Yes, the scale option is corrected to half size or double size in the CS.
HOWEVER, scripts can break this limit:
https://en.uesp.net/morrow/editor/mw_cs ... l#setscale
ST
PS, have fun
Search found 448 matches
- 27 Feb 2021, 18:42
- Forum: Content Development
- Topic: Changing the players size
- Replies: 5
- Views: 5259
- 16 Feb 2021, 19:10
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 552
- Views: 986379
Re: OpenMW Nightly builds
"Add option to always allow stealing from KO'd actors (feature #5545)" Does this mean Calm humanoid is no longer necessary to pickpocket KOed NPCs? Also does this allow the player to loot everything or just the unequipped items? Nvm I've checked it out myself. It's pickpocketing In any ca...
- 16 Feb 2021, 18:58
- Forum: Content Development
- Topic: Quick Scripting Question
- Replies: 7
- Views: 7058
Re: Quick Scripting Question
Out of curiosity, why wouldn't you remove the item from the player inventory? I'm wanting to make sure after it saves them it's gone for good. So far the code seems to work as it should, but I want to know if there's a reason it should be left in their inventory. It's not a consumable that you have...
- 02 Feb 2021, 02:28
- Forum: Support
- Topic: Strange polygons around player model
- Replies: 5
- Views: 2868
Re: Strange polygons around player model
This is due to some kind of missing resource error. I have attached an example of a picture that shows what the engine is trying to display. To get a better understanding of what the issue is, you should reply with a copy of your openmw log file ST ps the log file is found in windows -> C:\Users\***...
- 02 Feb 2021, 02:15
- Forum: Content Development
- Topic: Quick Scripting Question
- Replies: 7
- Views: 7058
Re: Quick Scripting Question
As fate would have it, I don't need to add the potion to inventory update: ... Player->removeitem ResStoneTest 1... This code works perfectly so far. So long as the player has the item, they are revived. I'm glad that the item works as intended, but I would make sure that the item doesn't disappear...
- 30 Dec 2020, 15:16
- Forum: General
- Topic: Any commands available on OpenMW to fix this mayor issue?
- Replies: 5
- Views: 4244
Re: Any commands available on OpenMW to fix this mayor issue?
going off the link of the UESP page (https://en.uesp.net/wiki/Morrowind:Urshilaku_Nerevarine), I think I did not copy the quest name properly. Try this:
SetJournalIndex, "B1_UrshilakuKill", 0
(my first one had a space between kill and urshilaku)
ST
SetJournalIndex, "B1_UrshilakuKill", 0
(my first one had a space between kill and urshilaku)
ST
- 29 Dec 2020, 22:17
- Forum: General
- Topic: Any commands available on OpenMW to fix this mayor issue?
- Replies: 5
- Views: 4244
Re: Any commands available on OpenMW to fix this mayor issue?
Seems like this is in the realm of the difficulty/non-handholding that morrowind does, where you can easily kill some important NPC and see this message: "With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed ...
- 29 Dec 2020, 16:39
- Forum: General
- Topic: Any commands available on OpenMW to fix this mayor issue?
- Replies: 5
- Views: 4244
Re: Any commands available on OpenMW to fix this mayor issue?
I don't know if this is a bug in the original game logic or what - I *think* this is the same thing in Vanilla MW (haven't played vanilla in a long time). It's like if you wear the indoril armor in front of an ordinator then they are forever agro to you (except it happens without having to do any ac...
- 27 Nov 2020, 23:46
- Forum: Content Development
- Topic: File list order in OpenMW-CS vs. OpenMW?
- Replies: 5
- Views: 6066
Re: File list order in OpenMW-CS vs. OpenMW?
I am going to BUMP this topic and also add, is this a bug? I would think the mod dependencies should match as I *thought* they match between vanilla MW and CS The top-to-bottom list order of my .esm/.esp/.omwaddon files when I select "Create a New Addon" or "Edit A Content File" ...
- 22 Nov 2020, 20:51
- Forum: General Modding
- Topic: OpenMW mod to disable all NPC/creature respawning?
- Replies: 3
- Views: 4935
Re: OpenMW mod to disable all NPC/creature respawning?
I'm looking for a working OpenMW-compatible mod that will disable all non-unique NPC and creature respawning (i.e. set the vanilla Morrowind 3-day respawn timer to infinite days for all NPCs and creatures), but the only mod that claims to accomplish this I can find (https://www.nexusmods.com/morrow...