Search found 656 matches

by Capostrophic
23 Nov 2019, 12:45
Forum: Support
Topic: Simple Companion function not working
Replies: 8
Views: 632

Re: Simple Companion function not working

scrawl had made a copypaste mistake when he submitted a fix for faction importing from ESS and accidentally made the function not return anything. 5 years ago (January 2015). Easy fix, but... No wonder nobody noticed it, I wasn't even aware this function existed.
by Capostrophic
22 Nov 2019, 20:51
Forum: Mod Compatibility
Topic: Errors in Morrowind Rebirth
Replies: 6
Views: 845

Re: Errors in Morrowind Rebirth

Well, it did work earlier. Rebirth still gets updates, and updates can break stuff.
by Capostrophic
22 Nov 2019, 16:44
Forum: Mod Compatibility
Topic: Errors in Morrowind Rebirth
Replies: 6
Views: 845

Re: Errors in Morrowind Rebirth

Morrowind Rebirth isn't compatible with 0.45.0 because it includes meshes in an older format that OpenMW rejects. Download a nightly and use that, it has a passive support for 4.0.0.0 version meshes.
by Capostrophic
04 Nov 2019, 12:37
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 101
Views: 27397

Re: OpenMW 0.46.0

Hm, no, the changelog I constantly upload hasn't been touched by anyone else (it would be nice if it was), although a few ideas were picked up from Atahualpa's old raw draft. Attached for convenience. Personally I think all OpenMW-CS new features and almost all fixes can be covered in a single video...
by Capostrophic
27 Oct 2019, 22:22
Forum: Support
Topic: [Solved] Pink textures for faces, trees and more
Replies: 3
Views: 498

Re: Pink textures for faces, trees and more

The mesh replacers you're using need textures you don't have. Reinstall them, or, to get a completely vanilla installation, get rid of Meshes and Textures folders (the BSA archives already include the vanilla assets). Then reinstall whatever you wanted to install. OpenMW can't use the vanilla face a...
by Capostrophic
26 Oct 2019, 13:56
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 101
Views: 27397

Re: OpenMW 0.46.0

It doesn't mean it's 90% done, and most of the ones that are up are probably not going to end up being resolved for 0.46.0.
by Capostrophic
26 Oct 2019, 07:27
Forum: General Development
Topic: Openmw cs-related doubt
Replies: 2
Views: 495

Re: Openmw cs-related doubt

Note that if you modify an ESP and save it as an omwaddon any compiled bytecode it had won't be dropped. However... omwaddons are recognized by the launcher just as fine as ESPs and ESMs (or there wouldn't have been the point). Where did you put the file exactly? Are you trying to run it in the vani...
by Capostrophic
13 Oct 2019, 22:07
Forum: Other Forks and Ports
Topic: Android part 2
Replies: 449
Views: 80169

Re: Android part 2

No, it's not just your device, it can also happen on the PC. Android port uses OSG 3.6.4 which has broken backward compatibility of occlusion query nodes usage which are used for the sun glare. It can't use 3.4.1.
by Capostrophic
11 Oct 2019, 19:16
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 15659

Re: Sotha Sil Expanded

Hanged man script doesn't work at the moment without a typo fix. Although there is a lot of redundant edits in that plugin since a lot of my corrections for 0.46.0 weren't merged yet at the time.

Generally speaking everything has been working mostly fine for a while.
by Capostrophic
11 Oct 2019, 15:55
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 15659

Re: Sotha Sil Expanded

Watchmen without AI packages now greet the player correctly and play the necessary animation.