Search found 230 matches
Interesting. Now that we know which file it was, I'm going to go check what all changes it makes and report back with an edit to this post. Then we can figure out exactly what the problem was. The answer is probably that we directed you to the wrong thing to edit in the mod file, so I'd like to see ...
If you want to find the culprit without disabling a bunch of mods and messing with your load order (if it's really large, for example), making a mod like DestinedToDie said, specifically with the relevant GMST "modified" but set to default anyway (in other words, change it, then manually s...
- 14 Jun 2021, 03:02
- Forum: Support
- Topic: Only official ESMs loading [Solved]
- Replies: 14
- Views: 1107
The content file section of the cfg doesn't have quotes around the plugin names, and the first one after the official ESMs has a space in its name. Could that be the problem? Because based on the log, it's loading the directories, but not the files, despite the files being listed in the proper place...
If you want my best guess at the possible problems, it may well have to do with directing OpenMW to a modded installation. All the mods that are in the install where you directed OpenMW are there for OpenMW as well, and if you've got any poorly optimized graphics mods, those will definitely cause a ...
- 19 Oct 2020, 22:47
- Forum: Mod Compatibility
- Topic: Weapons not hitting (Solved: caused by boots of blinding speed)
- Replies: 4
- Views: 2170
I am not 100% confident in this, however: it's the Boots of Blinding Speed. Not sure what it is, sure isn't a problem on Xbox. I was in Ebonheart, and was in the process of getting the Glass Jinkblade. I put the Boots on between where I came from and Ebonheart (no combat in between). I got in the c...
- 19 Oct 2020, 22:41
- Forum: Off Topic
- Topic: Accuracy of various UESP hints/tips pages, using OpenMW and Patch for Purists
- Replies: 6
- Views: 2467
Patch for Purists specifically avoids changing anything that might be considered a rebalance instead of a bugfix, so it shouldn't interfere with anything there. OpenMW itself only changes the engine side of things, not the content file side, so the Drain Intelligence and Drain Skill exploits are the...
Pretty sure it got outright reverted, not that it only fixed some of them. This has been a problem for quite a while, and is related to how OpenMW handles collision. It's massively annoying, and there isn't even any possible workaround, because of autogenerated collision meshes that seem to show up ...
- 02 May 2020, 05:27
- Forum: Content Development
- Topic: How to create a new NPC using only the OpenMW-CS?
- Replies: 2
- Views: 1934
Open an Objects window (under World), then right click and select Add Record. Select NPC from the dropdown menu, give it an ID, and hit Create.
- 02 May 2020, 05:05
- Forum: Feature Requests and Suggestions
- Topic: Spellmaking and Enchanting: factor harmful effects as negative
- Replies: 11
- Views: 4520
This does make me think of something else, however: for this to work, I think you'd need it to only apply when the range and area parameters for the effects are the same. Otherwise you could abuse this to make kinda broken spells. For example, you'd be able to make the Blind effect have an area of ...
Nice to hear. :) The missing spell must have been one of the starting spells the game grants you for choosing magic schools as major (or minor?) skills. I suspect that you replaced a major magic skill with another skill and, consequently, lost the spell. Any spells that you bought/made get removed ...