Search found 208 matches

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: 2806

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: 43
Views: 15522

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: 43
Views: 15522

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Topic: Editor manual outdated in downloads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: 4316

Re: Editor manual outdated in downloads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: 2806

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: 15522

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: 587

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: 587

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: 15522

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: 13201

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...