#Dubious Intentions
1 messages · Page 2 of 1
ill be lifting a few turns of phrase to be sure haha. Ill try and give its own personality though
@primal lance I noticed in your bardcraft recipes there's a dbs_wilcard.lua. Is this different from your main wildcard file?
Simple Tasks also has CraftingMaterials_Dubious.lua
You only need CraftingMaterials_Dubious.lua
that should be the main file, i thought i had cleared out the old ones
Okay I thought so
id be interested to hear your thoughts if you end up trying Simple Tasks, i really would like to expand on the idea but im not in a rush because crafting is getting a big update at some point
I have it installed but I haven't done anything with it. And Crafting Framework is getting an update?
yeah thats the word, seems like it could some big changes 👀 🤞
Like what???
i've seen talk of more complicated recipes and recognizing different types of crafting station which would be a dream for making cool recipes
Oooh
yeyeye im looking forward to it
Baths of Vvardenfell 2.6 now released!
Version 2.6
-converted to .esm for greater compatibility
-added patch for Sheogorad: Groves of the North
-added patch for Odai, Lifeblood of Balmora 
-new FX for using the sauna (thanks hyacinth) (REQUIRES Sun's Dusk 1.8!)
-updated scripts to align with Sun's Dusk 1.8 API changes
-fixed misnamed signs (they still don't flap...
)
I just want to say that this Geralt thumbnail always makes me chuckle 😄
hehehe ikr, Articus really sorted me out with that one, probably a big cause of the mods success tbf 😄
it really sets the tone
oh man animation is tough.
two hours of work😅
mostly learning and trial/error though
thanks so much @outer zenith for your bizarre armature, it actually makes it a pretty fun challenge
Are you going to make a glider animation? 🥺
thats the plan 🙃 if i can figure it all out, this is an attempt at a shield surfing anim to test things out
Oh hell yeah! I think I could do shield surfing pretty easy by the way
Very similar to the glider code
Maybe I'll include it in the glider mod too
sweet! it is a great combo for traversal, haha just need a good hookshot mod now
i'm testing Sahjop's prototype, its a lot of fun but that could do with an animation too 🤔
so are you aiming for botw style hang glider or is it more like a device?
Botw is the goal
yeah nice
If you do end up making a gliding animation, please keep the hands in the exact same relative positions to one another 😁 (for the idle/falling anim)
I think I can re-use the falling leg animations so it's really just an upper body thing
You are welcome! Is it working ok for you? I tried making some anims with it recently and that whole spine autoposing is cool and all, but mixed kinematics mod was breaking too frequently to have an enjoyable experience :/
How are you moving the actor in space in arbitrary directions while also respecting object collisions?
Although this certaily doesnt look like my armature, seems to be a proper autorig armalture, i guess you meant my blender addon then, yes that stuff should still work properly hopefully haha, and be useful
I'm cheating by overriding player movement
It's called "chimming"
I'm doing some massive chimming*
Oh so like, slowfall+movement override = gliding?
Correct
Smort, very smort
Danke
You must have an absurdly gigantic kopf :3
Shield surf would be speed boost + movement override
and it gets killed if you are off the ground
Pretty simple
Wonder if wallrun can be done in a similar fashion
Yeah actually
Like biggest issue is aleays y axis, but you can kinda control y axis then with a level of slowfall
As long as you dont need to increase y
Thats pre rad
The big blocker for me is animations and models
Slope sliding and wall jumping/running are 2 movement techs i wanted ha
#1475723166612455548 pre-release is available on GitHub right now if you're curious
Although maybe wall jumping wont work since you do need to gain some y there
Yeah that would be tough. There's a double jump MVP out there
It spawns an invisible static below you
Ha, does it work seamlessly, or kinda jank?
yeah i suppose that what i meant 😅 its great, but like all visual art, hands are wierd
Hands are super weird
I don't know if the double jump is smooth or janky
Yeah i get you, isnt there a controller though to just clench the whole fist? And also you know of poses library? Super handy for hands, setup a hand pose, save to lib, reuse later
i know of nothing sera, i just went in headfirst haha im using the animation compilation thats linked on the github but i havent figured out any qol yet
Wooa, brave!
