Search found 689 matches

by akortunov
26 Jun 2017, 10:20
Forum: General Development
Topic: GUI localization
Replies: 23
Views: 5877

Re: GUI localization

once we switch to the proper system
What kind of proper system will we use? And why can not we implement it before 1.0?
Can we just store strings in file (XML, for example) and add this file via openmw.cfg?
by akortunov
06 Jun 2017, 19:51
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 19
Views: 7586

Re: Great House Dagoth

According to mod author:
Foot-replacing robe can be placed on beast race PC from script (probably a bug in original engine), but can not be placed from console or inventory window.

OpenMW does not allow to equip robe in all three cases.
by akortunov
06 Jun 2017, 19:11
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 19
Views: 7586

Re: Great House Dagoth

This is how script equips this robe to PC: player->additem sixh_invisible_robe 1 player->equip sixh_invisible_robe Note: I got an error about beast race in both Morrowind and OpenMW. Comments from sixh_tranformpctoobjmaintain: ; force items to stay equiped on player as i cant lock out the inventory ...
by akortunov
06 Jun 2017, 15:35
Forum: Mod Compatibility
Topic: Great House Dagoth
Replies: 19
Views: 7586

Re: Great House Dagoth

It seems "sixh_invisible_robe" item causes bug on a second screenshot. When PC turned to corprus monster, script equips a set of items on PC to hide bodyparts. "sixh_invisible_robe" replaces Left Foot and Right Foot parts. OpenMW does not allow beast races to use ANY item which replaces these parts,...
by akortunov
05 Jun 2017, 17:57
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 5847

Re: Combat AI: spell usage improvements

that won't be an option with unified AI anyways The main purpose of AI combat schemes is the non-unified combat AI. Bind to NPC classes is a bad idea since two NPC with the same class can have absolutely different spells, skills and equipment - we should take it in account at least. But in this cas...
by akortunov
05 Jun 2017, 17:16
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 5847

Re: Combat AI: spell usage improvements

about AI roles: why not use built-in NPC classes?
1) Player can use mods with non-built-in classes
2) Player may want to add new schemes for these classes or customise standart ones.
by akortunov
05 Jun 2017, 09:58
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 5847

Re: Combat AI: spell usage improvements

But first of all we need get ride of huge switch in rateEffect(). I suggest to use a map instead of switch. Key: effectId (integer), value: vector of rating calculation rules. We can implement every rule as standalone class. Each rule get current rating from previous rule as argument and return new ...
by akortunov
05 Jun 2017, 09:04
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 5847

Re: Combat AI: spell usage improvements

not sure if it should be approached before or after 1.0
AI roles - definely post 1.0 since it will affect Editor and ESM format. Queue can be implemented before 1.0.
by akortunov
05 Jun 2017, 07:48
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 5847

Re: Combat AI: spell usage improvements

because Touch spells are always more efficient than Target spells Any Target spell have 50% higher hardcoded priority now than a Touch spell with same parameters. I say we base it on magicka cost We base it on base cost, magnitude and duration. It means that more expensive spells will have higher p...
by akortunov
05 Jun 2017, 06:48
Forum: Mod Compatibility
Topic: Skies IV can't see rain
Replies: 4
Views: 2356

Re: Skies IV can't see rain

Current rain implementation in OpenMW does not use raindrop.nif. See this bugreport.