Search found 113 matches

by mikeprichard
12 Mar 2023, 22:46
Forum: Organisation and Planning
Topic: OpenMW 0.49.0
Replies: 18
Views: 29706

Re: OpenMW 0.49.0

Just looking at git on and off the past few months... I can see 0.48's close though!
by mikeprichard
12 Mar 2023, 15:51
Forum: Organisation and Planning
Topic: OpenMW 0.49.0
Replies: 18
Views: 29706

Re: OpenMW 0.49.0

Yeah, it looks like despite the delays with 0.48, 0.49 is already well on its way (relatively speaking). I see the git issues have blown up to over 800 at this point, but many are only Linux-specific nits (not surprising, given the unholy mess comprising the seemingly infinite Linux flavors). Anyway...
by mikeprichard
11 Mar 2023, 03:10
Forum: Feature Requests and Suggestions
Topic: Tamriel Rebuilt + MorroUI merger?
Replies: 5
Views: 1691

Re: Tamriel Rebuilt + MorroUI merger?

Packaging mods with OpenMW (particularly massive in-development mods like TR), implementing and maintaining options in the launcher/elsewhere to ensure the mod(s) and base OpenMW work flawlessly together, and inevitably ballooning the size of the OpenMW distros as a result would all lead to a huge a...
by mikeprichard
20 Feb 2023, 03:48
Forum: General Modding
Topic: How do I know what sort order to use? What about LOOT?
Replies: 3
Views: 1565

Re: How do I know what sort order to use? What about LOOT?

The modding-openmw.com site is not actively maintained, and has a large amount of obsolete information/links etc. (I used the site's feedback form to report several of the issues, but have received no responses months later, and nothing's been fixed). I'd advise against relying too heavily on the si...
by mikeprichard
13 Feb 2023, 22:00
Forum: General Development
Topic: (Consistent with vanilla, but buggy) - custom spell / skill training costs
Replies: 1
Views: 1263

Re: (Consistent with vanilla, but buggy) - custom spell / skill training costs

UPDATE : I've now tested the above examples on a new character in vanilla with only Tribunal/Bloodmoon loaded (i.e. with no mods), and the OpenMW behavior I saw above is identical to vanilla in all respects. So, these issues are consistent with vanilla, but - at least in the case of the spell cost ...
by mikeprichard
12 Feb 2023, 20:21
Forum: General Development
Topic: (Consistent with vanilla, but buggy) - custom spell / skill training costs
Replies: 1
Views: 1263

(Consistent with vanilla, but buggy) - custom spell / skill training costs

I'm playing on Windows 11 with a very recent dev build (a41cbfb3), and have noticed a couple things which may or may not be bugs. I have a very light mod list, with none of the mods logically impacting these issues ( Patch for Purists, Services Restored, Expansion Delay, Unofficial Morrowind Officia...
by mikeprichard
20 Jan 2023, 17:49
Forum: General
Topic: First time installation
Replies: 5
Views: 2286

Re: First time installation

Possilbe alternatives for a few : [MWSE] State-Based Health-48133-1-3-1626234196 Talrivian's State-Based HP Mod Bit of a necro post, but I thought it relevant to note for others' info that since the mw.modhistory.com site is now apparently dead, Talrivian's State-Based HP Mod (which works flawlessl...
by mikeprichard
15 Jan 2023, 20:13
Forum: Documentation
Topic: Two requests to clarify settings documentation
Replies: 0
Views: 1825

Two requests to clarify settings documentation

First, for those with gitlab permissions to edit the settings documentation (https://openmw.readthedocs.io/en/latest/reference/modding/settings/input.html), please consider clarifying the "toggle sneak" and "always run" setting descriptions on that page to note the specific locat...
by mikeprichard
12 Jan 2023, 12:36
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196712

Re: OpenMW 0.48.0

psi29a wrote: 12 Jan 2023, 08:33 It's a content issue with vanilla assets. It is fixed years ago by a mod. OpenMW has a policy of not touching Bethesda IP content as to protect the project against legal can of worms.
Ah, of course - cheers.
by mikeprichard
12 Jan 2023, 05:10
Forum: Organisation and Planning
Topic: OpenMW 0.48.0
Replies: 307
Views: 196712

Re: OpenMW 0.48.0

That's actually working as intended. The idle animation for that NPC doesn't end in the same place as it starts, so when it loops a few times, they fall off the platform. If we did anything about it in the engine, it would break other things. Instead, you need a patch mod that replaces the relevant...