Search found 619 matches

by akortunov
12 Jan 2020, 17:27
Forum: General
Topic: Possible issue with potion crafting?
Replies: 7
Views: 286

Re: Possible issue with potion crafting?

I do not understand the issue. Both Morrowind and OpenMW use 1 ingredient of selected type per potion. For example, if you have 4 large and 5 small kwama eggs, you can make up to 4 potions (every potion will use 1 small and 1 large egg). If it doesn't, then clearly there is no benefit to using up th...
by akortunov
12 Jan 2020, 09:39
Forum: Content Development
Topic: Can scripts use the Graphic Herbalism/HerbalismSwitch feature?
Replies: 1
Views: 96

Re: Can scripts use the Graphic Herbalism/HerbalismSwitch feature?

is the scripting language still unaware of this feature? Yes, MWScript does not handle it. The main purpose of herbalism feature is to do not mess with scripts (and to do not change a game balance). In theory, you can try to remove a content of container (before calling an Activate command) instead...
by akortunov
11 Jan 2020, 09:45
Forum: Support
Topic: Save files not appearing in launcher
Replies: 4
Views: 194

Re: Save files not appearing in launcher

Please check that you have the savegames in the right place - according to the documents, on Windows it should be in "Documents\My Games\OpenMW\saves", which would typically be something like "C:\Users\Username\Documents\My Games\OpenMW\saves". Make sure that you copied the whole character folder, ...
by akortunov
10 Jan 2020, 12:16
Forum: Mod Compatibility
Topic: Fixes for Uvirith's Legacy
Replies: 28
Views: 9580

Re: Fixes for Uvirith's Legacy

eddie5 wrote:
09 Jan 2020, 22:55
Something must have changed recently about saving/load the scale of objects?
https://github.com/OpenMW/openmw/pull/2635
by akortunov
10 Jan 2020, 12:07
Forum: Support
Topic: Save files not appearing in launcher
Replies: 4
Views: 194

Re: Save files not appearing in launcher

openmw-launcher does not handle saves at all.
by akortunov
03 Jan 2020, 07:10
Forum: General
Topic: Comments on first try
Replies: 13
Views: 648

Re: Comments on first try

Time4Tea wrote:
03 Jan 2020, 04:49
but couldn't it be possible to load up just the structures and larger vegetation for the more distant tiles, without the smaller stuff, creatures, items, etc?
It does not really help.
by akortunov
02 Jan 2020, 10:02
Forum: General
Topic: Compatibility with later BGS games
Replies: 3
Views: 330

Re: Compatibility with later BGS games

Hydrolox wrote:
01 Jan 2020, 13:33
what exactly are the remaining challenges for (usable) support for later BGS games (TES4,TES5,FO3,FNV,FO4)?
The short answer - everything.

Also Capostrophic forgot about UI and game mechanics.
by akortunov
20 Dec 2019, 12:19
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 60
Views: 19355

Re: OpenMW 0.46.0

AON3's seal of approval on OSGoS revision Add a uniform for meshes that are really supposed to be transparent to fix tattered shadows Review elsid's crash fix (?) Fix the terrain performance issue bzzt pointed out, either in a smart way or just merge his fix, maybe do the latter first and the forme...
by akortunov
20 Dec 2019, 11:37
Forum: Mod Compatibility
Topic: carried lights without models
Replies: 1
Views: 143

Re: carried lights without models

Use bugtracker instead - such topics on forum usually got buried by new topics quite fast.

As for "invisible" torches, I am pretty sure that it is just a bug in assets - mod's author just forgot to assign the mesh.
by akortunov
19 Dec 2019, 12:24
Forum: Support
Topic: Having issue building latest nightly build
Replies: 3
Views: 211

Re: Having issue building latest nightly build

There was an error in esmtool (not in editor). Try again.