Search found 1584 matches

by Chris
13 May 2021, 21:22
Forum: Support
Topic: Multiple installs
Replies: 4
Views: 112

Re: Multiple installs

OpenMW follows the xdg variables, so just set $XDG_DATA_HOME and $XDG_CONFIG_HOME to different places for each installation, you can wrap the executable in a little script to set the variables up and start openmw. On Linux at least. Does it try to read those variables on Windows too? IIRC, Windows ...
by Chris
12 May 2021, 21:47
Forum: Support
Topic: Installing Tribunal and Bloodmoon question
Replies: 3
Views: 112

Re: Installing Tribunal and Bloodmoon question

Bloodmoon at least, probably Tribunal too, has loose files that need to be installed too. I don't remember if the OpenMW installation wizard allows installing the expansions on an existing install or not, but presuming any mods you have are installed into separate folders as recommended, you can try...
by Chris
24 Apr 2021, 10:27
Forum: Support
Topic: Great House Strongholds - A preview!
Replies: 10
Views: 584

Re: Great House Strongholds - A preview!

An MW script from ESP can do it only if every target object has an unique ID, what is not a thing for strongholds or Ghostgate. So a target plugin also needs to replace every stronghold object to an unique one. Maybe Lua scripting framework will allow to disable/enable all objects with given ID in ...
by Chris
23 Apr 2021, 11:02
Forum: Support
Topic: Great House Strongholds - A preview!
Replies: 10
Views: 584

Re: Great House Strongholds - A preview!

Is a simple Lua interface with distant objects a feasible idea, allowing disable/enable of statics? Ideally a script would be able to access and change certain properties of object instances regardless if it's distant or local/loaded. A script could just go myobject->disable(); and it would simply ...
by Chris
22 Apr 2021, 06:47
Forum: Support
Topic: Great House Strongholds - A preview!
Replies: 10
Views: 584

Re: Great House Strongholds - A preview!

Would it be possible to fix it with a "content fix mod" a-la Patch for Purists? I would imagine so. I forget if Morrowind objects can have an "initially disabled" state, or if they're always initially enabled until a local script disables them, but in the worst case scenario, the objects could be p...
by Chris
18 Apr 2021, 01:32
Forum: General Development
Topic: Lua scripting in OpenMW
Replies: 100
Views: 25371

Re: Lua scripting in OpenMW

The idea of Lua scripting is not to do the same as C++, but to do much more that was possible before. For example I would like to see an advanced AI. Not just "like in later games", but really advanced. Modern RPG are too focused on graphics and animation and don't really care about AI. But maybe i...
by Chris
07 Apr 2021, 16:47
Forum: Support
Topic: OMW Beginner Help
Replies: 2
Views: 202

Re: OMW Beginner Help

Funny enough, I just ran into this the other day:

https://www.youtube.com/watch?v=cJvzXVi3lAg
by Chris
07 Apr 2021, 16:34
Forum: Feature Requests and Suggestions
Topic: On Lua Scripting Limitations
Replies: 34
Views: 1791

Re: On Lua Scripting Limitations

The argument seems to be you'd never need any of these functionalities since the API can always be extended and should be powerful enough. No, the argument is that much of what's needed can be provided with a built-in interface, and that the compatibility, stability, and security issues outweigh th...
by Chris
31 Mar 2021, 05:20
Forum: Support
Topic: (Solved) Data Files tab in OpenMW launcher does not show all plugins at once
Replies: 17
Views: 1705

Re: Data Files tab in OpenMW launcher does not show all pluggins at once

What is the reasoning behind that drop-down menu? The drop-down menu is to show a list of "games" (esms that don't depend on another esm), and the list of plugins that appear under it are plugins that depend on that game. What can happen in a case like this is you have a mod for Morrowind that does...
by Chris
06 Jan 2021, 20:10
Forum: Feature Requests and Suggestions
Topic: Main menu Hi Res
Replies: 8
Views: 2801

Re: Main menu Hi Res

There are mods which add a proper widescreen background (including intro video). There is nothing we can do from the engine side. The engine needs a way to know what aspect ratio a background image is supposed to be. As it is now, the engine only has two options: assume/force 4:3, or fill screen. S...