i feel like i have achieved a milestone as a modder 🥹
Tbh perspective of some light movement tech is so exciting, i wish we had a way to meaningfully increase z coord, but already so many times i just wanted to land a sick ass jump on a side of a slip and slide down on my bottoms
yeah when moving is fun it can add infinite playability to a game
Imma be honest, I genuinely have no idea what Morrowind Rebirth is
I know its an overhaul but idk what it changes
I just see "not compatible with morrowind rebirth" all the time
We can do it 💪
(not z but the other stuff)
has anyone else tried this? https://discord.com/channels/260439894298460160/1443431228287094946
its very early iteration of a free running mod.
its amazingly freeing even just to be able to quickly vault a waist high wall
its currently very dangerous indoors though
yeah haha me too as far as i know it basicly touches everything with tons of scripts and landscape edits and all that compatibility nightmare stuff. yeah "not compatible with Rebirth" is a bit of a meme
Which mod? 
ugh, cool ideas always appear when i least want them, but i think ill probably maybe obstain from working on this, otherwise ill be modding forever, seems like there are already few mods working on movement tech
theres one by s3ctor
and one on nexus i think that adds vaulting and even wallruning (currently bugged allegedly)
or maybe ill poke a little at it ugh i dunno
probably not
how difficult is it to dynamically adjust currect player speed, just boosting speed stat by editing it modifier doesnt work right, or does it?
@sand hedge was doing some very promising work with momentum on slopes, probably a good person to ask
sorry i shouldn't keep dragging people into conversations
No worries, I got the bandwidth this weekend to try it out
id like to hear from them tbh, so why not
if they can share what they were working on in this regard
They just happened to share progress on the Showcase thread haha I guess it's movement mod month #showcase message
Finally uploaded the sensor toolkit. It's a raycasting tool that I wanted to develop into a library, so that different mods could get access to the same raycasting data. If you're doing complex raycasting stuff, then there's probably at least useful code in the project.
https://www.youtube.com/watch?v=Ar0cXb5J848
nice idea there
ikr
every time I see a contraband-related mod, I hope that the modder included FMI in some way
and if not, then at least a patch
I kind of appreciate that the two main approaches to fixing how contraband works is either:
"It doesn't make sense that they know you have skooma so I've removed the mechanic from the game"
or
"The game has this mechanic already so might as well extend it to everything that should be considered contraband"
And both are valid. I prefer the second one though. I always just assume they get a glimpse of it when you open your bag.
Service refusal is also a workaround because item-specific refusal in barter screen wasn't implemented (only item categories). The devs probably didn't want to bother with this.
I just assume it stinks to high heaven
Oh interestinmg
How does that work for ebony tho
You don't wanna know. But I meant scooma and moonsugar
Withour service refusal, every merchant who buys potions would buy skooma, for example
Yeah maybe the barter window is a more literal representation of your bag. it's all just loose in there among a bunch of plates, food, gold, bottles of acid the only way to pay him is to dump it all out and put it back in every time
I like the service refusal mechanic personally but I get why people don't
That kinda makes sense
I like to have to plan ahead in games like this, this makes you a lot more paranoid about carrying contraband
I'm fine with it but obv it would be "cleaner" if service refusal happened when you actually tried to sell that skooma.
Yeah definitely but ya know... 
It wouldn't be quite as interesting then imo, It would be so rare that you wouldn't even encounter it unless you were a complete noob
well, with FMI contrabad it isn't so unlikely
I don't see how it's any less or more interesting
If it only happened when you try to sell it then you just have to not try to sell it and it's never an issue
dropping it on the ground to sell stuff is not an issue, either and that has been the norm for... 20 years
note that in Vanila nobody ever calls the guards so it's pretty light
but it is an issue literally because they refuse to open the barter window. It's been the norm for 20 years and it still catches people out. People like/hate it as a mechanic. No one would talk about a mechanic where you can't sell certain items, that is a mechanic already in the game with certain merchants only buying types of items and it's not something people have made a lot of mods to fix.
