Search found 863 matches
- 09 Nov 2017, 07:12
- Forum: Off Topic
- Topic: Strength doesnt affect marksman weapon damage?
- Replies: 1
- Views: 2466
Re: Strength doesnt affect marksman weapon damage?
Can this be fixed with mods? Why not? Stats descriptions are just string GMSTs. Vanilla in-game description are uncomplete: stats are used directly in game mechanics. Examples: 1. Willpower affects the chance of successful spellcasting 2. Agility affects the chance of successfull pickpocketing 3. P...
- 07 Nov 2017, 09:26
- Forum: Off Topic
- Topic: OpenMW without time pause in menu
- Replies: 7
- Views: 6908
Re: OpenMW without time pause in menu
Unfortunately main menu is also "live". Should be easy to fix: 1. Do not touch the "paused" variable in the engine.cpp. 2. Do not touch the renderingmanager.cpp. 3. Remove the "guiActive" variable an use the "paused" instead. Note: it is unclear how the MenuM...
- 07 Nov 2017, 09:10
- Forum: Organisation and Planning
- Topic: OpenMW 0.43.0
- Replies: 260
- Views: 150514
Re: OpenMW 0.43.0
- NPCs and player no longer speak while underwater (#3851) So are these then like voiced combat dialog? Because if the player does speak on behalf of Boethiath underwater, they are technically speaking underwater... I know this is splitting hairs over something really trivial, but these changelog i...
- 07 Nov 2017, 09:02
- Forum: Organisation and Planning
- Topic: OpenMW 0.43.0
- Replies: 260
- Views: 150514
Re: OpenMW 0.43.0
- Implemented showing arrow damage in a tooltip (#2923) - In the inventory? Editor? In the game (in the any GUI window which shows item tooltips). Feature #3921: Combat AI: aggro priorities - Was this actually implemented? What target selection algorithm was chosen? For now AI select the target by ...
- 07 Nov 2017, 06:20
- Forum: Support
- Topic: Strange NPC behaviour -- crowded on a boat
- Replies: 2
- Views: 1614
Re: Strange NPC behaviour -- crowded on a boat
I have tried to call ResetActors from console but they always walks to the boot again ... That's because RA just moves actors, but does not reset AI packages. Is this a bug or a feature? AIWander, for example, has a current destination variable. Is there a way to reset NPC position in savegame? Aft...
- 27 Oct 2017, 20:47
- Forum: Organisation and Planning
- Topic: OpenMW 0.43.0
- Replies: 260
- Views: 150514
- 15 Oct 2017, 06:45
- Forum: General
- Topic: Distant Land Status?
- Replies: 17
- Views: 12202
Re: Distant Land Status?
Upping to something that's well outside the recommended parameters, exterior cell load distance = 12 and viewing distance = 100000, nukes my frame rate down to 2 fps... That's because an engine tries to render (12+1)*(12+1)=169 cells. Generally, you can use "exterior cell load distance = 2&quo...
- 13 Oct 2017, 13:55
- Forum: General
- Topic: Weird lighting
- Replies: 6
- Views: 6477
Re: Weird lighting
I do have an atronarch replacer mod I mean not only replacer, but a mod with the ESP file. If it is your case: 1. Open your replacer via editor 2. Check the Flame Atronach inventory 3. There should be a Light item (the "light_misc" in my case) 4. Just remove this item via "removeitem...
- 13 Oct 2017, 04:49
- Forum: General
- Topic: Weird lighting
- Replies: 6
- Views: 6477
Re: Weird lighting
Now, I still don't understand why my character is emitting light. Which OpenMW version are you using? I encountered a similar issue recently on the master git branch (0.43). There was a bug, which allowed to pick light sources without CanCarry flag from containers. I use a mod, which adds such ligh...
- 09 Oct 2017, 16:37
- Forum: General Modding
- Topic: lothavor's legacy
- Replies: 8
- Views: 8384
Re: lothavor's legacy
Shark has big collision box, and it is unable to move in this cell. I tried to spawn it with placeatpc while midair. Shark gracefully hits the water, but it is unable to move afterward anyway (even if it looks like it should). Even more strange: the shark can move on the ground (placeatpc), but can...