Search found 442 matches

by sjek
05 Oct 2018, 23:01
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 145
Views: 58074

Re: The new MWSE-Lua interface

NullCascade wrote: 05 Oct 2018, 18:22 Sandboxing by default, and having to opt-into it is all well and good. It'd be pretty easy to determine sandboxing at game launch and set it up accordingly. Unfortunately this idea has been brought up before, and I'm pretty sure Zini shot it down hard.
+1
Edit: .......
by sjek
05 Oct 2018, 16:09
Forum: Support
Topic: FPS drops
Replies: 15
Views: 8005

Re: FPS drops

sarcasm is an art in itself .p
by sjek
03 Oct 2018, 14:40
Forum: General Development
Topic: The new MWSE-Lua interface
Replies: 145
Views: 58074

Re: The new MWSE-Lua interface

if it would be GUI framework it would be some sort of like mygui's editor i suppose. http://mygui.info/images/screenshots_3.2.1/3.png The question is how much the scripting is wanted like filtering by magic school. if it's not changed, MWSE still go trought the whole spell list and sorts them accord...
by sjek
23 Jun 2018, 19:28
Forum: News
Topic: OpenMW code, bug tracker, and wiki are now on GitLab!
Replies: 14
Views: 19682

Re: OpenMW code, bug tracker, and wiki are now on GitLab!

more info what could find is while sorting last updated

https://gitlab.com/OpenMW/openmw/issues ... ate=opened

doesn't show what have been written, nevertheless better than sorting with created date
by sjek
19 Jun 2018, 18:36
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65579

Re: The Future of OpenMW Scripting

Would the dehardcoding be done in oldscript+ or newscript .?
by sjek
07 Jun 2018, 23:40
Forum: Off Topic
Topic: Microsoft Buys Github for $7.5 Billion
Replies: 131
Views: 62908

Re: Microsoft Buys Github for $7.5 Billion

Blue is either a troll or incompetent.
Any discussion with him is a waste of time.
would't say so. it's not uncommon for these taking pages of postings. just had a meeting about volunteer's project future elsewhere and being thorough includes partially going in circles .p
by sjek
06 Mar 2017, 16:29
Forum: General Modding
Topic: Uvirith's Legacy problems
Replies: 17
Views: 10348

Re: Uvirith's Legacy problems

Apparently it's uvi_elev_hall_plug.nif For what it's worth, it's a closed three-dimensional shape, not just a flat surface with no depth. well.. the elevator shown ingame is like a cookie but the RootCollisionNode defined in nif is box with two big triangles on the side of it. Does anyone else expe...
by sjek
06 Mar 2017, 16:00
Forum: General Modding
Topic: Sotha Sil Expanded
Replies: 46
Views: 47016

Re: Sotha Sil Expanded

Well. With quick looking there's some hacks to get around vanilla compiler + the script is on activator which has editormarker.nif as model which doesn't show ingame at all becos of MRK / tri editormarker in nif. First there's no pocket_line variable set anywhere and also vanilla cs gives this as a ...
by sjek
27 Feb 2017, 02:38
Forum: General Modding
Topic: Children Of Morrowind
Replies: 15
Views: 13273

Re: Children Of Morrowind

there wouldn't probaply be much what emma herself could help with this as it's morrowind scripting details which can be hard to crasp after years modding oblivion and skyrim. although it's kinda simple problem if the reading up on cellchanged implementation and details is not included at full extent...
by sjek
26 Feb 2017, 17:19
Forum: General Modding
Topic: Children Of Morrowind
Replies: 15
Views: 13273

Re: Children Of Morrowind

brain dump results kinda in bottom. Thought I'd add that while in Vivec, I'd be in one canton, walk on over to the next one, and walk back and the kids would be there, which they previously weren't. So an exterior cell change seems to do this as well. This was midday, if that means anything to this....