Because it's not interesting as a mechanic
But service refusal is imo
It will be more of an issue with the new mod because you will at least have to try to hide before putting the stuff away.
yeah, im enjoying it. it's funny because they react as soon as you interact with the thing at all so it does feel more like your being careful around them
@hazy stump do you know of a mod that prevents summoning daedric princes except on their summoning day? i feel like we were speaking about one but i cant find it now
T'was you that asked about it in my H&B mod chat, right?
I've since found one:
https://www.nexusmods.com/morrowind/mods/50074
Not sure if it's the one you were talking about
nice! i think thats the one, i had no memory of the name haha
Nice. Going to doublecheck the summoning dates with what I've got
No. The author who implemented gold cost for summoning (like in DF) ignored the day part.
Which is understandable in MW, I guess, although maybe it can be implemented in some cool way. Maybe summoning would be free on that day, for example.
All match, except I have no mention of Nocturnal on Tales and Tallows (Hearth Fire 3rd)
However, Nocturnal and Vaermina are not in the game, so
That is from description, let me check actual esps
They aren't. Unless TR implemented their quests.
And if TR did - that mod won't cover them cause it's a direct mwscript edit
of the scripts attached to the statues
I wonder if I can implement it dynamically in H+B, intercept onActivate on Statue
Oh, they even missed Boethiah.
Only these 5 are covered:
Out of those affected - 5 out 4 match. They have wrong date for Molag Bal, 20th of Evening Star, instead of 24th.
However. That's Chil'a -
Which has two dates listed. And in Daggerfall the 24th is the day of Molag Bal, so I went with that
There's apparently 3 daedric quests currently in Tamriel Rebuilt too
Yes you should be able to intercept activate and drop it or do something else
yeah, that's the idea. Drop it, show message to the effect of "Prince is deaf to your plea, come back later" unless it's correct date.
Deaf yeah
deathinitely :)
Or you could do the offering thing pretty easy too
Yeah, check inventory for correct item, and remove it
This would be a nice tidy lil mod
You think it should be separate? Since I have a mod that tracks and displays holidays and summoning days, I thought I'd plug it in there
Could make it a setting
ah thats so cool
This mod has a bath but it has no water in it and it isn't usable with SD https://www.nexusmods.com/morrowind/mods/57154
Feel free to leave a comment asking them to add interop haha
They're very active so shouldn't be a problem
I'll do that! I just figured Dubious might know how to make a patch
There are examples in the Sun's Dusk files but also yeah dubious has them as well, I just haven't polished the docs up for interop yet <_>
But yeah that mod creator has been around the block, it would take him like less than 2 minutes compared to whatever he's done for ashfall. You can probably just leave a comment and he'd be able to do it
I left a comment!
I didn't even realize it was Kalinter
ooh looks nice. i love seeing mods for PTR
i have many Kalinter mods
they're always good
doing a bit more work on this to clear my head from animation psychosis. i got loads of icons to fill in the terrain and features but damn.. its so big its going to take forever
if anyone has any particular requests for map features im open to ideas
i need to make it LivelyMap compatible to test it ingame 
Wait what is this
I'm making a paper style worldmap that fits the grid 
Holy shit yes
With TR/PT?
That's the goal yeah, as far as I have found no one has made one, there's lots of pretty maps that don't fit or accurate maps that are too modern
Long project, this is a screenshot of progress. I have all the roads and settlements marked in
I have tons of icons for terrain and towns taken from old 16th century maps that I want to paint in but that part is going to take eternity
Are you illustrating this yourself?
Not so far, it's all taken from online assets. I'm going to make some custom ones for the cantons and weirder fantasy stuff though. Open to ideas for unique POIs or details
This is awesome. This was literally the main thing keeping me from using an alternative map mod
Haha yeah I've been enjoying Stranger ina Lively Land addon for LivelyMap but I've been wanting a full scale map like this for a long time. since my massive disappointment at skyrims map actually, oblivion had the right idea there at least
Big cred for this goes to Acid Zebra for getting that started and hooking me up with tutorials and asset libraries
@primal lance There's a random bath house banner in Suran that's nowhere near the bathhouse
Oh wierd, that's near where the old one used to be, it must be right on the edge of a cell so it didn't get cleaned up when I moved it
The only solution is to add a second bathhouse
I'll just equip this guy with a bucket and sponge
There ya go
Lol, I'm away from pc atm but I can fix it when I get back.
