Search found 45 matches

by Envy123
16 Apr 2015, 18:14
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

I decided to scrap the northern island, so I can work on getting a story done :)

The Ashes of Apocalypse mod should, in the end, have no vanilla assets at all.
by Envy123
16 Apr 2015, 11:47
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Sounds great! Probably should have some statement that if you want a new asset in AoA it must be cc-by-sa 2.0. This way it doesn't end up a mess of licenses and content pulled in from all over the internet I'm trying to change Desert Region 2 into a Desert Region 3, with no vanilla assets. I really...
by Envy123
28 Feb 2015, 00:33
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Woods isn't in there either, so why is it trying to go there in the script... what happens when morrowind.esm is also used? Woods is used because the vanilla engine defaults to 0,0 if it can't find the cell instead of giving an error. And if the Morrowind.esm is used, there will be a lot of land co...
by Envy123
27 Feb 2015, 09:44
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Woods isn't in there either, so why is it trying to go there in the script... what happens when morrowind.esm is also used? Woods is used because the vanilla engine defaults to 0,0 if it can't find the cell instead of giving an error. And if the Morrowind.esm is used, there will be a lot of land co...
by Envy123
26 Feb 2015, 23:16
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Outpost 23 doesn't exist in base AOA. Try Outpost 21 :)
by Envy123
22 Feb 2015, 21:16
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

However, the initial problem is that when the player is in the UBA Boarder Control, the player loses collision with the building and falls through the floor. That looks like a known issue. #762 ship captain slips through floor while walking #1587 PC does not collide with Mournhold Temple base #1867...
by Envy123
22 Feb 2015, 19:50
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Greetings everyone, I'm the original creator of Ashes of Apocalypse, thanks to psi29a for contacting me and pointing this project out. While it has been quite sometime since I originally worked on the project and been in the modding scene in general, I'm interested in providing the most help I can ...
by Envy123
22 Feb 2015, 14:55
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Technically, AOA is standalone and in a beta state. I made DR2 as a non-lore-friendly expansion to it. So a lot of the assets in DR2 are simply placeholders. I would've loved to see a post-nuked set of mountains, for example. If the original author is willing to collaborate with me and see which par...
by Envy123
21 Feb 2015, 17:00
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

OK, I've tried again with 0.35.0. I no longer fall through the floor in the UBA Boarder Control and there are no crashes with the mutants in Marat's Manor. A good number of scripts work. However: -It seems GetDetected doesn't work currently as I seemed to sneak all the way through Outpost 21's Pawn ...
by Envy123
09 Jan 2015, 18:13
Forum: General Development
Topic: Ashes of Apocalypse
Replies: 127
Views: 58064

Re: Ashes of Apocalypse

Tinker wrote:Perhaps you should add a feature request to the bug tracker, but there has been a lot of discussion about changing the implementation of the journal post 1.0, nothing decided but lots of ideas.
The journal in OpenMW is much smaller than vanilla, though.