Wasn't openMW still wip ? I mean it works but there are ton of not implemented things.
Wasn't openMW still wip ? I mean it works but there are ton of not implemented things.
Like what?
KotOR-themed total conversion
Morrowind is playable from start to finish without issue in OpenMW, despite not being 1.0.Wasn't openMW still wip ? I mean it works but there are ton of not implemented things.
Like what?
In each video they released they were still adding or fixing stuff that didn't work correctly. From bugged physics to animation to spell effects etc.
There is a reason why it is 0.47 not 1.0
It is fairly stable these days from what i heard but still you don't know if your playtrough will stop because of some bug.
OpenMW, as a package for Morrowind, is 100% complete. It's less buggy than vanilla. Every feature of vanilla is also present. Most of the bugs you keep hearing about nowadays are related to their additional features.Wasn't openMW still wip ? I mean it works but there are ton of not implemented things.
Like what?
In each video they released they were still adding or fixing stuff that didn't work correctly. From bugged physics to animation to spell effects etc.
There is a reason why it is 0.47 not 1.0
It is fairly stable these days from what i heard but still you don't know if your playtrough will stop because of some bug.
For the record, all of this stuff has been possible for years with the (still much more advanced than openMW) Morrowind Script Extender, which has integrated these pipe-dream LUA features for years. Nothing ever came of it and nobody's ever made some great combat/UX overhaul, there's no reason to believe it'll happen when openMW finally catches up with MWSE in five years or whatever.Yes, but that comes after they "de-hardcode" OpenMW in the not-too-distant-future. After that is when things get really interesting. New UX, new combat, new character controls, even new games in the style of The Elder Scrolls III.Would it be possible to completely mod Morrowind's combat in this to not be complete garbage? Like making it play like an actual action RPG?
For the record, all of this stuff has been possible for years with the (still much more advanced than openMW) Morrowind Script Extender, which has integrated these pipe-dream LUA features for years. Nothing ever came of it and nobody's ever made some great combat/UX overhaul, there's no reason to believe it'll happen when openMW finally catches up with MWSE in five years or whatever.... that comes after they "de-hardcode" OpenMW in the not-too-distant-future. After that is when things get really interesting. New UX, new combat, new character controls, even new games in the style of The Elder Scrolls III.
Interesting observation: OpenMW on a low end hardware, like an old Intel CPU integrated graphics on an Ivy bridge or even something as "fresh" as Skylake generation, performs very poorly on Windows.
It's not really a question of technology, it's design. What could you possibly do to Morrowind to make the core gameplay and combat better? Adding manual blocks and dodges would just make it even easier, and the player could still give themselves +10,000 to all of the relevant numbers and one-shot anything. Expanding the verb list the player can use to interact with the world sounds nice, until you remember that none of the environments were designed with it in mind, so is someone then going to go through and redesign all of the game's dungeons to incorporate new actions/puzzles? Add enemy patrol behavior and revamp the stealth system so that it can actually be exploited - again, to what end? So the player can one-shot the enemy with a sneak attack instead of a frontal one?For the record, all of this stuff has been possible for years with the (still much more advanced than openMW) Morrowind Script Extender, which has integrated these pipe-dream LUA features for years. Nothing ever came of it and nobody's ever made some great combat/UX overhaul, there's no reason to believe it'll happen when openMW finally catches up with MWSE in five years or whatever.... that comes after they "de-hardcode" OpenMW in the not-too-distant-future. After that is when things get really interesting. New UX, new combat, new character controls, even new games in the style of The Elder Scrolls III.
Pretty much this.
OpenMW will never catch up.
Yes, I know. I was talking about OpenMW being faster than OpenMW depending on the operating system.Interesting observation: OpenMW on a low end hardware, like an old Intel CPU integrated graphics on an Ivy bridge or even something as "fresh" as Skylake generation, performs very poorly on Windows.
That is because OpenMW has higher system reqs than vanilla.
KotOR-themed total conversion
Don't know what's funnier, the fact that this mod exists or the way this guy is presenting it with a straight face.
