I believe he is referring to "Skyrim_Exterior.esp", since you said that was the offending plugin. Just compress it with zip/rar/7z and attach it to a post here, or if it's too large, link it from somewhere else.Tes96 wrote:Where do I find it? Is it the "openmw" document under My Games folder? Or is it in the actual OpenMW folder?scrawl wrote:Plugins should not crash OpenMW under any circumstances. Please attach the crashing plugin here.
OpenMW 0.35.0 loading errors
Support for running, installing or compiling OpenMW
Before you submit a bug report for the first time, please read: Bug reporting guidelines
Before you submit a bug report for the first time, please read: Bug reporting guidelines
Re: OpenMW 0.35.0 loading errors
Re: OpenMW 0.35.0 loading errors
I just discovered that I can drag any esm or esp up and down the loading list, which is by far the best approach I've seen. In Wrye Mash, you have to change the dates of the plugins to get them to load before or after other plugins. And what's great is that the Launcher tells you if a plugin is loaded before its corresponding ESM by the yellow triangle icon. Improvements that could be made would be a select all/deselect all box at the top (similar to how you can check box all of your emails or PMs at once) and a Save feature to save a current load list that you manually created.
Here are the two logs after running 0.35.0 with Skyrim_Exterior.esp. Still getting the crash-to-desktop. I messaged the guys at SHOTN if I may send your team the file so you can see what's wrong. There shouldn't be any hassle but I'd rather ask beforehand.
ogre.log
openmw.log
Here are the two logs after running 0.35.0 with Skyrim_Exterior.esp. Still getting the crash-to-desktop. I messaged the guys at SHOTN if I may send your team the file so you can see what's wrong. There shouldn't be any hassle but I'd rather ask beforehand.
ogre.log
- Spoiler: Show
- 14:20:25: Creating resource group General
14:20:25: Creating resource group Internal
14:20:25: Creating resource group Autodetect
14:20:25: SceneManagerFactory for type 'DefaultSceneManager' registered.
14:20:25: Registering ResourceManager for type Material
14:20:25: Registering ResourceManager for type Mesh
14:20:25: Registering ResourceManager for type Skeleton
14:20:25: MovableObjectFactory for type 'ParticleSystem' registered.
14:20:25: ArchiveFactory for archive type FileSystem registered.
14:20:25: ArchiveFactory for archive type Zip registered.
14:20:25: ArchiveFactory for archive type EmbeddedZip registered.
14:20:25: DDS codec registering
14:20:25: FreeImage version: 3.15.3
14:20:25: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
14:20:25: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic
14:20:25: Registering ResourceManager for type HighLevelGpuProgram
14:20:25: Registering ResourceManager for type Compositor
14:20:25: MovableObjectFactory for type 'Entity' registered.
14:20:25: MovableObjectFactory for type 'Light' registered.
14:20:25: MovableObjectFactory for type 'BillboardSet' registered.
14:20:25: MovableObjectFactory for type 'ManualObject' registered.
14:20:25: MovableObjectFactory for type 'BillboardChain' registered.
14:20:25: MovableObjectFactory for type 'RibbonTrail' registered.
14:20:25: *-*-* OGRE Initialising
14:20:25: *-*-* Version 1.9.0 (Ghadamon)
14:20:25: Loading library .\/RenderSystem_GL.dll
14:20:25: Installing plugin: GL RenderSystem
14:20:25: OpenGL Rendering Subsystem created.
14:20:25: Plugin successfully installed
14:20:25: Loading library .\/RenderSystem_Direct3D9.dll
14:20:25: Installing plugin: D3D9 RenderSystem
14:20:25: D3D9 : Direct3D9 Rendering Subsystem created.
