Sotha Sil Expanded

Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
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Jemolk
Posts: 189
Joined: 20 Mar 2017, 02:12
Location: Sadrith Mora

Re: Sotha Sil Expanded

Post by Jemolk » 03 Jun 2019, 02:16

Capostrophic wrote:
28 May 2019, 20:00
SayDone adjustment has been merged so if all is well Cabal fight should become playable or at least more playable than it was.
Tested. Pocket Cabal fight works flawlessly now with the original esp.

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Capostrophic
Posts: 659
Joined: 22 Feb 2016, 20:32

Re: Sotha Sil Expanded

Post by Capostrophic » 11 Oct 2019, 15:55

Watchmen without AI packages now greet the player correctly and play the necessary animation.

Laicus
Posts: 43
Joined: 29 Apr 2018, 08:35

Re: Sotha Sil Expanded

Post by Laicus » 11 Oct 2019, 18:41

Capostrophic wrote:
11 Oct 2019, 15:55
Watchmen without AI packages now greet the player correctly and play the necessary animation.
Is this patch needed or is everything working fine without it now?

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Capostrophic
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Joined: 22 Feb 2016, 20:32

Re: Sotha Sil Expanded

Post by Capostrophic » 11 Oct 2019, 19:16

Hanged man script doesn't work at the moment without a typo fix. Although there is a lot of redundant edits in that plugin since a lot of my corrections for 0.46.0 weren't merged yet at the time.

Generally speaking everything has been working mostly fine for a while.

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