Search found 146 matches
- 02 Jan 2021, 15:56
- Forum: General Development
- Topic: Lua scripting in OpenMW
- Replies: 81
- Views: 12367
There were some talks about adding Python scripting to OpenMW-CS, which personally I find a bit weird since we do seem somewhat commited with the Lua API for the main game. That's for automating OpenMW-CS itself, e.g., bulk creating/editing objects. Many popular tools, such as Blender and GIMP, hav...
- 26 Jun 2020, 16:50
- Forum: Organisation and Planning
- Topic: OpenMW Daily Build PPA
- Replies: 44
- Views: 22525
Had to install Qt 5.12 manually on my 18.04 in order to build from source. Wanted at first to build Qt from source (a FreeBSD ports habit), but after 1hr and 30 Gb decided it ain't worth it, lel.
Speaking of Morrowind Optimization Patch...
I assume, this is that LOD thing?MGE XE Addon:
This module provides dedicated meshes for distant land generation meant to be used with MGE XE. This module will not work with OpenMW and replacers.
To the east of Ald Mirathi there's a multiple level waterfall, which don't look like a waterfall at all to me (at least, in OpenMW, haven't tried vanilla MW), and I don't think, that "water level per cell" would be suitable for this use-case, "water volumes independent from cells" would be better, I...
Had an issue with Ebonheart Grand Council towers: https://youtu.be/PASCwuXQbag Couldn't repeat it with vanilla, though. Maybe it's because of some mesh replacer. The same issue with TR's Old Ebonheart. Relevant log messages (as far as I can tell): RootCollisionNode is not attached to the root node ...