Search found 223 matches

by Jemolk
10 Jan 2019, 00:33
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 11
Views: 2150

Re: Illuminated Order

I don't think that the player's clone is some kind of an exception in Morrowind. Rather all instances of the same object are really clones of each other synchronized until the state of a specific instance changes in a... different way (like containers described here ), then it updates separately. Y...
by Jemolk
09 Jan 2019, 22:06
Forum: Mod Compatibility
Topic: Illuminated Order
Replies: 11
Views: 2150

Illuminated Order

I went through and fixed the script errors in OpenCS, so the mod is mostly working. That is, until I hit the ritual to become a lich. Specifically, the test. Some fairly awkward things to note here -- first, the mod creates a clone of the player with all their gear, sets its fight value to 100, and ...
by Jemolk
08 Jan 2019, 01:15
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 16244

Re: Sotha Sil Expanded

sotha_pipefall is weird. Maybe Trainwiz can tell what it was supposed to do. I'm pretty sure I know what it's supposed to do, and why it doesn't. It's supposed to first run that last segment that isn't part of an if statement, which disables a rock in the area you're falling into, and either a pipe...
by Jemolk
07 Jan 2019, 19:50
Forum: Mod Compatibility
Topic: Sotha Sil Expanded
Replies: 43
Views: 16244

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: 43
Views: 16244

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: 3049

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: 16244

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: 16244

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: 4663

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: 3049

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...