Search found 179 matches
- 23 Aug 2017, 17:03
- Forum: General Modding
- Topic: Natural Healing corrected and fully functional!
- Replies: 13
- Views: 7205
Re: Natural Healing corrected and fully functional!
Many Morrowind Modders are rather casual about permissions, so there probably wouldn't be any objection if you did redistribute. But it would, in my opinion, be a breach of Copyright. There was major uproar in the community a few years ago, when Bethesda proposed introducing paid mods, and the thoug...
- 23 Aug 2017, 15:47
- Forum: General Modding
- Topic: Natural Healing corrected and fully functional!
- Replies: 13
- Views: 7205
Re: Natural Healing corrected and fully functional!
Welcome, and many thanks for this. Would you like to update the relevant wiki page at https://wiki.openmw.org/index.php?title=Balance_and_Difficulty_Mods ? Otherwise I will add it to my list and update it later. Did you start with version 1 or version 2 beta? Both are present on Nexus (at http://www...
- 21 Aug 2017, 20:35
- Forum: Support
- Topic: Newb here. Is this the correct place to ask for some help setting up a fog shader?
- Replies: 10
- Views: 5248
Re: Newb here. Is this the correct place to ask for some help setting up a fog shader?
Probably the right place - no doubt it will be moved if it's not. If I understand that thread correctly, it's a modification to the OpenMW engine itself, so some code needs to be dropped into the source files, and the engine then needs to be re-compiled. There are proposals to make it part of the ma...
- 19 Aug 2017, 13:01
- Forum: Support
- Topic: Grass mods : collisions
- Replies: 2
- Views: 2171
Re: Grass mods : collisions
Groundcover has already been tested, with similar outcome. See https://wiki.openmw.org/index.php?title=Graphics_Mods
Apparently it needs the MW Graphics Extender, which OpenMW doesn't support.
I suspect your other mod may be similar.
Loriel
Apparently it needs the MW Graphics Extender, which OpenMW doesn't support.
I suspect your other mod may be similar.
Loriel
- 19 Aug 2017, 10:16
- Forum: Support
- Topic: [SOLVED] OpenMW CS crashes on my Mac
- Replies: 16
- Views: 8937
Re: OpenMW CS crashes on my Mac
There appear to be multiple manuals for the CS. The one at the bottom of the downloads page appears to be dated 2016 - http://downloads.openmw.org/opencs-manual/main.pdf. The one at https://openmw.readthedocs.io/en/master/manuals/openmw-cs/index.html appears to be current - it includes a walkthrough...
- 18 Aug 2017, 16:32
- Forum: General Modding
- Topic: Partner Mods
- Replies: 14
- Views: 14913
Re: Partner Mods
The problem appears to lie in the implementation of the "SetPos" command - it functions correctly, except when moving an npc from interior to exterior cell - the npc becomes invisible/inactive, but coordinates are apparently updated correctly. I'm not sure what status the npc has entered -...
- 18 Aug 2017, 12:05
- Forum: General
- Topic: Script issues
- Replies: 11
- Views: 6916
Re: Script issues
Increasing the duration of the spells appears to fix it (from 0 to 1).
It seems reasonable that a duration 0 spell doesn't last long enough to register in the script - presumably the vanilla engine did things differently.
Loriel
It seems reasonable that a duration 0 spell doesn't last long enough to register in the script - presumably the vanilla engine did things differently.
Loriel
- 17 Aug 2017, 14:12
- Forum: General
- Topic: Script issues
- Replies: 11
- Views: 6916
Re: Script issues
The "Teleportation Spells" mod has a simple script which checks for the requisite spell being cast (a dummy Detect Animal effect) and then uses the Position function to take you to that cell. Given that OMW-CS didn't spot any errors, I guess it's the Position function at fault? Yes, I fin...
- 17 Aug 2017, 13:16
- Forum: General
- Topic: Script issues
- Replies: 11
- Views: 6916
Re: Script issues
Yes, I think the relevant errors are in the script S_sorter_script2 - lines which have a spurious ")" at the end - like: player -> removeitem ingred_bc_ampoule_pod 1 ) Basically similar lines repeated in the latter third of the file. It should work after those fixes, but I haven't tried it...
- 17 Aug 2017, 12:36
- Forum: General
- Topic: Script issues
- Replies: 11
- Views: 6916
Re: Script issues
The log should identify where the problem lies. Opening the mod in the OpenMW-CS and running "verify" should also list (nearly all ) the errors and warnings (including rather a lot from the basic Morrowind game). Most teleport mods use MWSE, so won't work in OpenMW. CD Cooley's one has sep...