Zini wrote:Is it possible to declare globals programatically? It takes ages to put them into open-cs, I have them in my scripts as comments anyway.
Nope. But if you need so many that it becomes a problem, maybe that is the issue. You could as well just put them all into a global script.
I only just learned I can do that. I believe I will be somewhat hampered by the inability to use the references to external locals on the right ride of assignments, unless that limitation is not present in OpenMW. As it is I have a couple of dozen globals that I'm using as configuration variables. Really I'd like to be able to feed a command line version of open-cs a file and have it output an omwaddon, but that might be a silly idea, so I won't mention it
Zini wrote:Am I right in thinking that the correct way to add extra configuration options to OpenMW is to use the settings.cfg file rather than GMSTs?
Depends on what you mean with extra configuration. I have some plans for that too (not quire finished) and it might involve GMSTs.
Specifically I want to optionally disable the skill increase and level up notifications in the game, I'd like to know which is the best way to do that. You are planning to move much of the game logic out of the engine and into scripting? So things like vanilla level up would be scripted and rewriting the system would be a breeze as all the features required to do it would have to already exist.
sjek wrote:for settings gmst have the benefit that it's easier to change ingame and via mod. cfg file could go kinda crowded fast with multiple mods and keeping the modifying the plugin files via cfg clean. vanilla ini weather settings are handy thought as they effect globally the basegame.
I suppose a GMST is the way to go. I was under the (possibly false) impression that GMSTs were being used for legacy Morrowind settings and OpenMW specific settings were going in the settings files. Adding a configuration option to OpenMW isn't really part of the mod, and it should function even if the mod isn't present. I can see problems in the future with people being tempted to add mod-specific features to the engine, I expect you guys have thought about that already.
sjek wrote:Am I right in thinking that skills and attributes in OpenMW are already uncapped?
there's no problem making handtohand skill 199999 at least. same goes for attributes althought it doesn't update the attribute selection screen. capped at hundred on that. can be vanilla assests
I have disabled the level up menu like GCD does, it's good to know I have freedom to play with my own capping mechanism.
sjek wrote:any possibilty to get it to penalty the most trained / used skills like if you are a fighter the strenght and agility / endurance are getting the hit along with weapon and armor skills and with mage willpower and intelligence with alchemy and magic schools .?
Hmm, I see what you mean. In vanilla Morrowind penalties for prison are applied randomly, I'm just taking advantage of the fact that they are skill penalties and it is skill changes that drive levelling, my own skill neglect system is disabled while in prison. I did think about weighting neglect penalties between major/minor/misc skills, I may still do that. Currently a skill that has not increased in 30 game days has a five percent chance of decreasing per day. There may be scope for ripping out the current slowdown and neglect systems and producing some elegant combined system, but I'll wait until it's working and released before I do that. As for prison, we'll see, it's a good idea.
sjek wrote:for implementation kinda same as previous is there a way to keep track of lv up times currently .?
maybe a gmst whitch activates everytime skill is praised and set's the counter or directly via scripts.
that would make it better as optional for playing from the start thought
I'm tracking skill changes in my script anyway, and yes that's just how I'm doing it (as of last night). Currently you need to start a new character to use the levelling mod, but now I can easily differentiate between major/minor/misc skills it should be possible to allow import of existing characters. The script needs to know the initial skill values at character creation in order to calculate skill slowdowns.
No, I haven't a clue

GCD is a huge inspiration, and I wouldn't play Morrowind without it. It's also is very hacky, due to the limitations of the Morrowind scripting engine. I've had many saves where my attributes got all out of whack because of GCD. The changes I have made to OpenMW are required to implement such mods in a way that isn't problematic. Speaking of which, my modified OpenMW is available on
github. It seems to work fine, needs more testing, and may be horribly broken due to me not actually knowing C++.
I have added: GetBase<attribute>, GetBase<dynamic>, GetBase<skill>, GetLevelProgress, SetLevelProgress, Get<attribute>Increase, Set<attribute>Increase and GetSkillType.
Mod should be ready for first release next week.