14:20:25: D3D9: Driver Detection Starts
14:20:25: D3D9: Driver Detection Ends
14:20:25: Plugin successfully installed
14:20:25: Loading library .\/Plugin_CgProgramManager.dll
14:20:25: Installing plugin: Cg Program Manager
14:20:25: Plugin successfully installed
14:20:25: Loading library .\/Plugin_ParticleFX.dll
14:20:25: Installing plugin: ParticleFX
14:20:25: Particle Emitter Type 'Point' registered
14:20:25: Particle Emitter Type 'Box' registered
14:20:25: Particle Emitter Type 'Ellipsoid' registered
14:20:25: Particle Emitter Type 'Cylinder' registered
14:20:25: Particle Emitter Type 'Ring' registered
14:20:25: Particle Emitter Type 'HollowEllipsoid' registered
14:20:25: Particle Affector Type 'LinearForce' registered
14:20:25: Particle Affector Type 'ColourFader' registered
14:20:25: Particle Affector Type 'ColourFader2' registered
14:20:25: Particle Affector Type 'ColourImage' registered
14:20:25: Particle Affector Type 'ColourInterpolator' registered
14:20:25: Particle Affector Type 'Scaler' registered
14:20:25: Particle Affector Type 'Rotator' registered
14:20:25: Particle Affector Type 'DirectionRandomiser' registered
14:20:25: Particle Affector Type 'DeflectorPlane' registered
14:20:25: Plugin successfully installed
14:20:25: Particle Emitter Type 'Nif' registered
14:20:25: Particle Affector Type 'GrowFade' registered
14:20:25: Particle Affector Type 'Gravity' registered
14:20:25: Added resource location 'C:\Users\Vedaa Addammassar\Documents\My Games\OpenMW/cache' of type 'FileSystem' to resource group 'General' with recursive option
14:20:25: Added resource location 'resources\mygui' of type 'FileSystem' to resource group 'General' with recursive option
14:20:25: Added resource location 'resources\water' of type 'FileSystem' to resource group 'General' with recursive option
14:20:25: Added resource location 'resources\shadows' of type 'FileSystem' to resource group 'General' with recursive option
14:20:25: Added resource location 'resources\materials' of type 'FileSystem' to resource group 'General' with recursive option
14:20:25: CPU Identifier & Features
14:20:25: -------------------------
14:20:25: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-4700HQ CPU @ 2.40GHz
14:20:25: * SSE: yes
14:20:25: * SSE2: yes
14:20:25: * SSE3: yes
14:20:25: * MMX: yes
14:20:25: * MMXEXT: yes
14:20:25: * 3DNOW: no
14:20:25: * 3DNOWEXT: no
14:20:25: * CMOV: yes
14:20:25: * TSC: yes
14:20:25: * FPU: yes
14:20:25: * PRO: yes
14:20:25: * HT: no
14:20:25: -------------------------
14:20:25: *** Starting Win32GL Subsystem ***
14:20:25: Registering ResourceManager for type Texture
14:20:25: GLRenderSystem::_createRenderWindow "OpenMW", 1920x1080 fullscreen miscParams: FSAA=0 externalWindowHandle=1115422 title=OpenMW vsync=false
14:20:25: GL_VERSION = 4.2.0 - Build 10.18.10.3379
14:20:25: GL_VENDOR = Intel
14:20:25: GL_RENDERER = Intel(R) HD Graphics 4600
14:20:25: GL_EXTENSIONS = GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_storage_buffer_object GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode
14:20:25: Supported WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
14:20:25: ***************************
14:20:25: *** GL Renderer Started ***
14:20:25: ***************************
14:20:25: Registering ResourceManager for type GpuProgram
14:20:25: GLSL support detected
14:20:25: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
14:20:25: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D16S1 D16S4 D16S8 D16S16 D24S0 D24S1 D24S4 D24S8 D24S16 D32S0 D32S1 D32S4 D32S8 D32S16 Packed-D24S8
14:20:25: [GL] : Valid FBO targets PF_UNKNOWN PF_A8 PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
14:20:25: RenderSystem capabilities
14:20:25: -------------------------
14:20:25: RenderSystem Name: OpenGL Rendering Subsystem
14:20:25: GPU Vendor: intel
