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Everything posted by MikJames
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I know, it seems like one of those that's so obvious it's probably been done to death already, or there are significant engine limitations that make implementation near impossible. Am I just really bad at searching for mods? Ideally there would even be a perk that adds classic Thief style mantling, but that's a whole other can of worms.
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Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
I don't understand how someone could delude themselves into believing they have control over open source software. If the openmw creator has stated that somewhere then they are indeed very confused, and have confused me as well. Regardless, they don't actually have any real power to restrict others from forking the code. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
 LOL, I have MGXE installed, I have the draw distance set so high I can see Vivec from the Seyda Neen Lighthouse. I don't lose any FPS, so again, I think that you think that OpenMW is so far superior to Morrowind, that you actually believe it's impossible for Morrowind to run a bunch of "Script Heavy Mods", and go 60 FPS. I don't even believe what you're saying anymore THe OpenMW leader said they weren't going to allow MWSE into OpenMW, even if it's done from outside sources. YOu keep blaming THIS modding community for not doing something YOU want. Pretty sure Morrowind only uses 1 cpu core by default, maybe mwse lua and/or mgexe is doing some trickery to offload scripting onto other cores, but I'm not aware of any such functionality. Draw distance is almost entirely gpu based and handled via mgexe. So long as you don't hit the memory limit, or have a lot of npcs on screen with active ai, you can draw as far as you want. Problems arise when you want to install texture/mesh improvements, or have many npcs on screen with active ai. Morrowind only uses 1 cpu core, and Morrowind is only capable of utilizing 4gb of ram, these are constants that have not been negated to my knowledge. The only way around the memory limit is via loading Morrowind onto a ram disk. Prove the above wrong or go away, I'm not interested in anecdotes. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
  "The community is so divided" WTF are you talking about? Some people like OpenMW, and some people like Classic. Some people would switch to OpenMW if they weren't being so hardheaded against implementing and supporting OpenMW. Until then, people will stick with what they like. I'm sticking with Classic because I have to IMMEDIATELY give up a ton of MWSE/LUA mods that I don't want to play without because they're QoL mods. You are creating a Division/Fight where there isn't one. The most asked question on Morrowind MWSE/LUA Mod Pages is, "Is this compatible with OpenMW?" and the answer is No, because the team won't support it. Oh Well. End of story, how the hell that means the community is divided is a complete and unnecessary over dramatization, and a complete fabrication of literally Nothing like that even happening in reality. I don't see you putting any of this "EASY" work into figuring out how to do amazing stuff in OpenMW. I see you just sitting back and criticizing everybody for being "lazy" You say it's EASY to work with OpenMW, but when push comes to shove you say "I can't" and instead criticize the rest of the modding community for "Being Lazy", sounds like the only Divisiveness in the community is YOU by attacking other modders for not 'stepping up' and doing something for OpenMW, and just being (as you say), "Lazy" Never said openmw was easy, just that it is better. Not sure how you can play Oldwind with "a ton" of script heavy mods, given that the engine only support 1 cpu core, but I guess 60 fps isn't a necessity for everyone. I'll repeat what I said one more time so you hopefully understand IT'S NOT UP TO THE OPENMW TEAM TO IMPLEMENT ANYTHING OTHER THAN VANILLA MORROWIND, THE DOOR IS OPEN (OPEN SOURCE GET IT?) FOR THE MWSE TEAM TO EXTEND OPENMW'S SCRIPTING AS NECESSARY. Not only is the modding community refusing to put the work in, they are placing blame on the creators of openmw for not doing what was never on the project road map in the first place. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
Don't have the skills myself. I'm not demanding anyone implement anything, just expressing my disappointment that the community is so divided on this completely solvable problem. Open source is open source, anyone can add anything they want. All I've seen is modders blaming the Openmw team for not implementing LUA, for not making life easier for modders, they built an entirely new engine that is objectively superior in every way aside from a hacked on scripting implementation, what more do you want? Openmw recognizes multiple cpu cores, handles large memory addresses properly, supports modern shader techniques efficiently, is rock solid stable. I simply refuse to believe that LUA is so important, that great mods can't be created with other scripting tools, people just need to put the work in. It's not as simple as hacking on MWSE/Lua to Openmw, they are different engines, and if people want a better Morrowind they will have to get used to a new way of doing things. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
Sounds more like laziness on the part of modders to me. Unwilling to learn a new way of doing things, and unwilling to contribute to the future of Morrowind modding. That's fine, those who choose to remain in the past will be left there once Openmw is adopted by the majority. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
Why would Openmw support a script extender, hacked on to a 19 year old engine to fix it's inherent limitations, when Openmw has no such limitations? Who is refusing to support LUA, the devs already working on the open source code? If LUA is so important, why haven't modders added it to the open source code by now? If Openmw's scripting emvironment is really so limited, there is nothing stopping any of us from fixing that. The Openmw team is currently focused on completeing the morrowind experience and hitting 1.0, just because they aren't interested in diverting resources, doesn't mean they have forbidden others from doing so. -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
How do you know I'm not already? What exactly does your insightful comment add to the discussion ð¤ -
Let's Leave the Past Where it Belongs
MikJames replied to MikJames's topic in Morrowind's Discussion
I have plenty of patience, it's the modding community that lacks patience. Rather than taking the time to work on improving the scripting capabilities of an objectively superior engine, modders are wasting time on a 19 year old decrepit turd of an engine that has no hope of ever being stable or optimized for modern hardware. The more people take the easy way out, the less real progress will be made toward a better future. -
OpenMW is the present and future. It runs on pc, it runs on tablets and phones, it allows advanced scripting functionality without any janky script extenders. It runs faster and more stable than Oldwind 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. 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? Odds are it is very familiar to anyone who has used some variant of the construction set/creation kit, just without a script extender. 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. 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.
