2023, 10:00
- Forum: General Modding
- Topic: Level Cap Removal/skills over 100 in 0.48+
- Replies: 5
- Views: 1081
Re: Level Cap Removal/skills over 100 in 0.48+
The method of adding permanent fortify skill / stat spells to allow going over 100 has been in use as long a go as 2004 and works with the original engine. I am fuzzy on the details, so do correct me here, but what I had in mind was that, and here I am quoting the openmw modding site as the only GC...
- 21 May 2023, 14:22
- Forum: General Modding
- Topic: Level Cap Removal/skills over 100 in 0.48+
- Replies: 5
- Views: 1081
Re: Level Cap Removal/skills over 100 in 0.48+
As far as I know, level caps have not been de-hardcoded in 0.48; on the other hand, there is an nGCD version for it, using the new lua functionality introduced in 0.48, that works around these limits by adding fortify effects -- can be found in the openmw modding guide.
- 25 Mar 2023, 15:51
- Forum: General Modding
- Topic: openmw-lua in v0.48
- Replies: 1
- Views: 1063
openmw-lua in v0.48
The public release of openmw v0.48 is near (I think), and with it, openmw-lua. So I would like to ask a few questions as to what is possible to do with this version (and not say, using the development 0.49 branch). The mods I would like to write, are balance-type mods; in general, they would be run-...
- 12 May 2022, 13:48
- Forum: Feature Requests and Suggestions
- Topic: All Melee Weapons able to have one and two handed options?
- Replies: 1
- Views: 1207
Re: All Melee Weapons able to have one and two handed options?
Not a dev, but this falls squarely on the content side, that is, it can be done with a mod and once Lua is in shape, most of the (non-graphical) drudgery of making 1-handed versions of 2-handed weapons can be programmed away.
- 01 May 2022, 14:07
- Forum: Support
- Topic: What are the ideal graphics settings for my setup ?
- Replies: 4
- Views: 2039
Re: What are the ideal graphics settings for my setup ?
Not an answer to your query, but better to post list of mods you use, including graphics replacers, as those things can have a dramatic impact. If your computer specs are low and you go to mainland Ebonhert (from Tamriel Rebuilt) you *will* get a significant fps drop.
- 03 Apr 2022, 11:40
- Forum: News
- Topic: OpenMW Roadmap Update
- Replies: 14
- Views: 18132
Re: OpenMW Roadmap Update
I have to say I am sorely disappointed by this announcement. It was my understanding that the likes of Baldur's Gate was not sufficiently classical and that the engine was veering to support even-more-fully-completely-classical games like Mine Sweeper. I am so definitely going to fork the project.
- 03 Dec 2021, 15:18
- Forum: Support
- Topic: OpenMW V.0.47 with Morrowind Rebirth?
- Replies: 1
- Views: 3029
Re: OpenMW V.0.47 with Morrowind Rebirth?
Anyone knows if I can also use Morrowind Rebirth together with OpenMW & TR ? There should be no problems with Rebirth and OpenMW. However, there are some incompatibilities between Rebirth and TR; these consist in edited meshes that might make some terrain in TR mainland funky (e.g. cave entranc...
- 03 Aug 2021, 11:09
- Forum: Support
- Topic: Mods with multiple plugins?
- Replies: 5
- Views: 2526
Re: Mods with multiple plugins?
What i would like to know if how i should handle this mod that comes with a master plugin (Solstheim Tomb of The Snow Prince.esm) and several smaller plugins (TOTSP TD Content Integration - Spiders.esp) and (TOTSP TD Content Integration.esp) in the same folder. Are the esps to be put in the same fo...
- 22 Feb 2021, 15:53
- Forum: Organisation and Planning
- Topic: Quickloot and MorroUI
- Replies: 3
- Views: 11422
Re: Quickloot and MorroUI
Quick answer, until someone more qualified comes in, with better and more accurate info: too early. Until the LUA Api is merged in, the chance of getting this in OpenMW is close to nil and even then it *may* take some non-trivial amount of work, but how much will depend on the stable API and how wel...
- 19 Nov 2020, 11:41
- Forum: Support
- Topic: Lightning Shield and Absorb
- Replies: 3
- Views: 2610
Re: Lightning Shield and Absorb
It is my understanding that the tooltips for the magic effects are read directly from the game's data files, so this is more of a content problem than an engine problem.