This is urgent. I require a fix immediately
||Obviously take your time lol. Just thought I'd point it out||
Feel free to make a patch lol
Eh
The people are crying out for it
Just look at these scathing reviews. Something must be done!
@primal lance How do you go about running the various tools when you mess with your load order?
Like
- Delta
- Groundcoverify
- S3Lightfixes
- Navmesh tool
its a bit cumbersome but i just delete the generated files and then run the tools seperately through Powershell
.\delta_plugin.exe merge --skip Cell --skip Dialogue --skip DialogueInfo --ignore NordWarFur.esp .\delta-merged.omwaddon
.\groundcoverify.exe --verbose --delta-plugin-exe .\delta_plugin.exe
there's a few weird mods i use that i have to manually remove or i get errors so i do it like this.
then s3lightfixes i have a shortcut to the .esp on my taskbar
and i use the launcher for navmesh tool as i cant get it to run with a cmd.
its a bit of a frankenstein for sure
here's my s3lightfixes toml if you want a look, its pretty heavily modified
I use the ones from momw tools and just run them all from cli like that
What is this one lol: NordWarFur
Why do you have the delta plugin set to skip cells, dialogue, and dialogue info?
its a really nice fur armour replacer ported from skyrim. for some reason the pants go invisible if it gets merged haha
Weird
idk actually, i got the cmd line from momw. i only recently started using it because i wasnt sure how to read my .cfg with tes3merge
.\groundcoverify.exe --verbose --delta-plugin-exe .\delta_plugin.exe
Also, what does the "delta plugin" part of this do?
same answer 😅 just recently started using the tools, because i was all manual i didnt know about them
I guess this is all on the momw website lmao
sort of, i didnt find much documentation there
Some of it is there
yeah not the details i wanted but enough to make it work
Thank you!
no problem haha any time :D hope it helps
I've just made so many changes to my customizations file that I think at this point I might as well just manually update my config
here's my jank if anyone wants to have a rummage around
yeah i did a lot through the launcher for a while but now im used to the .cfg its way easier
Yes please
I’m gonna take a look too, I’m still prepping my new mod list for a new MQ run LOL
no worries, there's definitely some gems in there
PLOX may have messed my load order a little bit recently, i tried to run it but i think there was too much to manage and i had to fix it
I’m almost wondering if I could make my own version of the configurator that does this for me lmao
Minus the part where it validates the config file. Just the part where it runs all the tools
yeah that would be nice
I could probably even have it comment and uncomment the plugins in the cfg
Maybe
Oh I'd be eternally grateful if you could, it can be a bit of a drag
I’ll fuck around with it
Shout out to python and regexes
You'll need to update lines 10 and 11
but otherwise put this in your tools folder and run "python morrowind_setup.py"
tysm that rules 
args = sys.argv
if len(args) != 3:
print("usage")
print(f"{args[0]} CFG_PATH OUTPUT_DIR")
print("if your paths contain spaces enclose them with quotes")
sys.exit(-1)
# Configuration
TOOLS_DIR = Path(__file__).parent
CFG_PATH = Path(args[1]) #openmw.cfg path
OUTPUT_DIR = Path(args[2]) #Wherever you want the output to go
can't bear to see a brother struggle sys.argv to the resque
That's even better
word
small edit, forgor that args[0] is the script name
so where do i put my paths?
with my edit python morrowind_setup.py "path_to_config" "path_to_output"
just call it like that
without my edit - replace paths on lines that start with CFG_PATH and OUTPUT_DIR
i add this line?
python.exe maybe on windows. It's been a bit
but otherwise should be the same
e.g. python morrowind_setup.py "/home/arrean/.config/openmw/openmw.cfg" "/home/arrean/projects/"
also - ofc I forgot the fukken exit if the args are wrong :P. Added
haha no worries, thank you
i love this! its like my little buddy
is there a way to make it add/replace to the meshes folder? or to auto delete the the old one before starting?