14:20:25: Device Name: Intel(R) HD Graphics 4600
14:20:25: Driver Version: 4.2.0.0
14:20:25: * Fixed function pipeline: yes
14:20:25: * Hardware generation of mipmaps: no
14:20:25: * Texture blending: yes
14:20:25: * Anisotropic texture filtering: yes
14:20:25: * Dot product texture operation: yes
14:20:25: * Cube mapping: yes
14:20:25: * Hardware stencil buffer: yes
14:20:25: - Stencil depth: 8
14:20:25: - Two sided stencil support: yes
14:20:25: - Wrap stencil values: yes
14:20:25: * Hardware vertex / index buffers: yes
14:20:25: * 32-bit index buffers: yes
14:20:25: * Vertex programs: yes
14:20:25: * Number of floating-point constants for vertex programs: 256
14:20:25: * Number of integer constants for vertex programs: 0
14:20:25: * Number of boolean constants for vertex programs: 0
14:20:25: * Fragment programs: yes
14:20:25: * Number of floating-point constants for fragment programs: 256
14:20:25: * Number of integer constants for fragment programs: 0
14:20:25: * Number of boolean constants for fragment programs: 0
14:20:25: * Geometry programs: yes
14:20:25: * Number of floating-point constants for geometry programs: 4096
14:20:25: * Number of integer constants for geometry programs: 0
14:20:25: * Number of boolean constants for geometry programs: 0
14:20:25: * Tesselation Hull programs: no
14:20:25: * Number of floating-point constants for tesselation hull programs: 0
14:20:25: * Number of integer constants for tesselation hull programs: 0
14:20:25: * Number of boolean constants for tesselation hull programs: 0
14:20:25: * Tesselation Domain programs: no
14:20:25: * Number of floating-point constants for tesselation domain programs: 0
14:20:25: * Number of integer constants for tesselation domain programs: 0
14:20:25: * Number of boolean constants for tesselation domain programs: 0
14:20:25: * Compute programs: no
14:20:25: * Number of floating-point constants for compute programs: 0
14:20:25: * Number of integer constants for compute programs: 0
14:20:25: * Number of boolean constants for compute programs: 0
14:20:25: * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120 gp4gp gpu_gp nvgp4
14:20:25: * Texture Compression: yes
14:20:25: - DXT: yes
14:20:25: - VTC: no
14:20:25: - PVRTC: no
14:20:25: - ATC: no
14:20:25: - ETC1: no
14:20:25: - ETC2: no
14:20:25: - BC4/BC5: no
14:20:25: - BC6H/BC7: no
14:20:25: * Scissor Rectangle: yes
14:20:25: * Hardware Occlusion Query: yes
14:20:25: * User clip planes: yes
14:20:25: * VET_UBYTE4 vertex element type: yes
14:20:25: * Infinite far plane projection: yes
14:20:25: * Hardware render-to-texture: yes
14:20:25: * Floating point textures: yes
14:20:25: * Non-power-of-two textures: yes
14:20:25: * 1d textures: yes
14:20:25: * Volume textures: yes
14:20:25: * Multiple Render Targets: 8
14:20:25: - With different bit depths: yes
14:20:25: * Point Sprites: yes
14:20:25: * Extended point parameters: yes
14:20:25: * Max Point Size: 255
14:20:25: * Vertex texture fetch: yes
14:20:25: * Number of world matrices: 0
14:20:25: * Number of texture units: 16
14:20:25: * Stencil buffer depth: 8
14:20:25: * Number of vertex blend matrices: 0
14:20:25: - Max vertex textures: 32
14:20:25: - Vertex textures shared: yes
14:20:25: * Render to Vertex Buffer : no
14:20:25: * Hardware Atomic Counters: no
14:20:25: * GL 1.5 without VBO workaround: no
14:20:25: * Frame Buffer objects: yes
14:20:25: * Frame Buffer objects (ARB extension): no
14:20:25: * Frame Buffer objects (ATI extension): no
14:20:25: * PBuffer support: yes
14:20:25: * GL 1.5 without HW-occlusion workaround: no
14:20:25: * Vertex Array Objects: no
14:20:25: * Separate shader objects: no
14:20:25: DefaultWorkQueue('Root') initialising on thread 490.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread d4 starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread e68 starting.
