Search found 224 matches

by Jemolk
05 Jan 2019, 09:10
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 3406

Re: feature request finding mod conflict (multiple mod changing same object ID)

I know that that may sound like a large undertaking but what I meant is like this, scan mods and check if any mods modify the same record (object/GMST/Leveled list, etc) and report the mods and the object ID in a log somewhere. That will basically end up listing every modded record. A lot of mods w...
by Jemolk
04 Jan 2019, 18:36
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 17368

Re: Sotha Sil Expanded

Oh, yes, also, I figured out, I think, why the music in the Pocket Cabal fight stops. Scripted music in OpenMW plays exactly once through, unless interrupted by a change in music type, in which case it stops prematurely, and then stops. Morrowind.exe loops it continuously until a change in music typ...
by Jemolk
04 Jan 2019, 07:19
Forum: Support
Topic: Some spell effects are displaying the editor ID rather than name in-game
Replies: 2
Views: 684

Re: Some spell effects are displaying the editor ID rather than name in-game

Can't reproduce either issue. Multiple Teleport Marking mod might be conflicting with some mod that also replaces these GMSTs (for example, a "dirty" mod). Raym's invisible shields works just fine for me too. Weird. I can try fiddling with things a bit, see if things are any different for me, see i...
by Jemolk
02 Jan 2019, 20:54
Forum: Support
Topic: Some spell effects are displaying the editor ID rather than name in-game
Replies: 2
Views: 684

Some spell effects are displaying the editor ID rather than name in-game

On the latest build from the Daily PPA, on Linux Mint. I'm using the OpenMW Multiple Teleport Marking mod, and the Greater Mark and Greater Recall effects are displayed as sEffectSummonCreature04 and sEffectSummonCreature05. They still work as intended, and still display the correct icons, so it doe...
by Jemolk
02 Jan 2019, 20:19
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 17368

Re: Sotha Sil Expanded

Right, so, been testing with Capostrophic's version. Latest nightly build, Linux Mint. First off, I can assure you that you didn't break anything that wasn't already broken. However, the activators in the Vault of Magnus still don't register the presence of the light spell, first. Can activators in ...
by Jemolk
17 Dec 2018, 19:15
Forum: Mod Compatibility
Topic: OpenMW 0.45 RC for Win 10 64bit and 300+ mods
Replies: 50
Views: 17193

Re: Open Morrowind 0.45 RC for Win 10 64bit and 300+ mods

Huh. Entertainers Expanded works for me. Linux Mint with latest daily PPA build. Companion Teleport works now?! Oh wow! Is there a patch out there somewhere I have to use for it or something? Or can I just not install it on an existing save? Or do I just have to do more work to make it run on an ex...
by Jemolk
17 Dec 2018, 04:58
Forum: Mod Compatibility
Topic: OpenMW 0.45 RC for Win 10 64bit and 300+ mods
Replies: 50
Views: 17193

Re: Open Morrowind 0.45 RC for Win 10 64bit and 300+ mods

I updated the first post with my everchanging mod list as I tested some more. Firstly, I took out all the things that weren't working that I mentioned above. Entertainers wasn't working either, when I finally found a "beddable" inn, so I struck it from the list. Huh. Entertainers Expanded works for...
by Jemolk
14 Dec 2018, 20:49
Forum: Organisation and Planning
Topic: OpenMW Nightly builds
Replies: 500
Views: 357354

Re: OpenMW Nightly builds

PSA: macOS nightlies are disabled until I rewrite upload script to use SCP instead of FTP. Are Linux nightlies down for the same reason? The latest ones are from October 7th . Per discussion on Reddit , I've modified the Downloads page to indicate that macOS and Linux nightlies are unavailable at t...
by Jemolk
13 Dec 2018, 04:43
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 2667

Re: Darknut's Dwemer House

Going based on memory here, so I might be a little wrong, but if I'm wrong, just pretend that I'm talking about what OpenMW SHOULD be doing, IMO. Ideally, one-way walls should still work, and you shouldn't collide with things if you're moving into them "from the back side". The specific issue with ...
by Jemolk
12 Dec 2018, 00:10
Forum: Mod Compatibility
Topic: Darknut's Dwemer House
Replies: 16
Views: 2667

Re: Darknut's Dwemer House

Vanilla lets actors pass through geometry that they're already overlapping. That's broken. It's not even up for debate whether it's broken or not. That could be rather problematic. On the other hand, it might also be a reason why things like one-way walls work in vanilla, which are actually a desir...