not a big deal but it crashes if i dont delete it first
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 82, in <module>
move_output("meshes")
~~~~~~~~~~~^^^^^^^^^^
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 30, in move_output
shutil.move(str(src), str(dst))
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.13_3.13.3312.0_x64__qbz5n2kfra8p0\Lib\shutil.py", line 854, in move
raise Error("Destination path '%s' already exists" % real_dst)
shutil.Error: Destination path 'C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\00 Core\meshes\meshes' already exists
Change:
before line 35:
bckp = dst + "_backup"
if os.path.exists(bckp) and os.path.isdir(bckp):
shutil.rmtree(str(bckp))
shutil.move(str(dst), str(bckp))
and ```python
import os
at the very top in the import section
or just take this
it will create a _backup folder for anything that it tries to move
on next run it will delete old backup and create a new one
sweet thank you! its such a cool little super power, im getting to the point where i can sometimes find what im looking for in code but its still semi witchcraft
It's nice when it clicks
yeah, ive had a few small moments with lua and mwscript where i could see the matrix, theres just too many disciplines involved in modding to master them all
good to see im not the only one randomly exploding 👍
What drives me mad is that it seems non-deterministic
I'll redo the same stupid simple animation, in exactly the same way, export it in exactly the same way, and different part of it would explode
yeah! sometimes you have to just start over, it's like doing clay-mation and getting too many fingerprints on a piece or something
It's incredibly disheartening. I do realize that I came into this with next to zero knowledge of blender, but daaaaamn
yeah i feel you, its been a grind. im starting to see progress in mine for a simple baseline but that also opens up questions of how make it more complicated
I'm not even at that stage yet. :D
I'll keep on it though
need to finish at least one more anim before I can post the alpha of the parry mod
nice, hold fast! it looks like its gonna be sweet if you can crack it
i get this far and it feels so good
and then this happens..
nice
Tony Cliffreacer's Pro Shielder
we turned Tony into a glider
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 74, in <module>
move_output("delta-merged.omwaddon")
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 34, in move_output
OUTPUT_DIR.mkdir(parents=True, exist_ok=True)
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.13_3.13.3312.0_x64__qbz5n2kfra8p0\Lib\pathlib_local.py", line 722, in mkdir
os.mkdir(self, mode)
~~~~~~~~^^^^^^^^^^^^
FileExistsError: [WinError 183] Cannot create a file when that file already exists: 'C:\Users\dubio\Documents\My Games\OpenMW\openmw.cfg'
sorry to bother you again i just still having some trouble with my new buddy, it still seems to be having trouble with replacing the old file, any ideas?
Python is pretty straightforward too
it seems so, its not entirely spaghetti anyway. i can just about make sense of a lot of it
not spaghetti at all. I would've written it a bit differently, but it's fine
I probably would have too lmao
I just whipped that up in like 30 min to see if I could make one that worked
I’ve been writing a lot of VBA macros to code for me and those work similar-ish
The difference is I had templates with replacement parameters like
{{TABLE_NAME}}
Which are a lot easier to replace and edit
Without that I had to use regexes and I hate regexes lmao
VirtualBoy Advanced? i didnt know they made a sequel to that
Unfortunately it’s worse than that
Visual Basic for Applications
It’s built into Excel
ah yes
And it’s awful. It feels unfinished
is that a work thing?
But I literally had it write fully functional code for a like 100 jobs for me last week
Yep
gotcha yeah, you play the hand your dealt
I wish I had more time to code for fun.
