Search found 231 matches
- 06 May 2015, 09:00
- Forum: Support
- Topic: 0.35.1 issues
- Replies: 3
- Views: 3054
- 06 May 2015, 08:58
- Forum: Feature Requests and Suggestions
- Topic: Items are Forever
- Replies: 8
- Views: 7459
Re: Items are Forever
I like the idea that a player can use/lose/break or sell quest items without knowing it, so what if it breaks the plot? I have never played the main plot anyway so in my case it would not matter, I would not even know if the main plot is broken. You can play the game quite well without Fargoths ring...
- 03 May 2015, 09:08
- Forum: Feature Requests and Suggestions
- Topic: Items are Forever
- Replies: 8
- Views: 7459
Re: Items are Forever
I think even pawnbrokers will sell your items after a long time, basically you are borrowing gold from them with an item as security, once the interest owed on the item approaches the value of the item they are liable to sell it to recover their loss, and you will lose disposition as well. Plot/ques...
- 02 May 2015, 16:30
- Forum: Feature Requests and Suggestions
- Topic: AI, Persuasion, and Economics
- Replies: 8
- Views: 4536
Re: AI, Persuasion, and Economics
The mods I mentioned were to see what might be available and give ideas to improve on, sort of brainstorming ideas that almost work now. LCV could work with the script error fixed and there may be a few bugs already fixed that affected it, I will be retesting in 0.36. Faking real life for NPC's shou...
- 02 May 2015, 09:27
- Forum: Feature Requests and Suggestions
- Topic: AI, Persuasion, and Economics
- Replies: 8
- Views: 4536
Re: AI, Persuasion, and Economics
Several of the features you talk about have been implemented in mods, which might give you some ideas of the possibilities currently available and the posy 1.0 engine plans will only make life more interesting. Less Generic NPC's gives more reason to talk to NPC's and some mini side quests. Morrowin...
- 02 May 2015, 09:07
- Forum: Feature Requests and Suggestions
- Topic: Items are Forever
- Replies: 8
- Views: 7459
Re: Items are Forever
Personally I think using shop keepers as pawn brokers is wrong, unless they are in fact pawn brokers. In my opinion traders stock should be slightly different each visit, representing the fact that trade with other people not just the PC. Managing hoarding is a part of role play, deciding what to ke...
- 01 May 2015, 09:45
- Forum: Feature Requests and Suggestions
- Topic: Extra Scripting Functions
- Replies: 21
- Views: 12981
Re: Extra Scripting Functions
I believe this will be so. I am looking forward to being able to have mod created skills and abilities counting for level up.
- 01 May 2015, 08:46
- Forum: General
- Topic: Why aren't mods on a github?
- Replies: 17
- Views: 10170
Re: Why aren't mods on a github?
Generally devs here have stayed away from content as much as possible, the OpenMW team provide the engine and tools modders provide the content. If their intention is to continue this way, which seems to work, then mods would come under a separate organisation. I can foresee some problems, like modd...
- 30 Apr 2015, 13:40
- Forum: Editor Development
- Topic: References / Referenceables naming scheme
- Replies: 3
- Views: 5519
Re: References / Referenceables naming scheme
I must admit initially I had a similar problem between the two, I thought at the time they might be placeholder names until the right one was decided on. As time has goner on I have got used to the current names though I still do not like them. The suggestion of 'objects'/'instances' seems good to m...
- 24 Apr 2015, 12:38
- Forum: Off Topic
- Topic: Workshop Paid Mods
- Replies: 24
- Views: 9110
Re: Workshop Paid Mods
Agreeing with everything posted above but I can see this serving to get people writing mods, not necessarily to make a fortune, or even a living from, but to get the mod they want for free. With the wealth of mods already circulating for free there are plenty of examples to look at and learn from, a...