14:20:25: Particle Renderer Type 'billboard' registered
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread 1684 starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread a78 starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread aa8 starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread 14ac starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread 159c starting.
14:20:25: DefaultWorkQueue('Root')::WorkerFunc - thread 8ec starting.
14:20:25: Texture: openmw.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:20:25: Creating resource group Data00000002
14:20:25: ArchiveFactory for archive type Dir registered.
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files' of type 'Dir' to resource group 'Data00000002' with recursive option
14:20:27: Creating resource group Data00000001
14:20:27: Added resource location 'C:\Users\Vedaa Addammassar\Documents\My Games\OpenMW/data' of type 'Dir' to resource group 'Data00000001' with recursive option
14:20:27: Creating resource group DataBSA00000006
14:20:27: ArchiveFactory for archive type BSA registered.
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\Morrowind.bsa' of type 'BSA' to resource group 'DataBSA00000006' with recursive option
14:20:27: Creating resource group DataBSA00000005
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\Tribunal.bsa' of type 'BSA' to resource group 'DataBSA00000005' with recursive option
14:20:27: Creating resource group DataBSA00000004
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\Bloodmoon.bsa' of type 'BSA' to resource group 'DataBSA00000004' with recursive option
14:20:27: Creating resource group DataBSA00000003
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\TR_Data.bsa' of type 'BSA' to resource group 'DataBSA00000003' with recursive option
14:20:27: Creating resource group DataBSA00000002
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\PC_Data.bsa' of type 'BSA' to resource group 'DataBSA00000002' with recursive option
14:20:27: Creating resource group DataBSA00000001
14:20:27: Added resource location 'C:/Bethesda Softworks/Morrowind/Data Files\Skyrim_Data.bsa' of type 'BSA' to resource group 'DataBSA00000001' with recursive option
14:20:27: Texture: century_gothic_big_0_Lod_A: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:20:27: Texture: century_gothic_font_regular_0_Lod_A: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:20:27: Texture: Daedric_font_0_Lod_A: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
14:20:27: Texture: Magic_Cards_Regular_0_Lod_A: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:20:27: Texture: textures\door_icon.dds: Loading 1 faces(PF_DXT3,16x16x1) with 1 custom mipmaps from Image. Internal format is PF_DXT3,16x16x1.
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14:20:27: Texture: textures\menu_rightbuttonup_bottom_right.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttonup_right.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
14:20:27: Texture: textures\menu_rightbuttonup_top_right.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttonup_top.dds: Loading 1 faces(PF_A8R8G8B8,16x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x2x1.
14:20:27: Texture: textures\menu_rightbuttonup_top_left.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttonup_left.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
14:20:27: Texture: textures\menu_rightbuttonup_bottom_left.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_bottom.dds: Loading 1 faces(PF_A8R8G8B8,16x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_bottom_right.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_right.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
14:20:27: Texture: textures\menu_rightbuttondown_top_right.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_top.dds: Loading 1 faces(PF_A8R8G8B8,16x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_top_left.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_rightbuttondown_left.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
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14:20:27: Texture: white.png: Loading 1 faces(PF_R8G8B8,8x8x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,8x8x1.
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14:20:27: Texture: textures\menu_thick_border_top.dds: Loading 1 faces(PF_A8R8G8B8,512x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x4x1.
14:20:27: Texture: textures\menu_thick_border_left.dds: Loading 1 faces(PF_A8R8G8B8,4x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x512x1.
14:20:27: Texture: textures\menu_thick_border_bottom_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_thick_border_bottom_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_thick_border_top_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_thick_border_top_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
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14:20:27: Texture: textures\menu_head_block_top.dds: Loading 1 faces(PF_A8R8G8B8,256x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x2x1.
14:20:27: Texture: textures\menu_head_block_bottom.dds: Loading 1 faces(PF_A8R8G8B8,256x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x2x1.
14:20:27: Texture: textures\menu_head_block_left.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
14:20:27: Texture: textures\menu_head_block_right.dds: Loading 1 faces(PF_A8R8G8B8,2x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x16x1.