My Python is kinda rusty. I use it a bit at work but it’s 99% tweaking the existing code that’s there
Gotta learn Lua 😤
Lua’s also really straightforward
Someone was talking about it in here yesterday but the OpenMW API is the intimidating part lmao
ugh
I dunno:
try this:
may blow up
however - I rewrote path handling to use os.path instead of pathlib, and merged comment/uncomment methods - with a binary flag to do either
and added a check before we try to create the output dir
It very much is, API is often weird
tysm! ill try it out
I’m sure OpenMW’s is straightforward once you get the hang of it but learning new APIs is always hard lol
Or, an adjustment I guess
Documentation is weird. A lot of stuff is not documented. E.g. See my comments in #1403115098784141454 thread
Speaking from experience, no one ever wants to write documentation
btw. Line 40 should be os.remove not shutil.remove. Brainfart
durr slight syntax error. "no quick fixes available" damn you vscode 😭
PS C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools> python morrowind_setup.py "C:\Users\dubio\Documents\My Games\OpenMW\openmw.cfg" "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\00 Core"
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 34
if not.os.path.exists(OUTPUT_DIR)
^
SyntaxError: invalid syntax
not,os should be not os
ah ok cool
I fatfingered a dot in place of a space
to order a dialing wand, plaease mash the keyboard with your palm
Traceback (most recent call last):
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 18, in <module>
TOOLS_DIR = file.parent
^^^^^^^^^^^^^^^
AttributeError: 'str' object has no attribute 'parent'
😅 sorry, i wish i could fix it myself, its obviously something simple
knew I missed something
TOOLS_DIR = os.path.dirname(os.path.realpath(__file__)) line 18
we need full path to it
yeah, need dirname after all. And I need my coffee
that goes on line 18
instead of what's there
problem is - can't run it locally, let me get all those tools, and try it first
ugh. I am missing some of them, my setup is suffciently different it looks like.
but try this one. It failed on applying delta plugin in my case
"no topic merge" - no idea what that means
Oh, no. it very much still blows up. on re.sub though.. 🧐
alright, try this one
theres sme expected pylance here appearantly..
line 34
if not os.path.exists(OUTPUT_DIR)
^
SyntaxError: expected ':'
a comma?
oh i see
Found it.
oh nic ty. the thing thats been confusing me is i ran it like 3 times and it worked a charm right at the start
the first one i mean
that's what you get for "don't fuck with what's workign"
The shitty one I made?
oriiginal was fine, but didn't handle moving existing directories and files gracefully
it wasn't shitty
by any means
I started fucking with it to make it handle edge cases better, but in the process decided to use slightly different convention for filepaths e.g.
yeah it was dope
See normally I overdo stuff to get it to do stuff like this
this one seems to be working too ✨
Trying to handle every edge case
It fuckign better LMAO
..
Traceback (most recent call last):
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 82, in <module>
move_output("delta-merged.omwaddon")
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 33, in move_output
src = os.path, join(TOOLS_DIR, filename)
^^^^
NameError: name 'join' is not defined
I was up until like 4 am and woke up at like 11 so what improvements did you make
comma instead of a dot
I missed this convo
I didn't get to that point cause it refused to run my linux version of delta-plugin and I didn't want to fuck with params
and an extra space. but yeah. This is a lesson in "don't fuck with stuff if it works on a satuday morning"
Or do
Do what thou wilt or whatever
i appreciate it all the same
Or do. I did add the existing dir handling
I also appreciate it lol
just shouldn't have fucked with the rest of it
lmao this thing just wont quit 
Traceback (most recent call last):
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.13_3.13.3312.0_x64__qbz5n2kfra8p0\Lib\shutil.py", line 856, in move
os.rename(src, real_dst)
~~~~~~~~~^^^^^^^^^^^^^^^
FileNotFoundError: [WinError 2] The system cannot find the file specified: 'C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\00 Core\delta-merged.omwaddon' -> 'C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\00 Core\delta-merged.omwaddon_backup'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 82, in <module>
move_output("delta-merged.omwaddon")
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 42, in move_output
shutil.move(str(dst), str(bckp))
~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.13_3.13.3312.0_x64__qbz5n2kfra8p0\Lib\shutil.py", line 876, in move
copy_function(src, real_dst)
~~~~~~~~~~~~~^^^^^^^^^^^^^^^
File "C:\Program Files\WindowsApps\PythonSoftwareFoundation.Python.3.13_3.13.3312.0_x64__qbz5n2kfra8p0\Lib\shutil.py", line 453, in copy2
winapi.CopyFile2(src, dst_, flags)
~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^
FileNotFoundError: [WinError 2] The system cannot find the file specified
is it just commas?
