#Daisy’s Lua Multimark
1 messages · Page 1 of 1 (latest)
Did arrow/mouseScroll navigation stop doing anything with the newest version or is it just me? When I roll back the mod to this version git checkout ddb0bb1fbdf647e7f38f0293f4b7043191084fbe it's working again.
(using openmw dev build 6f8123998c3fa050498aea7cf26ac246c734c72e)
Also, I noticed the LuaMultiMark.omwscripts file is absent from download version on Nexus/Modding-OpenMW, while it's still on the repo. Is this intentional? (I kind of always assumed you need both but maybe I was wrong all the time 😅 )
Yeah, I messed it up, sorry. Fixed now in 1.4.1
The omwscripts isn't needed for now.
Nice! I started using the previous version recently and it’s fantastic.
Love the mod, thank you a lot.
Updating from 1.3 worked fine so far mid-game.
Do you think it's possible to keybind your Mark&Recall to specific keybinds?
I use them very often but still I haven't enough slots on the default poor 9 quickslots.
As another feature request, have you considered allowing Teleport pages scroll? Like pressing left/right arrow to automatically scroll to the next bunch of teleports. Since I've made many ( like 30 rn in a very long playthrough ) it would help a lot instead of regular wheel scrolling.
Seems to be a major bug. Took the mod down and will fix when I got home.
Hopefully the issues listed in bugs and posts sections of the nexus get fixed.
I released a bug fix last week but it seems some new ones appeared. I’ll try to get to it soon
Was a fix for the mouse mark ever released? I reported it as an bug on the nexus but I never got a response. It's possible my mod is outdated though.
(using the mouse click for the mark menu would do a recall instead)
I think so?
Yeah it seems to be fixed
Has anyone confirmed whether or not this works with TES3MP?
No OpenMW Lua mods work with TES3MP
Well ain't that the burr in my saddle...
Thanks for the fast reply.
This mod is bread-and-butter for me! (EDIT: I adopted early, and was swooning from the get-go.) Thank you, Zack!
In my version of expanded-vanilla from 11-Nov-2024, I would suggest that these keybinds and descriptions are inconsistently-ordered.
It's the "Arrow Keys" entry that's backward. If this would have been better as a github bug report, please advise! 🙏
github bug report
I obviously didn't even look for this, sorry about that
another fine mod, awesome work, so thanks for making this
A question. Would it be possible to implement Recall limitations as well? https://www.nexusmods.com/morrowind/mods/48438 - I'm thinking about sth like in this mod which allows you to limit the number of Recall uses per day (you can even use real time if you want). I don't think that there is a version for OpenMW. I like the idea of multiple marked locations, but it's a bit easy with unlimited number of uses.
Tbh, i find it better to just heavily edit the settings to make it slower to get more marks.
Ex, making it so you only get one extra every 25 levels of mysticism.
Tbh same. I find it a more interesting challenge than waiting and resting to recharge daily uses.
Nothing prevents me from tuning the scale to each character. My never-mysticism characters usually get 2 mark locations with their trinkets.
I'm already doing that. Default settings are pure easy mode IMO.
My never-mysticism characters usually get 2 mark locations with their trinkets.
Which is totally cheating I must admit.
And it's not challenging btw. It's easier than Vanilla in every instance.
The mod is great for convenience but I think that optional limitations could be nice
The
move is to simply uninstall it! Propylons, boats, striders, guild guides, and interventions never hurt anybody
Sure. The mod is optional. However, I like the idea of getting more marks based on Mysticism. I just think that optional limitations would be a nice mod expansion. There is a reason why somebody created such a mod for MSWE 🙂
Oh yeah definitely understandable.
Another option which i actually do, is set the minimum gate really high.
So to even get a 2nd mark I need 65 mysticism.
My 2nd at 80, and 3rd at 100
Yeah, wouldn't be a bad idea. Just need to implement it
Open to merge requests
Right now I am moving across the country in a week and a half
I like this idea enough that I almost edited the .lua, and then I almost recovered my git key and authenticated to offer an MR, and then I lazied right out and decided that 1 base and 25 mysticism per extra would serve most all of my characters.