I do not understand how people can say "45 fps" or some other low number is okay for X type of game. No. Low framerates (<60 fps) are not okay for any type of game. Okay, it's fine in things like Baldur's Gate but a no go in a 3D game. I require smooth animations, smooth movement and low input latency, which you cannot have at 30 fps. And yes, the "HUMAN EYE CANNOT SEE PAST 30 FPS, IT'S SCIENCE" people still exist and still post their bullshit.Performance and stability is a real issue in the original Morrowind engine. I tried playing some dude's modlist and it crashed every 5 minutes and ran at around 30-40 FPS. Author was like 'yeah it crashes a bit'. And everyone reacted like I was weird for wanting to run at 60+ FPS. Like 'this is Morrowind what do you expect'. Bitch, I ain't playing it at 30 FPS, are you retarded. I'd rather have vanilla graphics and run at 60+ than have texture packs and other shit pasted onto everything in the game world and play it at sub-40 FPS.
It's the same shit with Skyrim modlists, it fucking frustrates me no end when modlist authors are like 'yeah it will run at 40 FPS in cities' no that's not fucking good enough. Tone down the fucking 4k texture packs already. Less is more.
So yeah, OpenMW is interesting to me. I'd rather wait til it's finished and all though, even if Morrowind itself runs ok in it. Is that new AI voice mod compatible with it?
Morrowind looks better with its smudged textures, at 60 fps, than with all the upscaled texture packs, the grass, the shaders... The textures aren't even the problem, its the fucked up uv's on the meshes, which the optimization mod goes around fixing. Yeah, good job making that giant texture, but without like an hour fucking around in nifskope, it'll still look shit on shit mesh. OpenMW is finished, it just doesn't make good use of lua. I don't know why, not a coder. Personally, there's a list of 8-15 scripts, and I can play without most of them, if I'm just a melee dude, but if I want to use stealth or magic I need everything on that list. So I'm stuck with mgexe, but I'll play openmw on deck.Performance and stability is a real issue in the original Morrowind engine. I tried playing some dude's modlist and it crashed every 5 minutes and ran at around 30-40 FPS. Author was like 'yeah it crashes a bit'. And everyone reacted like I was weird for wanting to run at 60+ FPS. Like 'this is Morrowind what do you expect'. Bitch, I ain't playing it at 30 FPS, are you retarded. I'd rather have vanilla graphics and run at 60+ than have texture packs and other shit pasted onto everything in the game world and play it at sub-40 FPS.
It's the same shit with Skyrim modlists, it fucking frustrates me no end when modlist authors are like 'yeah it will run at 40 FPS in cities' no that's not fucking good enough. Tone down the fucking 4k texture packs already. Less is more.
So yeah, OpenMW is interesting to me. I'd rather wait til it's finished and all though, even if Morrowind itself runs ok in it. Is that new AI voice mod compatible with it?
The worst example of this IMO is with NPCs. There are a million mods to give them high-res textures, but that just makes them look uncanny since you get realistic faces painted onto the same fucked up skeletons. Just looks creepy.Morrowind looks better with its smudged textures, at 60 fps, than with all the upscaled texture packs, the grass, the shaders... The textures aren't even the problem, its the fucked up uv's on the meshes, which the optimization mod goes around fixing. Yeah, good job making that giant texture, but without like an hour fucking around in nifskope, it'll still look shit on shit mesh. OpenMW is finished, it just doesn't make good use of lua. I don't know why, not a coder. Personally, there's a list of 8-15 scripts, and I can play without most of them, if I'm just a melee dude, but if I want to use stealth or magic I need everything on that list. So I'm stuck with mgexe, but I'll play openmw on deck.Performance and stability is a real issue in the original Morrowind engine. I tried playing some dude's modlist and it crashed every 5 minutes and ran at around 30-40 FPS. Author was like 'yeah it crashes a bit'. And everyone reacted like I was weird for wanting to run at 60+ FPS. Like 'this is Morrowind what do you expect'. Bitch, I ain't playing it at 30 FPS, are you retarded. I'd rather have vanilla graphics and run at 60+ than have texture packs and other shit pasted onto everything in the game world and play it at sub-40 FPS.
It's the same shit with Skyrim modlists, it fucking frustrates me no end when modlist authors are like 'yeah it will run at 40 FPS in cities' no that's not fucking good enough. Tone down the fucking 4k texture packs already. Less is more.
So yeah, OpenMW is interesting to me. I'd rather wait til it's finished and all though, even if Morrowind itself runs ok in it. Is that new AI voice mod compatible with it?
Main branch can now load Skyrim assets.
it just works. Also fallout in OpenMW question mark?How does that work?
Main branch can now load Skyrim assets.