Search found 180 matches

by Jemolk
07 Jan 2019, 19:50
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 40
Views: 11568

Re: Sotha Sil Expanded

You should be able to pass the Interiors of Illusion maze without issues when using the latest code now. And now Legs of Seht are also fixed. Excellent! Thanks again! SSE can now work in OpenMW! You do have to remove the "SayDone" condition from the Pocket Cabal's pocket_linecontrol script to make ...
by Jemolk
07 Jan 2019, 01:04
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 40
Views: 11568

Re: Sotha Sil Expanded

Music that was forced by StreamMusic doesn't seem to loop to me on its own in Morrowind, the mod is supposed to loop it manually by putting a timer with the same duration as the track it streams. Ah, interesting. It didn't seem to be a thing in the Pocket Cabal scripting, so I just made a bad assum...
by Jemolk
07 Jan 2019, 00:57
Forum: Feature Requests and Suggestions
Topic: feature request finding mod conflict (multiple mod changing same object ID)
Replies: 15
Views: 1881

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

There's a pretty good chance that xEdit is going to get basic Morrowind support pretty soon. The guy working on it has actually come to the OpenMW discord to ask us about the guts of the ESM format (as it's very different to all the later, FormID-based, games) recently. That'll be able to do everyt...
by Jemolk
05 Jan 2019, 22:30
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 40
Views: 11568

Re: Sotha Sil Expanded

There are two problems with Interiors of Illusion: 1) Since non-actor objects don't have a magic effect list, GetSpellEffects fails on them, but since the lighting rods share the script with the flame atronachs there, the script isn't executed for the atronachs either, which leads to the platforms ...
by Jemolk
05 Jan 2019, 16:59
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 40
Views: 11568

Re: Sotha Sil Expanded

I didn't test but this PR should resolve the issue with the boots. I'm sure we'd all appreciate if someone could test them - using an AppVeyor build artifact on Windows or building a branch with the PR applied manually elsewhere. Edit: ok, did that myself, the boots that are not actually boots work...
by Jemolk
05 Jan 2019, 09:18
Forum: Infrastructure
Topic: Editor manual outdated in downloads
Replies: 9
Views: 2627

Re: Editor manual outdated in downloads

Putting it in the title bar certainly seems like a good idea to me. The easier it is to access, the better, I think, both from a documenting progress standpoint and from a question-answering one.
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: 1881

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: 40
Views: 11568

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: 406

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: 406

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...