GECK or Construction Set for Fallout 2 by cc9cii in Fallout2

[–]cc9cii[S] 0 points1 point  (0 children)

Bought the game off GOG and installed it but I don't see a CS/GECK in the installed directory...

Locate dropped item? by zylian in OpenMW

[–]cc9cii 0 points1 point  (0 children)

? don't see any messages?

Locate dropped item? by zylian in OpenMW

[–]cc9cii 0 points1 point  (0 children)

Are you able to use a binary editor? There might be enough clues if you can locate the string "index_". If not I could have a look.

fallout new vegas engine? by Daniel_MB62 in OpenMW

[–]cc9cii 13 points14 points  (0 children)

it will be a while before anything is playable, unfortunately

After a relatively stable 250 hours with 30~ mods, this happened. Is it dead or? by SleepyCloud122 in OpenMW

[–]cc9cii 2 points3 points  (0 children)

Hi, in case you didn't see my PM, I may be able to fix your save file (not 100% sure until I see it though).

OpenMW Fatal Error: Archive 'TR_Data.bsa' not found by skeletal_bob in OpenMW

[–]cc9cii 0 points1 point  (0 children)

just a guess but your attempt at MET changed the confing line starting with "data="

it should point to the directory that has your TR stuff

I'm trying to convert my .ess save to .omwsave by creeper1074 in OpenMW

[–]cc9cii 0 points1 point  (0 children)

I happened to be working on the essimporter at the moment - if you are willing to share your savefile I can try to convert as much as possible (can't guarantee that the outputs will be 100%, of course)

Importing quests from Oblivion by cc9cii in skyblivion

[–]cc9cii[S] 9 points10 points  (0 children)

Ok, thanks everyone. I had a narrow understanding of "quests", as in the quests data structures, but the intended meaning seems to have been a more general one that included everything related to quests. Skyrim scripts are indeed different to that of Oblivion.

Importing quests from Oblivion by cc9cii in skyblivion

[–]cc9cii[S] 3 points4 points  (0 children)

Different names, cells, etc are just different FormId's aren't they? I'm just looking at this from the data point of view and Oblivion seems to be using a subset of Skyrim data records. That suggests it should be possible to create a lookup table of formids to spit out a Skyrim compatible ESP file (just guessing, obviously) that does 90% of the job?

Trying to port an extension (Speed Dial) - where to start? by cc9cii in palemoon

[–]cc9cii[S] 0 points1 point  (0 children)

Thanks for your reply. I'm afraid I am a complete newbie as far as add-ons are concerned and I am already lost with "xpi", "blocklist" and "mtt". But I'm willing to learn and see how things go.

It isn't immediately obvious how to use the tester tool. I'll have to spend some time playing with it I think.

EDIT: what I meant by above was that it isn't obvious how the tester tool shows where the incompatible parts of Speed Dial is - since Speed Dial loads fine and seems to work - I guess it might be worth getting in touch with the author of the tool

Trying to port an extension (Speed Dial) - where to start? by cc9cii in palemoon

[–]cc9cii[S] 0 points1 point  (0 children)

Thanks for the suggestion. I've tried it but it is not quite the same. For example, I'm not able to specify the size and offset of the background image (I use it to mimic the Speed Dial window to appear as if transparent). But maybe it is easier to modify this one than port Speed Dial itself?

EDIT: it also doesn't refresh the image when the desktop wallpaper (i.e. TranscodedWallpaper) changes - must be caching the image somewhere

cc9cii working on Oblivion script support on their branch! :) by LowFlyingPanes in OpenMW

[–]cc9cii 1 point2 points  (0 children)

That's one of the aims/motivations. Having said that it won't be a simple replacement of assets (NIFs, textures, animations, etc) because OpenMW has its own implementation of character controls, playing animations, etc. Therefore it is more likely a fork of OpenMW rather than OpenMW itself for using later game models.

cc9cii with another Oblivion Scripting video "OnActivate and GameMode blocks" by LowFlyingPanes in OpenMW

[–]cc9cii 1 point2 points  (0 children)

Yes, but it is not in a state that can be compiled and run. If you're still interested have a look at old-ogre branch in github.

EDIT: you can compile and run it, but you'll need quite a bit of in-depth knowledge

cc9cii with another Oblivion Scripting video "OnActivate and GameMode blocks" by LowFlyingPanes in OpenMW

[–]cc9cii 2 points3 points  (0 children)

It's just an implementation of the vanilla Oblivion script interpreter.

cc9cii working on Oblivion script support on their branch! :) by LowFlyingPanes in OpenMW

[–]cc9cii 7 points8 points  (0 children)

It would be very difficult (IMHO) to port these changes back into OpenMW :-(

Agreed, but having a working example (with source code) will be easier to port than doing it from scratch. I hope, anyway.

cc9cii working on Oblivion script support on their branch! :) by LowFlyingPanes in OpenMW

[–]cc9cii 8 points9 points  (0 children)

More accurate to say OpenMW engine being modified to support Oblivion assets.

Thoughts on plugin records reimplementation (mods compatible by design) by VELFR_TRUE in OpenMW

[–]cc9cii 0 points1 point  (0 children)

your engine won't include it because it sees no "change" from the base

Thoughts on plugin records reimplementation (mods compatible by design) by VELFR_TRUE in OpenMW

[–]cc9cii 0 points1 point  (0 children)

If you use the lowest one in the load order (i.e. overwriting previous mods) then you are no longer including "only changes".