Oop
Hope your move is smoother than expected!
I still like it at default settings, its a useful spell to have around, but yeah, it can make things a bit too easy, I might increase the limit to 10 per mark, 25 is a bit high for my tests, considering how useful the spell is
I hear ya! Once I heard how useful Gold is, I started doing player->additem gold_100 1000000 for every character 😉 8P 🙂
Ofc, balance is always personal. Glad to have the options.
everybody has at least 5 Mysticism. At this lvl a character is completely inept. Even 15 is almost nothing.
Base values are way way too generous IMO. However, it's so easy to tweak that it's not a problem.
for me, the default was 8, as I installed thise through a mod list,
and base mark is 0
so maybe 10 or 15 would be a better number, I think it will also depend on how opften you use spells that increase Mysticism, and or star sign. so its a question of balance
currently got 3 marks, and it will be a little while before I get another. So in that regard, I think I will keep it at 8 for now.
I like base mark 1 and additional requirement 10 the most. That way you get 1 in the beginning, and 2 very fast, and it's not random number nor op.
@dark elm I am open to actually doing some merge requests in. First one would be fixing inverted mouse scroll(added as an issue on gitlab already) and second one I am trying to redo atm is 2x call of renderItemList that overrides iw.rowCountY - 1 from default 25(well 24) to 10 and adding it as an option to settings
Ok, figured out why, there is a call to setGridSize that forces a reDraw and does a resize
Feel free to submit some!
Damn, I finally figured why you have that issue with scroll not working. At least I think so. With list size set by a setting variable it is locked to 10. Well, in screen shot you added a magic limiting number. Well whatever, I've forked and will add merge requests when I am done.
Added pull requests and kinda fixed what was wrong for those specific things but I have a question what's with this logic of mark data and rotation. Some sort of grid based layout and whatnot when it is not used?
I ripped it from my deckwind mod
So there’s a good bit of dead code
seems like I'd be onto you @dark elm for longer as it is your mods as well(Black Soul Gems and QuickTrain)
Yeah… I’m so bad at polishing mods. I could but time. Also just bad things in real life right now
It is fine. Well, actually it is amazing. One of the best and useful mods I've added to my modlist. But if this was added to me for a code review and training session for dev(s) responsible by manager you'd probably hear me 2-3 blocks away on my post-hardcore impression cussing in fit of anger on my way to hospital amidst heart attack
And that’s why I don’t work as a programmer 
just a "bit" more. Scroll and proper scaleable UI since there is actually ui.screenSize() that produces:
L@0x1[scripts/quicktrain/training_log_window.lua]: getScreenSize screenSize: (2560, 1440)
which means I can move to settings those values for players using some LosslessScaling or what not, plus expose scaling factor they'd want to have instead of magically hardcoded numbers and do the UI magic based on science 😄
Is this the problem with the quicktrain and the openmw book mod? There was a solution in the nexus comments for that but the vertical option might be a better alternative haha
Solution is magical numbers that need a bit of tweaking for my screen resolution. It's fine but I can make it work without that so why not? The only thing I've need to solve is making scrolling work atm
I will bump this idea so it isn't forgotten
.
It’s not something that’s in the scope of the mod
Really it’s just meant to replicate the old multimark mod that used the dialog window with a whole bunch of options, ran by thousands of scripts
Right. Sure. Guess what I suggested is mod expansion because there is no OMW option for the mod I linked.
I found a couple of issues in this mod, but managed to address them:
https://gitlab.com/modding-openmw/daisys-lua-multimark/-/merge_requests/3
https://gitlab.com/modding-openmw/daisys-lua-multimark/-/merge_requests/4
I hope that this repo is a right place to send patches to.
A "List Length" feature's description shows that "How many location marks are shown in a list. Default is 10.". But the last row is reserved for statistics, so...
Thanks! The mod is a bit neglected I admit
Thanks!
Daisy’s Lua Multimark
Am i only one that this mod isn"t working for on MTO?
Buy separate spells "greater mark" and "greater recall"