Is this intentional behavior or is there a bug here?
I've dropped a video here that demonstrates the behavior.
http://www.filedropper.com/out2
By the way, the first time I switch to orbital mode, there is no jumping. The jumping occurs in subsequent switches between camera & orbital.
Search found 124 matches
- 02 Jan 2017, 15:15
- Forum: Editor Development
- Topic: OpenMW-CS Jumping In Orbital Mode
- Replies: 9
- Views: 10634
- 01 Jan 2017, 13:36
- Forum: General Modding
- Topic: Uncle Sweet's Cellar V1.4 - OpenMW Mod by Frik
- Replies: 9
- Views: 4528
Re: Uncle Sweet's Cellar V1.1 - OpenMW Mod by Frik
Happy to help out! Version updated.
- 31 Dec 2016, 21:04
- Forum: News
- Topic: OpenMW 0.41.0 Released!
- Replies: 25
- Views: 30219
Re: OpenMW 0.41.0 Released!
Yay!OpenMW 0.41.0 Released!
- 29 Dec 2016, 14:21
- Forum: Support
- Topic: I'm Having A Few Problems
- Replies: 6
- Views: 2530
Re: I'm Having A Few Problems
When I am in a town, and point the screen upwards, the ground turns black. It seems to be worse in areas in which there are many sources of lighting, like torches and such. Do you have any idea as to what is causing this? Another user was just reporting a similar graphics issue using MAC. https://f...
- 29 Dec 2016, 07:00
- Forum: Content Development
- Topic: Activators, Scripts & Animated Chests
- Replies: 6
- Views: 4344
Re: Activators, Scripts & Animated Chests
Interesting idea, Chris. :idea: Perhaps something like that would be a nice feature for the future. I was thinking there was/could be some type of global animation/script activator, which would globally substitute a static model with an animated model, then add an associated script. This could also ...
- 28 Dec 2016, 20:04
- Forum: Content Development
- Topic: Activators, Scripts & Animated Chests
- Replies: 6
- Views: 4344
Re: Activators, Scripts & Animated Chests
As far as I can tell, the mod simply modifies vanilla containers to give them custom animated models as well as scripts that play the opening animation upon activation Yes, but how does it do that? Does it search through the object table looking for a pattern match? My added chest uses the same mod...
- 28 Dec 2016, 18:40
- Forum: Content Development
- Topic: Activators, Scripts & Animated Chests
- Replies: 6
- Views: 4344
Re: Activators, Scripts & Animated Chests
Here is a link to the original mod: http://download.fliggerty.com/download--680 This appears to be the animation meshes/resources here: http://www.nexusmods.com/morrowind/mods/43453/? Someone created a mod using those resources. The AnimChests readme is vague and contains little info.This is the ent...
- 28 Dec 2016, 17:45
- Forum: Content Development
- Topic: Activators, Scripts & Animated Chests
- Replies: 6
- Views: 4344
Activators, Scripts & Animated Chests
I'm using a mod called animated chests, which animates the opening & closing of most chests in the game. Occasionally, I run across a chest doesn't get animated. I had this problem with my recent mod, where I cloned a chest that doesn't animate. I'm trying to understand how the Animate Chests mo...
- 26 Dec 2016, 20:50
- Forum: Support
- Topic: Problems With Trueflame
- Replies: 12
- Views: 5343
Re: Problems With Trueflame
Tested and your script works great.
Thanks!
Thanks!
- 26 Dec 2016, 12:43
- Forum: Support
- Topic: Problems With Trueflame
- Replies: 12
- Views: 5343
Re: Problems With Trueflame
Ok, I'll consider the Trueflame behavior a feature, and assume hopesfire burns with a magic fire that gives off light not in the visible spectrum.