Search found 45 matches

by jmelesky
02 Aug 2017, 18:44
Forum: Feature Requests and Suggestions
Topic: Mod Manager?
Replies: 24
Views: 14285

Re: Mod Manager?

Has there been any progress on this? Not directly, but there does exist something that meets this particular requirement: What I mean by that is that the manager will be able to locate and understand openmw.cfg and find the data entries. The OpenMW Linked List Fixer reads your existing openmw.cfg a...
by jmelesky
26 Jun 2017, 18:50
Forum: Organisation and Planning
Topic: OpenMW 0.42.0
Replies: 306
Views: 123049

Re: OpenMW 0.42.0

I hear you and agree, but as a devil's advocate, maybe we should have "check the nightlies" be part of our bug reporting process? I understand casual users don't want to download nightlies, but our dedicated testers should be using nightlies... That would place a pretty high barrier in the way of u...
by jmelesky
22 Jun 2017, 19:42
Forum: General
Topic: OpenMW leveled list fixer
Replies: 15
Views: 8681

Re: OpenMW leveled list fixer

So sorry you're running into that problem! As AnyOldName3 says, "python 3" means "any python > 3.0", but it looks like that specific error means that it requires "any python > 3.3". I'll update my documentation appropriately. In the meantime, though, I do recommend that you give it a try with the mo...
by jmelesky
30 May 2017, 23:53
Forum: Support
Topic: (Solved) Requirements to join a faction
Replies: 7
Views: 3651

Re: (Possibly) a weird bug?

As far as i know, there are no requirements for joining any faction, that only comes up later with advancement. There are requirements for joining, but they're not skill requirements. The faction's two favored attributes (Agility and Personality for the Thieves Guild) need to both be at a minimum l...
by jmelesky
11 May 2017, 18:19
Forum: Support
Topic: Data File paths and Capitalization
Replies: 5
Views: 2604

Re: Data File paths and Capitalization

Greywander wrote:I guess that will work, although it seems a bit tedious.
Oh, but it makes it soooooo much easier to remove a mod, or run with different mod lists.

I agree that adding directories could be easier, but I assume that will come in time.
by jmelesky
08 May 2017, 17:09
Forum: Mod Compatibility
Topic: Logic and (&&) is unsupported?
Replies: 29
Views: 14039

Re: Logic and (&&) is unsupported?

Are they? You can do almost anything with if, else if, else and negation operators. Albeit code duplication. I agree they aren't essential, but boy howdy would they be a great improvement to the scripting language. So would string variables. ... which brings us back into the question of whether to ...
by jmelesky
05 May 2017, 03:35
Forum: Mod Compatibility
Topic: Creatures XI
Replies: 3
Views: 2188

Re: Creatures XI

So is the collision-detection issue with the gargoyles and imps, a problem with the mod itself or is it breaking the rules of good mods and thereby messing with openmw? As far as I can tell, it's a problem with the mod itself, that Vanilla had some (still unknown) workaround for. The NIFs are missi...
by jmelesky
27 Apr 2017, 17:21
Forum: Support
Topic: Ubuntu openmw latest vetsion, naked dark elves
Replies: 4
Views: 2682

Re: Ubuntu openmw latest vetsion, naked dark elf's.

johnnyp1231 wrote:It's not a huge problem but it's ridiculous when I'm in a dungeon and there is naked de army coming at me.
Is it all dunmer, or just the "sleepers"? Sleepers are supposed to be naked.
by jmelesky
14 Apr 2017, 14:07
Forum: Mod Compatibility
Topic: Emma/Grumpy MW companions (Wolf, Beryl, Hurd)
Replies: 39
Views: 18416

Re: Emma/Grumpy MW companions (Wolf, Beryl, Hurd)

Vanilla Morrowind does something in this case to still allow the object to have collision, but OpenMW doesn't. I've seen this problem crop up in other mods (notably, the Creatures XI mod set). Is that behavior difference from Vanilla considered a bug (and thus ? If not, it's probably at least worth...
by jmelesky
24 Mar 2017, 19:40
Forum: Mod Compatibility
Topic: Creatures XI
Replies: 3
Views: 2188

Re: Creatures XI

I've seen that with this mod, as well (on OpenMW 0.41 on OSX). Collision-detection doesn't seem to work for those creatures -- if you open the console and 'sethealth 0' them, they fall through the ground.