Search found 237 matches
- 25 Apr 2018, 09:25
- Forum: General Modding
- Topic: The Doors of Oblivion "Summon x" spells do not work - A report on testing
- Replies: 6
- Views: 4898
Re: The Doors of Oblivion "Summon x" spells do not work - A report on testing
so any ideas as to why it would summon a bunch of them instead of just 1? If you use script from above, you do not use DoOnce properly (you set it to 0 immediately after you set it to 1). You will get a new summon in every frame, so if your spell has 1 sec duration, you will get 20-60 summons. Ouch...
- 25 Apr 2018, 09:23
- Forum: General Development
- Topic: Poll: Quickload behavior
- Replies: 18
- Views: 8878
Re: Poll: Quickload behavior
All right, fair. Dehardcoding should allow it to be changed in a mod, indeed. In that case, I suppose that for those who primarily use quicksave/quickload, the quicksaves will be the most recent 99% of the time anyway, and for those who prefer hard saves because they're kept indefinitely, the curren...
- 24 Apr 2018, 16:28
- Forum: General Development
- Topic: Poll: Quickload behavior
- Replies: 18
- Views: 8878
Re: Poll: Quickload behavior
Quickload: loading latest save, whatever it is. OpenMW should be an improvement, not a copy of. ;) Here's the thing -- that may be an improvement to you and me, but it's not strictly better. Raevol seems to actually like vanilla behavior, and I'm sure he's not the only one. A toggleable option, how...
- 24 Apr 2018, 07:20
- Forum: General Modding
- Topic: The Doors of Oblivion "Summon x" spells do not work - A report on testing
- Replies: 6
- Views: 4898
Re: The Doors of Oblivion "Summon x" spells do not work - A report on testing
I'm pretty sure this is to do with zero duration spells for magic effects that have a duration. You see, since magic effects are hardcoded in vanilla, you need to script additional effects by using getspelleffects and an existing effect. However, OpenMW doesn't register a spell effect for getspellef...
- 23 Apr 2018, 05:59
- Forum: General Development
- Topic: Poll: Quickload behavior
- Replies: 18
- Views: 8878
Re: Poll: Quickload behavior
Definitely have the default be vanilla game behavior whenever possible. A cfg setting to change it to current behavior would be appreciated, however. I personally prefer the current behavior, but voted to change to vanilla game style because I believe that vanilla game behavior should always be avai...
- 12 Apr 2018, 15:32
- Forum: Organisation and Planning
- Topic: Post 1.0 Planning Update
- Replies: 102
- Views: 62357
Re: Post 1.0 Planning Update
But there's also more to it than that. By abstracting the underlying system away, we can actually provide more features when we control what mods can actually do. Automatic resource management (we control when resources come in and out of existence, when they can be shared/reused/etc), resource vir...
- 10 Apr 2018, 21:28
- Forum: Organisation and Planning
- Topic: Post 1.0 Planning Update
- Replies: 102
- Views: 62357
Re: Post 1.0 Planning Update
Just skimmed through the thread. Just for the record, my absence from the discussion is less an issue of time. I don't see how anything useful could be gained from continuing the discussion. Everything that needed to be said has been said already and continuing would just mean beating on each other...
- 10 Apr 2018, 01:57
- Forum: Off Topic
- Topic: XL Engine source code release!
- Replies: 94
- Views: 51297
Re: XL Engine source code release!
This is really cool! I'm so happy to see you guys working things out! Much prefer the idea of DaggerXL to DaggerfallUnity, and now we might actually get there! Soon, too!
- 05 Apr 2018, 20:40
- Forum: Organisation and Planning
- Topic: Post 1.0 Planning Update
- Replies: 102
- Views: 62357
Re: Post 1.0 Planning Update
Please provide an example, in the nearly two decades of TES modding, where a malicious mod has been delivered. Considering the vanilla engines don't support arbitrary code execution from mods, how do you expect me to answer? Even in regards to vanilla script extenders, I don't know every mod that h...
- 05 Apr 2018, 17:05
- Forum: Feature Requests and Suggestions
- Topic: Undo the alleged MCP "fix" for Absorb spell reflection
- Replies: 63
- Views: 45248
Re: Undo the alleged MCP "fix" for Absorb spell reflection
PSA: I've broken fixed this and my branch is pulled into the master branch of the repository. In the release 0.44.0 Morrowind behavior is going to be the default but there's also going to be an option to have the previous behavior. :shock: :D :D :D :D :D I can't wait! Now if we can just get script ...