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abot

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Posts posted by abot

  1. PBR was only present in an experimental MGE-XE build, basically abandoned due to the huge FPS cost. Normal and bump maps are sometimes used for special meshes (e.g. armors, weapons...) but never for generic retexture e.g. for landscape/architecture so usually not worth for that kind of all-encompassing retexture packages. Basically when you see normal/bump maps for OpenMW in the mod package info avoid using it as a mesh replacer for standard Morrowind.exe

  2. I have the GOTY edition disk.

    Also, i have the most recently MWSE, but i dont have any graphic enhancer mods, only gameplay mods.

    there are some logs you could post

    Morrowind.ini
    Warnings.txt
    MWSE.log
    mgeXE.log
  3. AFAIK tes3lint is written in Perl and Strawberry Perl was what jms recommended people install to use it.

     

    I'm using tes3cmd as a standalone .exe though.

    https://www.tamriel-rebuilt.org/content/utility-tes3cmd

     

    I've never seen that error, looks like it's failing in something to do with handling .zip archives. What's the command you're trying on what file?

    I don't think --overwrite is a valid parameter for clean

    [EDIT] uhm. no it should be, but maybe try without it, or add "" around the plugin file name

  4. > Did some quick reading, and tried using the GMST Fix.esp as a quick and dirty trick to see if that worked. Nope, still have the same issue, but it was worth a shot!
    GMST Fix.esp is to be loaded in the construction set when you edit the mod to AVOID generating the dirty GMSTs on save, it can't clean your dirtied mod after the fact. You need TESTool or tes3cmd clean for that (or other editors like enchnated editor/tesame... if you don't want to clean in automatic way)

  5. I regularly load my esp into the game to see if it still works properly but I don't play through the game with it.

    So should I run my plugin through tes3cmd and tesasme after I finish developing?

    Personally I clean with testool + tes3cmd everytime after saving from the construction set, as it is a fast procedure, completely automatic = no possible human errors like low level editing with tesame or similar tools, and easily repeatable with identical parameters/results.

    But you really need to do it at least before uploading your mod.

  6. Assuming you start from a fresh new game, if not already doing this try loading only the standard Bethesda masters, + the other mod and your mod, to be sure you have no other mods potentially changing the same NPC.
    If this works, maybe you have in your full loading list some other mod loaded trying to change the same NPC. If 2 mods change the same object (e.g. a NPC) still often only the last loaded one will have the changes applied overwriting the changes to the NPC done by the previously loaded one. To reconcile things usually tools like TESTool merge objects option (but this is obsolete as it may crash with long loading lists) or Tes3merge (the current state-of-the-art one) work, maybe give tes3merge a try

  7. you need the path for the texture inside the .nif file to respect these rules:




    1. if the texture is inside a subfolder (e.g. Data Files\Textures\subfolder1\mytexture1.dds), you need the path to include the Textures part so e.g. Textures\subfolder1\mytexture1.dds




    2. if the texture is right in the Textures folder (e.g. Data Files\Textures\mytexture1.dds), you can use both Textures\mytexture1.dds or simply mytexture1.dds




    Nif Texture Stripper is a tool able to automatically fix most texture paths in a bunch of .nif files very fast.


    I use it with these parameters: nif_tx_strip.exe --local --back_slash --no_texture_path --bmp2dds --tga2dds > out.txt so it logs to the out.txt file, then you can look for --> in the out.txt file for changed textures report


  8. Uhm, this would be very strange, but the only reason I could still think about is some mod breaking the standard script that is setting the variable, which is the Main script
    you could look for *.es? mods in the Data File folder containing the text string "begin main"
    (you can use e.g. SearchMyFiles)
    The last loaded mod changing the Main script should be the one loaded, so check if it has the proper line with the

    if ( MenuMode == 0 )
    Set Random100 to Random, 101
    endif

    if line is there, last thing you could check is if for some reason the Random function is not working as expected. You can check from the in game console .e.g. type

    set ratskilled to Random 101
    show ratskilled

    and see if the number changes as expected when you close the console/open the console, repeat the commands (ratskilled is just another variable we use instead of Random100 to be sure the problem is not the Random100 variable changed by something else to be constant)