14:20:27: Texture: textures\menu_head_block_top_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_head_block_top_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_head_block_bottom_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_head_block_bottom_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_button_frame_top.dds: Loading 1 faces(PF_A8R8G8B8,128x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x4x1.
14:20:27: Texture: textures\menu_button_frame_bottom.dds: Loading 1 faces(PF_A8R8G8B8,128x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x4x1.
14:20:27: Texture: textures\menu_button_frame_left.dds: Loading 1 faces(PF_A8R8G8B8,4x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x16x1.
14:20:27: Texture: textures\menu_button_frame_right.dds: Loading 1 faces(PF_A8R8G8B8,4x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x16x1.
14:20:27: Texture: textures\menu_button_frame_top_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_button_frame_top_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_button_frame_bottom_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\menu_button_frame_bottom_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
14:20:27: Texture: textures\tx_menubook_bookmark.dds: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
14:20:27: Texture: textures\menu_thin_border_top.dds: Loading 1 faces(PF_A8R8G8B8,512x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x2x1.
14:20:27: Texture: textures\menu_scroll_left.dds: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
14:20:27: Texture: textures\menu_scroll_right.dds: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
14:20:27: Texture: textures\menu_scroll_up.dds: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
14:20:27: Texture: textures\menu_scroll_down.dds: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
14:20:27: Texture: textures\menu_thin_border_bottom.dds: Loading 1 faces(PF_A8R8G8B8,512x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x2x1.
14:20:27: Texture: textures\menu_thin_border_left.dds: Loading 1 faces(PF_A8R8G8B8,2x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x512x1.
14:20:27: Texture: textures\menu_thin_border_right.dds: Loading 1 faces(PF_A8R8G8B8,2x512x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x512x1.
14:20:27: Texture: textures\menu_thin_border_top_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_thin_border_top_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_thin_border_bottom_left_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_thin_border_bottom_right_corner.dds: Loading 1 faces(PF_A8R8G8B8,2x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x2x1.
14:20:27: Texture: textures\menu_bar_gray.dds: Loading 1 faces(PF_B8G8R8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x16x1.
14:20:27: Texture: textures\menu_small_energy_bar_top.dds: Loading 1 faces(PF_A8R8G8B8,64x2x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x2x1.
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14:20:27: Texture: textures\menu_small_energy_bar_vert.dds: Loading 1 faces(PF_A8R8G8B8,2x8x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,2x8x1.
14:20:27: Texture: textures\tx_cursor.dds: Loading 1 faces(PF_DXT3,32x32x1) with 2 custom mipmaps from Image. Internal format is PF_DXT3,32x32x1.
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14:20:27: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource video\bethesda logo.bik in resource group General or any other group. in ResourceGroupManager::openResource at B:\Programming\Libraries\Ogre\Source\OgreMain\src\OgreResourceGroupManager.cpp (line 756)
14:20:27: Registering ResourceManager for type BulletShape
14:20:27: Parsing scripts for resource group Autodetect
14:20:27: Finished parsing scripts for resource group Autodetect
14:20:27: Creating resources for group Autodetect
14:20:27: All done
14:20:27: Parsing scripts for resource group Data00000001
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14:20:27: Creating resources for group Data00000001
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14:20:27: Parsing scripts for resource group Data00000002
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14:20:27: Creating resources for group Data00000002
14:20:27: All done
14:20:27: Parsing scripts for resource group DataBSA00000001
14:20:27: Finished parsing scripts for resource group DataBSA00000001
14:20:27: Creating resources for group DataBSA00000001
14:20:27: All done
14:20:27: Parsing scripts for resource group DataBSA00000002
