Search found 179 matches

by Loriel
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...
by Loriel
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...
by Loriel
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...
by Loriel
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
by 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...
by Loriel
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 -...
by Loriel
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
by 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...
by Loriel
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...
by Loriel
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...