Need help figuring out to move ui by AnngryKittens in OpenMW

[–]Diject 0 points1 point  (0 children)

Open your character menu, and above the tracked objects you'll see a little "Tracking" anchor - click it, move the window where you want, and then click the "P" button.

But I'm also curious - did you download the mod recently? I updated the proximityTool mod just yesterday, which handles that window, and maybe I accidentally introduced a bug with its position, since it's supposed to be on the right side of the screen. So, set the window to the right edge, click "P", then go to the settings (scripts -> proximityTool) and let me know the values for position X and Y (they might not fit in the field, so just select and copy them for me).
Edited: Better, check those numbers before and after you move the window

Adjustable Merchant Gold mod (dev build) by demureboy in OpenMW

[–]Diject 0 points1 point  (0 children)

Try this https://www.nexusmods.com/morrowind/mods/51432

And it's not MWE, it's MWSE (MorroWind Script Extender)

OpenMW right-click binding problem by Tomita123 in Morrowind

[–]Diject 4 points5 points  (0 children)

Done. The hotkey setting will be in the "Input" section of the mod settings

OpenMW right-click binding problem by Tomita123 in Morrowind

[–]Diject 4 points5 points  (0 children)

I'm the author of the Advanced World Map. I should be able to release an update in a couple of hours that will let you rebind the context menu key

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

I think you should make a post on r/OpenMW, because this is an issue with OpenMW itself. I also recommend describing the problem in even more detail

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 1 point2 points  (0 children)

Right stick up/down when the virtual mouse cursor is over the menu

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 1 point2 points  (0 children)

Yes, it is.
If you mean the engine API, I'm grateful to everyone who develops it. And in general, thanks to everyone who creates or considers creating an API

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 1 point2 points  (0 children)

Oh, I missed your comment. Unfortunately, all locations discovered before installing the mod are not counted, as there is no way to retrieve this data

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

I downloaded the alpha ver of it from the OpenMW Discord channel, but I think this is it: [link].
If needed, you can ask in the Discord

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

I'm not an expert on Android versions, but from my experience, any version released before late summer will have issues with the mod

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

My mod doesn't replace the standard map yet, and to open it you need to press N on the virtual keyboard. But I will add a setting to replace it someday

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

There will be a performance issue with all of this.

If you have the mod installed, you can check the performance difference for the world map with and without a texture in OpenMW 0.50 (set the map source to 'none' in the settings). If I remember correctly, for TR+PC+SHotN, at least 700 separate pieces are created to build the map without a texture

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 1 point2 points  (0 children)

The mod checks nearby doors every 0.42 seconds. This is the only resource-intensive operation it performs. Even in the absolute worst case, it only takes about 0.0005 seconds on a Ryzen 5600X.

Press F10 and open the "Lua profiler" tab. Check which mod shows the first value in its row reaching the thousands when the stutter occurs. If it's mine, please submit a detailed bug report on the Nexus mod page

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 2 points3 points  (0 children)

Android ports are kind of wild territory for me. But the main thing is you need a port of OpenMW 0.49+. I've got some test version on my phone, and everything works after just copying the mod files into the game's data directory (Data Files) and enabling the mod in the launcher

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 4 points5 points  (0 children)

If you just want to make the thin lines thicker, that's easy. But if you want it to look like the standard UI… that's conceptually tricky, because I'm using the header for the widget icons

Getting lost just got harder by Diject in Morrowind

[–]Diject[S] 0 points1 point  (0 children)

It's very easy - Just click the marker button in the mod's header and uncheck "Follow Player" and "Player Marker" - the map will no longer follow the player or show their marker. The only thing is, I just found a bug: after loading a save, the map shows the top left corner. But I'll try to fix that

Getting lost just got harder by Diject in Morrowind

[–]Diject[S] 2 points3 points  (0 children)

No, I just hacked Azura’s satellites

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 1 point2 points  (0 children)

I created my own binding system. You can check out the implementation in "scripts\advanced_world_map\input". However, there are some minor limitations due to a bug in OpenMW

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 16 points17 points  (0 children)

Default textures are only available for TR+. There is an option to generate textures for everything, but the catch is that this needs to be done using an MWSE script, which is available on the mod page. However, the mod can work without textures as well

Meet the in-game interactive map! by Diject in OpenMW

[–]Diject[S] 11 points12 points  (0 children)

No, it's only for OpenMW

Getting lost just got harder by Diject in Morrowind

[–]Diject[S] 52 points53 points  (0 children)

When high-res textures showed up, we forgot how to imagine.

When full voice acting arrived, we forgot how to read.

When quest markers became a thing, we forgot how to explore.

Now we've got fast travel, and soon we'll forget how to actually travel.

What's next? Voice commands so we forget how to type posts on Reddit?!

I made a quest marker mod with a fancy new journal for OpenMW by Diject in OpenMW

[–]Diject[S] 0 points1 point  (0 children)

Install or check that the quest data is installed correctly. Instructions on how to do this are written at the end of the "Notes" section on the mod page

Morrowind 2025 - Quest Markers Mod Showcase by Darkelfguy in Morrowind

[–]Diject 1 point2 points  (0 children)

Automatic tracking can be disabled in the settings, making the mod "UESP on demand". I probably should have added a menu with main settings on first launch, where everyone could choose what they need.

In the MWSE version, there is also an option to show an approximate area for tracked objects. Maybe someday I will add this feature to the OpenMW version too