14:20:27: Finished parsing scripts for resource group DataBSA00000002
14:20:27: Creating resources for group DataBSA00000002
14:20:27: All done
14:20:27: Parsing scripts for resource group DataBSA00000003
14:20:27: Finished parsing scripts for resource group DataBSA00000003
14:20:27: Creating resources for group DataBSA00000003
14:20:27: All done
14:20:27: Parsing scripts for resource group DataBSA00000004
14:20:27: Finished parsing scripts for resource group DataBSA00000004
14:20:27: Creating resources for group DataBSA00000004
14:20:27: All done
14:20:27: Parsing scripts for resource group DataBSA00000005
14:20:27: Finished parsing scripts for resource group DataBSA00000005
14:20:27: Creating resources for group DataBSA00000005
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14:20:27: Parsing scripts for resource group DataBSA00000006
14:20:27: Finished parsing scripts for resource group DataBSA00000006
14:20:27: Creating resources for group DataBSA00000006
14:20:27: All done
14:20:27: Parsing scripts for resource group General
14:20:28: Parsing script ripples.particle
14:20:28: Finished parsing scripts for resource group General
14:20:28: Creating resources for group General
14:20:28: All done
14:20:28: Parsing scripts for resource group Internal
14:20:28: Finished parsing scripts for resource group Internal
14:20:28: Creating resources for group Internal
14:20:28: All done
14:20:28: Creating resource group debugging
14:20:28: Texture: splash/splash_clannfear.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
14:20:32: Texture: splash/splash_clanndaddy.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 8 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
openmw.log
- Spoiler: Show
- OpenMW version 0.35.0 (revision dfaab1188f)
Loading config file: C:\Users\Vedaa Addammassar\Documents\My Games\OpenMW/openmw.cfg... done.
Loading config file: ./openmw.cfg... done.
Using default (English) font encoding.
Data dir C:/Bethesda Softworks/Morrowind/Data Files
Data dir C:\Users\Vedaa Addammassar\Documents\My Games\OpenMW/data
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\Morrowind.bsa
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\Tribunal.bsa
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\Bloodmoon.bsa
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\TR_Data.bsa
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\PC_Data.bsa
Adding BSA archive C:/Bethesda Softworks/Morrowind/Data Files\Skyrim_Data.bsa
Sound output: OpenAL
Sound decoder: FFmpeg
Enumerated output devices:
Generic Software on Speakers (Realtek High Definition Audio)
Generic Software on Realtek Digital Output (Realtek High Definition Audio)
Opened "Generic Software on Speakers (Realtek High Definition Audio)"
Failed to play video: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource video\bethesda logo.bik in resource group General or any other group. in ResourceGroupManager::openResource at B:\Programming\Libraries\Ogre\Source\OgreMain\src\OgreResourceGroupManager.cpp (line 756)
Loading content file Morrowind.esm
Loading content file Bloodmoon.esm
Loading content file Tribunal.esm
Loading content file TR_Data.esm
Loading content file Clean final TR_M3A6-Ind_Nemon.esp
Loading content file Skyrim_Data.esm
Loading content file Clean sky_int_karthwasten_cave_08.ESP
Loading content file modTESTchargen_v2_5.ESP
Loading content file PC_Landmass.ESM
Loading content file PC_Data.esm
ESM Error: String table overflow
File: C:/Bethesda Softworks/Morrowind/Data Files\PC_Data.esm
Record: SCPT
Subrecord: SCVR
Offset: 0x52b5
Loading content file PC_devmap2_Anvil_v1.3.esp
Loading content file PC_i2-15_Smoke Hole Cave.ESP
Loading content file Skyrim_Exterior.esp
Loading content file TR_Alpha.ESP
Loading content file TR_Mainland.esm
Loading content file TR_Mainland.ESP
Re: OpenMW 0.35.0 loading errors
I downloaded the latest 64-bit nightly from here. I installed a clean version of Skyrim_Exterior.esp and it works fine. But now, TR_Landmass.esp is causing a crash, and it wasn't before. The game loads just fine when it is deselected. Any suggestions or ideas?
Re: OpenMW 0.35.0 loading errors
Is there any possibility of duplicate land in one coordinate ?
As of now the savegame info is overwriting the mod changes if reference already exixts for being in the save side.
Can you try with clean one and putting
Skip-menu=1
Start=Pelagiad
Or where you wanna start in openmw.cfg in mygames one. The generation is skipped so mods that depends on chargenstate needs to be manually started.
https://github.com/OpenMW/openmw script-run= ouhg to be handy.
