Search found 45 matches

by SmartGuar
02 Jan 2019, 13:43
Forum: Feature Requests and Suggestions
Topic: Attacking NPCs following player and smarter guards
Replies: 5
Views: 3543

Re: Attacking NPCs following player and smarter guards

It's not that much of a problem to get them back to the cell in question. The problem is, if you use RA, they are gone. I think, even if you had moved them back to their original cell. This is not so bad, if you use it on enemies that won't respawn anyway, but it's a problem with friendly NPCs. Mayb...
by SmartGuar
01 Jan 2019, 23:46
Forum: Feature Requests and Suggestions
Topic: Attacking NPCs following player and smarter guards
Replies: 5
Views: 3543

Re: Attacking NPCs following player and smarter guards

Some time ago I tested how you could do that now by modding a 100 command spell with a cost of zero and a very short duration. If you cast it on a hostile actor, he will follow you through any door and because of the spell's short duration be hostile again immediately afterwards. I was thinking that...
by SmartGuar
11 Mar 2018, 14:49
Forum: General Development
Topic: Retrieve projectiles from game world
Replies: 8
Views: 9257

Re: Retrieve projectiles from game world

akortunov wrote: 11 Mar 2018, 11:48 No, I mean by console command.
For example, you can hit a door, animated container, banner, floating barrel, etc. Despite the object is moving, the projectile is still rigid.
Okay, I understand. But this is still awesome. :D
by SmartGuar
11 Mar 2018, 11:38
Forum: General Development
Topic: Retrieve projectiles from game world
Replies: 8
Views: 9257

Re: Retrieve projectiles from game world

This is amazing, I have been waiting for something like this. Thank you for your work! :) What do you mean by moving the crate? Do you mean moving it in the editor? Because that doesn't seem to me like a problem since you can't do it in-game. I would love for this to be merged upstream, but I doubt ...
by SmartGuar
07 Sep 2017, 20:47
Forum: Off Topic
Topic: TreeIt - almost Speedtree for free
Replies: 12
Views: 15276

Re: TreeIt - almost Speedtree for free

Not true, if it was clean-room reverse engineered, then yes, you are allowed by law, to distribute it. We already do this in for the formulas that have been reversed engineered from Morrowind. Now if they have patents, that is another issue but we can avoid that as well by making sure that we get t...
by SmartGuar
07 Sep 2017, 20:03
Forum: Off Topic
Topic: TreeIt - almost Speedtree for free
Replies: 12
Views: 15276

Re: TreeIt - almost Speedtree for free

Doesn't look like it. I thought so, but didn't see any license. Thank you. Sorry, that last part is unenforceable in the US and in the EU. The end user has rights too and they come first above that of what is written/typed in a license. The end-user has every right to modify, take apart, reverse en...
by SmartGuar
07 Sep 2017, 16:51
Forum: Off Topic
Topic: TreeIt - almost Speedtree for free
Replies: 12
Views: 15276

Re: TreeIt - almost Speedtree for free

Is it also free as in freedom?
by SmartGuar
07 Sep 2017, 16:42
Forum: Example-Suite
Topic: Example Suite version 0.17 released!
Replies: 11
Views: 20997

Re: Example Suite version 0.17 released!

Why is the ground black? I don't know why. It's not black, though. The original is pretty grey. The colourised version is pretty saturated. Maybe something with colour but more muted tones would be better? I completely agree. Even if the game weren't supposed to be gloomy, my versions would still b...
by SmartGuar
07 Sep 2017, 16:38
Forum: General Modding
Topic: I fixed Vurt's groundcover for OpenMW
Replies: 15
Views: 13592

Re: I fixed Vurt's groundcover for OpenMW

kuyondo wrote: 07 Sep 2017, 06:47 which one is better? this one or vality?
I think, only Vurt's mod looks awesome everywhere.
by SmartGuar
07 Sep 2017, 16:37
Forum: General Modding
Topic: I fixed Vurt's groundcover for OpenMW
Replies: 15
Views: 13592

Re: I fixed Vurt's groundcover for OpenMW

Thank you for your work. Though I'm not sure why it wasn't broken in vanilla, Well, I'm not sure if I understood you correctly, but, I think, the mod is actually broken in vanilla, so to say. That seems to be intentional, though. The point is that the mod mustn't be activated in the vanilla game eit...