Is it possible? Or I should add custom bones to skeleton?
Some thoughts:
1. We can show holstered weapons (as in Gothic).
2. We can show rings.
Any suggestions?
Search found 863 matches
- 24 Feb 2018, 14:11
- Forum: General Development
- Topic: Weapon sheathing
- Replies: 46
- Views: 36565
- 23 Feb 2018, 08:46
- Forum: Support
- Topic: case SDL_KEYMAPCHANGED
- Replies: 2
- Views: 3532
Re: case SDL_KEYMAPCHANGED
SDL_KEYMAPCHANGED was added in SDL 2.0.4, so you can try to use it or later versions. Google says Trusty uses the 2.0.2. The only place which uses this event is here . But anyway this behaviour is strange since this code should be omitted by preprocessor if you have the old SDL. Maybe a some kind of...
- 21 Feb 2018, 07:23
- Forum: Content Development
- Topic: Merging Greatness7 Idle animations with other animations replacers
- Replies: 2
- Views: 6080
Re: Merging Greatness7 Idle animations with other animations replacers
I would check out liztails animation kit. As I said, I tried to use it, but out of luck. AnimKit shows something like "XYZ rotation keys are not supported". A quite strange since Greatness7 recommends to use the AnimKit. UPDATE: Looks like I missed the v0.4 Animation Compilation release: ...
- 20 Feb 2018, 10:36
- Forum: Content Development
- Topic: Merging Greatness7 Idle animations with other animations replacers
- Replies: 2
- Views: 6080
Merging Greatness7 Idle animations with other animations replacers
Hello. Does anyone have unpacked animations from Greatness7 Idle Animations Fix?
I want to merge idle animations with Djok's Animations Compilation, but the split_kf.exe from AnimKit fails to determine a game installation path for some reason.
The link for packed Idle animations fix is here.
I want to merge idle animations with Djok's Animations Compilation, but the split_kf.exe from AnimKit fails to determine a game installation path for some reason.
The link for packed Idle animations fix is here.
- 11 Feb 2018, 14:17
- Forum: General Development
- Topic: Combat AI: fallback behaviour
- Replies: 0
- Views: 3438
Combat AI: fallback behaviour
Hello! In both OpenMW and Morrowind archers and mages try to fall back if the enemy is too close. OpenMW behaviour has two problems: 1. If there is an obstacle behind, NPC runs on place endlessly. In Morrowind NPC just stops in this case. 2. NPC can run off the cliff. This issue is not present in va...
- 06 Feb 2018, 06:02
- Forum: General Development
- Topic: Bug or incompatibility with newline in script text (e.g. messagebox)
- Replies: 2
- Views: 3191
- 05 Feb 2018, 18:16
- Forum: General
- Topic: Belt-hanging lights?
- Replies: 1
- Views: 2492
Re: Belt-hanging lights?
You can add a hidden light source item (without CanCarry flag) to NPC. Or just add a constant Light magic effect with desired magnitude to NPC.
- 05 Feb 2018, 18:10
- Forum: Feature Requests and Suggestions
- Topic: (Post 1.0) Kicking butts
- Replies: 5
- Views: 5722
- 05 Feb 2018, 18:06
- Forum: Off Topic
- Topic: Scripting problem: RemoveItem
- Replies: 2
- Views: 3751
Re: Scripting problem: RemoveItem
I can suggest you:
1. To use the player->GetItemCount and player->RemoveItem.
2. To check the console output and look for errors.
Also I am not sure if RemoveItem supports variables as arguments.
1. To use the player->GetItemCount and player->RemoveItem.
2. To check the console output and look for errors.
Also I am not sure if RemoveItem supports variables as arguments.
- 05 Feb 2018, 17:41
- Forum: Feature Requests and Suggestions
- Topic: DnD Style Spell Behavior
- Replies: 1
- Views: 2324
Re: DnD Style Spell Behavior
Is there anything in OpenMW to allow such behavior? The short answer is "no". But you can create a fork of the engine and implement these features by yourself (a LOT of work). More info: 1. There is no target auto-tracking in Morrowind. 2. You can use spell reflection/absorption or Resist...