Fixme function is problematic on detecting collision shapes moving around lighningspeed or if teleported how to ensure that player stays inside playable area. Maybe nearer 1.0
Edit: can you try with newest nightly. Don't know exactly which one this got merged https://bugs.openmw.org/projects/openmw ... b75634569e
As of now the savegame info is overwriting the mod changes if reference already exixts for being in the save side.
Can you try with clean one and putting
Skip-menu=1
Start=Pelagiad
Or where you wanna start in openmw.cfg in mygames one. The generation is skipped so mods that depends on chargenstate needs to be manually started.
https://github.com/OpenMW/openmw script-run= ouhg to be handy.
Fixme function is problematic on detecting collision shapes moving around lighningspeed or if teleported how to ensure that player stays inside playable area. Maybe nearer 1.0
Edit: can you try with newest nightly. Don't know exactly which one this got merged https://bugs.openmw.org/projects/openmw ... b75634569e
Re: OpenMW 0.35.0 loading errors
Aha, it was a duplicate. Somehow when I downloaded TR_Mainland plugin I renamed it as a master file instead of a plugin, although I don't recall doing that. And so that's why I wound up with TR_Mainland plugin and master file. I thought it was strange that there were two master files for Tamriel-Rebuilt. OpenMW works fine now. Thanks for suggesting the duplicate plugin, Sjek.sjek wrote:Is there any possibility of duplicate land in one coordinate ?
As of now the savegame info is overwriting the mod changes if reference already exixts for being in the save side.
Can you try with clean one and putting
Skip-menu=1
Start=Pelagiad
Or where you wanna start in openmw.cfg in mygames one. The generation is skipped so mods that depends on chargenstate needs to be manually started.
https://github.com/OpenMW/openmw script-run= ouhg to be handy.
Fixme function is problematic on detecting collision shapes moving around lighningspeed or if teleported how to ensure that player stays inside playable area. Maybe nearer 1.0
Edit: can you try with newest nightly. Don't know exactly which one this got merged https://bugs.openmw.org/projects/openmw ... b75634569e
Other issues:
1. Alpha mapping issues? Some boulders are black and white.
2. Extremely limited field-of-view. I have it set to Far and it's almost the same as vanilla Near view.
3. HUD turning black. This happened a couple times before in the Cyrodiil map yesterday. The HUD will start turning black all of a sudden and will stay that way for a minute or so. The terrain and world are fine; it's just the Heads-Up-Display. Then it slowly gets better and better.
4. Spell list still not displaying its heads-up-display information, like Spells, Magical Items, etc...
Re: OpenMW 0.35.0 loading errors
np. tesannwyn land kinda tricky
1. that might be shader emiisive and specularity values via blender. is there diffuse, detail, etc maps different from seen rocks ?
viewtopic.php?f=24&t=2681&start=40
2. that can be extended from settings.cfg field of view = 130 line. playability comes in play thought as the zoom is pincthed making a tunnel at 179 angle. somehow related to camera as it clips upside down at 181 and also somewhere in forum posts. didn't spot from code quickly. can be also my 4:3 window as problem
3. sounds something related to MyGui usage. does the options menu also dim ?
4. https://bugs.openmw.org/issues/2410#change-10952 .... misfire
does enablemagicmenu in console just after picking class and sign give them ?
1. that might be shader emiisive and specularity values via blender. is there diffuse, detail, etc maps different from seen rocks ?
viewtopic.php?f=24&t=2681&start=40
2. that can be extended from settings.cfg field of view = 130 line. playability comes in play thought as the zoom is pincthed making a tunnel at 179 angle. somehow related to camera as it clips upside down at 181 and also somewhere in forum posts. didn't spot from code quickly. can be also my 4:3 window as problem
3. sounds something related to MyGui usage. does the options menu also dim ?
4. https://bugs.openmw.org/issues/2410#change-10952 .... misfire
does enablemagicmenu in console just after picking class and sign give them ?
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