    [EDIT] Wait, try also this (from the in game console):
    startscript main
    and then close console/open console / type: show Random100
    (if this works it could mean some mod is stopping the main global script, so you should look for mods containing the "stopscript main" text string)



  9. Why not from the CS? if you can enter a command from the console, most of the times you can use it in a script. Some commands behave a bit differently in console, but you should be able to use most of AI commands. If you already know what console commands work for you, try using them from a script.
    You can start a global targeted script from the dialog result, it will have as implicit target the NPC you are talking to. You can find more details on targeted global scripts in Morrowind Scripting For Dummies 9

  10. Hello, this is my first Morrowind playthrough and I've decided to install some graphic mods.

     

    I noticed that none of the mods I have installed adding more faces & haircuts for the player character are detected by the game? I had them checked on Wyre Mash and ran the game through OpenMW. I can't see them while customizing my character.

     

    Thank you for any help.

    there is a check in the race/hair/head definition that you must set in the construction set to set the resource as playable

  11. I'd try
    AiEscort player 0 0 0 0

    then, that could be not stopped as already done when the NPC is near his original starting coordinates. It may work from the console, but ideally it should be added to the NPC AI packages from the NPC AI form in the construction set.

    aifollow is not something you want IMO, they will follow you with it

  12. I'd try something like this:
    open the in game console, type
    TDT
    this should toggle debug text so you can see player coordinates.
    put player in the spot near the NPC where you want the npc to stay, then take note of player X, Y, Z coordinates
    now click the NPC so you can see the NPC id on console header, then type (replace X Y Z with proper coordinates)
    aiescort player 0 X Y Z
    in theory the NPC should defend player when attacked

    (type TDT again when done)

  13. it runs on tablets and phones

    Good for people who appreciate it. Personally I am not interested, I play games on a personal computer running Windows

    it allows advanced scripting functionality without any janky script extenders

    I think mwse-Lua is not that janky, and the developers reactivity to mod makers requests is super fast.

    It runs faster

    In my experience, it is not faster with a comparable MGE-XE/MWSE Lua setup

    more stable than Oldwind

    this is true

    ever did and ever could. It will eventually support all of the Bethesda TES and Fallout games to date, bringing all of them into the 21st century

    eh, I am not so optimistic and appreciate present and immediate future most

    It's very disappointing to see modders still releasing mods for Oldwind requiring the use of MWSE. I understand it's difficult to let go of familiar mod tools, but have you looked at the openmw editor?

    I did try OpenCS, more than once. Did you try it, compared it with the good old construction set or MWEdit or other more recent Bethesda Toolkits? Do you like the filters?

    Odds are it is very familiar to anyone who has used some variant of the construction set/creation kit, just without a script extender

    Nope, in my experience it is a completely different unfinished piece of s***

    If openmw really can't do everything MWSE allows you to do, then talk to the dev team about it, or code it yourself and become a contributor, or we can pressure the creator of MWSE to shift focus over to Openmw.

    What a grand and intoxicating innocence

    Openmw is a gift to all of us, possibly the best thing to happen for our favorite games, but it needs our support to succeed. If we don't give it the support it deserves, we won't be able to have nice things in the future.

    I'm having plenty of nice Lua things, thanks. I currently envy OpenMW scrollable world map (and that's it), but I have hope for it to be ported in not so far MWSE-Lua future

     

    Honestly. I don't understand some of OpenMW users. Harassing mod makers to convert their Morrowind.exe mods to OpenMW is just going to piss them off if they are not interested, and harassing OpenMW developers to add premature features is going to have the same effect on the other side. Just be patient and give your support/appreciate what you have at present and like most, it's all gifted after all

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