Search found 14 matches
- 28 Jun 2019, 19:35
- Forum: General
- Topic: The Friendly Neighborhood Systems Analyst Asks: Please Take this Survey!
- Replies: 29
- Views: 16118
Re: The Friendly Neighborhood Systems Analyst Asks: Please Take this Survey!
1. Are you also interested in utilizing OpenMW as an engine for your own game project? If yes, please describe what you have in mind, and what mechanics you feel you need to add,remove, or alter in the engine, or alternatively, how would you manage to adapt to your setting as is? No. 2. If you're h...
- 18 Apr 2019, 23:26
- Forum: Organisation and Planning
- Topic: Post 1.0 Plans
- Replies: 91
- Views: 110908
Re: Post 1.0 Plans
1- Some people like more immersive, minimalist interfaces, while others prefer more complex, informative ones. Different people like different kinds of UI. An highly customizable UI would allow for both persons to have their needs met. 2- No access to UI modification doesn't necessarily lead to mods...
- 31 Jul 2018, 22:20
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
Who said you have to? The quick key method would still allow for instant-use potions, no questions asked upon pressing it, and dragging the potion onto the paperdoll will drink it, no questions asked. Absolutely no change there from how it is currently. Similarly, the quick key could be set to inst...
- 31 Jul 2018, 16:29
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
This is one of the cases where my preference for a fully-programmable GUI (which I don't think I've mentioned before) wins out over having things get pre-designed in-engine and just get reskinned by game data. [...] I basically agree with what you say. I'm not sure I agree. If you want an in-depth ...
- 30 Jul 2018, 21:11
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
I'm not going to quote point by point, otherwise it start to become a mess. - I personally believe that if you can't simply use the various potions/poisons from a quick-key and without having to go through a menu, you have a bad system. - Using the equippable TESO mode the creator of this thread sug...
- 29 Jul 2018, 18:23
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
Perhaps something a bit more flexible. Rather than treating potions and poisons differently [...] The issue become one of usability. Do you really want to go through a menu every time you use a potion? * 2: throwing allowed for all potions How does the game determinate if the player wants to drink ...
- 28 Jul 2018, 22:25
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
Im in favor of leaving this mechanic configurable through mods. OpenMW should focus on being able to provide more flexibility in modding. Of course, the foundation is already laid, but let the little things be decided by modders. such as being able to apply even positive effects on weapons, and tre...
- 27 Jul 2018, 17:59
- Forum: General Development
- Topic: Poisons mechanics in OpenMW
- Replies: 28
- Views: 16904
Re: Poisons mechanics in OpenMW
Shouldn't stuff like this better be left to mods? It seems an odd thing to be in the base game, especially since it greatly change one of the mechanics of the game in a way that is not necessarily a strict, objective improvement, but instead a different take on the mechanic. See also how BTB's Game ...
- 06 Jul 2018, 19:53
- Forum: Feature Requests and Suggestions
- Topic: A Variety of Suggestions
- Replies: 5
- Views: 4012
Re: A Variety of Suggestions
https://www.youtube.com/watch?v=6AfYltej0qI Thant's cool. To know knowledge, notes work in OpenMW the same way they do in Vanilla, I've been using them since that was implemented in OpenMW. If you can show a use case where they don't behave the same, please document it for us. You're not wrong, it'...
- 05 Jul 2018, 17:35
- Forum: Feature Requests and Suggestions
- Topic: A Variety of Suggestions
- Replies: 5
- Views: 4012
A Variety of Suggestions
I've been replaying Morrowind and I do have few suggestions. 1- In vanilla the inventory is separated into [All] [Weapons] [Apparel] [Magic] [Misc]. I wish there were more categories, namely [Books] [Scroll] [Potions] [Ingredients] [Tools] [Keys]. Also allow to select multiple categories by pressing...