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SSE Combining Light/Heavy Armor & One Handed/Two Handed Trees?
MikJames replied to MikJames's topic in Skyrim's Mod Ideas
I can see there isn't much interest in this then, probably not worth the effort anyways if it's even do-able. -
Have an idea for a mod that I would probably create myself if it hasn't been done already. The general idea is that the Light/Heavy armor trees are kind of redundant, and they could reasonably be combined into 1 tree with multiple branches for specialization. The base perk would cover the damage percent reduction for both heavy and light armor, with higher level perks playing on the inherent differences between light and heavy armor. I would also do the same for the One Handed/Two handed trees. This should allow for more varied play styles. You could then reasonably use a combination of light/heavy armors without incurring a penalty, and you could wield a main two handed weapon and still have twin daggers as a backup without losing dps. If this has already been done or cannot be done for some reason I'd like to know, I have a fair amount of experience with Oblivion's CS and it would take some time to learn Skyim CK, but I welcome the challenge.
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I'm working on an update/revision to the mod Training Cattle, got permission years ago but only got back into it over the last few months. Currently I'm looking for someone to do a mesh and texture edit on one of the existing clothing pieces, removing most of the clothing item while keeping the part I want around the neck line. If anyone has the skills for this drop me a line via pm.
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Wrye Bash Batch Install Order?
MikJames replied to MikJames's topic in Oblivion's Mod troubleshooting
No, read it again. Did you bother trying at least? http://image.jeuxvideo.com/smileys_img/43.gif Of course I use Loot, you misread my post, this has nothing to with load order. -
Wrye Bash Batch Install Order?
MikJames replied to MikJames's topic in Oblivion's Mod troubleshooting
No, read it again. -
I'm trying to figure out if I'm misunderstanding the concept of install order, or if Wrye Bash is just being retarded when installing more than one mod. I organized my mods in the installers tab in the order that I would like them installed. Unofficial Patch 0, Unofficial SI Patch 1, etc, etc. When I select them all and click install...it proceeds to install all of the mods in precisely the opposite order...wtf. Basically the Unofficial patch is the last thing it installs. I'm starting to understand why so many people prefer to avoid this program, but I need it for All Natural Weathers for some reason, they insist on using a batched patch.
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Does such a thing exist? I know there is the Immersive Interiors portion of All Natural, but it's my opinion that they did far too much work for little added immersion. The immersion is broken in that you don't see any npcs outside. Frosted glass windows are reasonably immersive, the people of Cyrodiil may simply enjoy their privacy, or perhaps they never learned the art of creating transparent glass. The brightly lit windows at night however is an immersion breaker.
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I've been working on a gameplay overhaul for Morroblivion, tweaking things here and there that annoy me. So far I've changed "the boots of blinding speed" to "the boots of hefty speed", as the blinding effect either doesn't exist in Oblivion, or is only available in the script extender (beyond my capabilities). Now I've been infected by a Berne Vampire and I've realized that the faction rank attribute requirements are "Willpower" and "Speed". This obviously makes no sense for the stealthy clan of vampires to be magically inclined. I'm looking for the setting in the CS that controls rank requirements, so I can change the willpower requirement to an agility requirement. Can someone point me in the right direction?
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Spare me the "just give it a try" suggestions regarding vanilla combat. I enjoy fast paced and deadly combat, so both vanilla Morrowind and vanilla Oblivion are unplayable for me. So with that out of the way, has anyone actually created a proper combat mod? Something that is actively being worked on and is both comprehensive and functional? Accurate Attack is in-comprehensive, as it doesn't effect creatures, and Apoapses Attack appears to break after some time in game. Any suggestions, or is this going to be an OpenMW thing?
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So what's the word these days on a balanced combat mod for Morrowind? Accurate Attack seems very popular, but also breaks just about every semblance of balance in the game, and mitigates leveling specific skills. Men combat looks promising, but I can't find the files for it anywhere, it was supposedly integrated into Mnem, but it actually appears to be Apoapses attack that was integrated. Apoapses attack is great in theory, only most of the comments read "this was great until it stopped functioning"... So maybe someone can get me up to speed on this, or should I just spend the next few weeks robbing the nobles blind with my Thief/Nightblade so that I can drop all my point into marksman/blade/agility/luck?
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Oblivion CS, Trying To Add Dialog Topic To Every Npc?
MikJames replied to MikJames's topic in Oblivion's Mod troubleshooting
You've helped me plenty :) Haven't been in the mood to mod for a couple days, but when I jump back in I will follow your advice. You are absolutely right now that I think about it, whenever a quest is started and new dialog trees are made available in game there is always a console message that reads "topic added". Should be able to just add it in as part of the quest staging script. -
Oblivion CS, Trying To Add Dialog Topic To Every Npc?
MikJames replied to MikJames's topic in Oblivion's Mod troubleshooting
So what you're saying is, topics aren't added automagically, and I'd need a script for that? -
Trying to add a dialog topic to every npc in game. I drew from share and recruit for inspiration as the friend topic is always front and center in that mod. So I created a quest, start game enabled, set priority to 99 Didn't set any conditions for now during testing, added some dialog in the topics tab and saved. So in theory the quest should start when the game loads, and add the single topic from the quest to every npc in the game, but no dice. I went over how csr pulled this off again and again but I just can't see what I am missing here.
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Level scaling bug, they are really dragging their heels on fixing that.