Search found 158 matches
- 06 Jun 2012, 17:38
- Forum: Off Topic
- Topic: Tamriel Rebuilt's Sacred East
- Replies: 22
- Views: 13985
Re: Tamriel Rebuilt's Sacred East
Right in the middle of exams.Yay!
- 31 May 2012, 05:21
- Forum: General Development
- Topic: Reversing Morrowind's formulas
- Replies: 125
- Views: 82308
Re: Reversing Morrowind's formulas
I reckon, some of the numbers should be GMSTs and not hardcoded. I don't have access to Morrowind right now, so I can't help with that, but you could use some mod that changes trading significantly (e.g. BTB GI Settings) for reference.
- 30 May 2012, 07:27
- Forum: Support
- Topic: How to start a normal game?
- Replies: 6
- Views: 5267
Re: How to start a normal game?
The standard Bethesda version which runs perfectly well with Wine. I suggest Wine 1.5.2. The only very little annoying thing is a little framerate drop when the music ambient changes (ie from exploration to combat, or the inverse). But, everything works perfect, including mods. Plus, it is very use...
- 30 May 2012, 07:26
- Forum: Off Topic
- Topic: Hand-to-hand Formula
- Replies: 9
- Views: 6282
Re: Hand-to-hand Formula
When stamina decreases to 0 (or something), it damages health.Dalunatic wrote:It's the same as all the other weapons, except the damage is dealt to stamina instead of health.
- 18 May 2012, 17:13
- Forum: General Development
- Topic: Spell Duration
- Replies: 7
- Views: 3693
Re: Spell Duration
Does this mod use scripts or alters some GMSTs?sirherrbatka wrote:Not mana cost (there is a mod for that).
- 06 May 2012, 08:55
- Forum: Off Topic
- Topic: The Elder Scrolls Online
- Replies: 55
- Views: 34606
Re: The Elder Scrolls Online
A realistic representation of future TESOnline (or, rather, Project Aedra when it's finished).
- 15 Apr 2012, 11:37
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50919
Re: [post-1.0] Scripting enhancemnts
Nevermind, I reckon, signals would depend on function-script feature, so, if implemented, they would be post-2.0 feature or something, so it's too early to talk about this now.
- 15 Apr 2012, 11:33
- Forum: Off Topic
- Topic: MW mods in 2012 - Start fixing stuff.
- Replies: 4
- Views: 3083
Re: MW mods in 2012 - Start fixing stuff.
She's a woman after all.Star-Demon wrote:and won't shut up
Srsly, what stage of the quest are you at?
- 14 Apr 2012, 05:57
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50919
Re: [post-1.0] Scripting enhancemnts
To be fair, there is some kind of signals (EDIT: I meant events) in Morrowind, it's just underdeveloped, inefficient and encourages to write big messy code.
- 13 Apr 2012, 16:40
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 50919
Re: [post-1.0] Scripting enhancemnts
Some kind of signals would be a nice enhancement. Because scripts executing every frame and most of the time doing nothing but checking if they should run is, well, ultra gay.