C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\00 Core\delta-merged.omwaddon can't find the omw addon file
for delta-merged
was it generated?
Oh. Actually
I've added "backup"
but am not checking if "original" even exists
replace line 42 with these two:
if os.path.exists(dst):
shutil.move(str(dst), str(bckp))
maintain indentation - it's important in python
one of the silliest python design decisions but one I've gotten very used to. Scope is indent, no squirly brackets, no end just tabs and spaces
ok it seems to be working but i cant tell for sure because i need to add a few bits for it to run smoothly but
File "C:\Users\dubio\Documents\My Games\OpenMW mods\xTools\Tools\morrowind_setup.py", line 66, in <module>
mod_comment_line(CFG_PATH, "content=xOTM_01.ESP"), True
~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
TypeError: mod_comment_line() missing 1 required positional argument: 'comment'
so this is my fault im just not sure what it wants
you've added , True outside of the method parentheses
mod_comment_line(CFG_PATH, "content=xOTM_01.ESP", True)
that bool is a third positional argument
if true - it will comment out the line
if false uncomment it
vscode is generally guessing. In this case - look at mod_comment_line method declaration
takes three arguments
means all three need to be inside the brackets
iirc I've also specified that comment should be bool
ok yeah, bool is just like a binary switch, right?
boolean
yeah
can be either "True" or "False"
just a 1/0 datatype
there's also a concept of truthyness and falsyness in programming for how variables of other types are evaluated when compared to a bool
but that's going deep into the weedds
haha yeah thats rock&roll
coding logic is such an interesting way of thinking, somewhere between language and mathematics
discrete maths
specifically
Discrete mathematics is the study of mathematical structures that can be considered "discrete" (in a way analogous to discrete variables, having a one-to-one correspondence (bijection) with natural numbers), rather than "continuous" (analogously to continuous functions). Objects studied in discrete mathematics include integers, graphs, and state...
if you've ever seen this table:
you know what's it about
haha woah i read that paragraph a few times but my brain wasn't willing to take it in right now, im going to have to come back to that another time 😅
Ah yes, one of the four (4) things we learned during the discrete math course 
You figure out how to code and you literally know everything you need to make any mod you want. Already got level design and animation down 😁
Which apparently was enough to certify you as a boolean logic abuser
That's fair

(now to make sure it didn't fuck anything up in the process, while still reporting success)

well my little buddy's back 😄 so its all good for now
now i just need to give him dialogue like a robo-stogie
I added a step to mine that validates that all the file paths actually exist
Because I was having that issue lmao
It’s like Minecraft redstone
The best documentation you’ll get is from pinned messages, searching in the lua channels or (Almsivi forbid) searching the git
Yeah, yeah, and now some of the lua channel stuff is myself devil and trackpadtimmy figuring out how InputBindings work
Yeah it is cursed
I saw what devilish and trackpadtimmy were talking about, poor ownlyme was getting a hoot 
Me and Timmy figured it out a day later
fuckign defaut is a key not a default
which, btw, is still a problem with a bunch of mods
so all of them would conflict on keybinds
Yup
I think several of Come's use 'u' - so all of them would get bound to the same key
Correct
@primal lance Does Ashlander dombrists work for you?
yep, i love that mod. i use Katya's patch from here, https://www.nexusmods.com/morrowind/mods/56060
I can't seem to get them to not sink into the ground
did you get the AM patch?
damn yeah idk, there's so many wierd little issues with older animation mods
I remember someone showed me how they got Animated Morrowind to work in OpenMW and it was like 5 different patches in a really specific order
yeah its pretty crazy, i think that was hyacinth, i used that list too. had to take out AM for the frames though but most of the patches still help with other mods
its a shame because it does add alot of life but it just killed my performance
Repopulated Morrowind has a bunch of them
yeah i definitely wouldnt want to do without RM
I do kinda wonder why RM doesn't have the beggars since those seemed to work consistently in OpenMw
isnt there something in the lore about the temple sorting out beggars?
Temple does take care of the poor
and Imperial Cult tries to keep up as well
So, specifically in Morrowind - one can be dirt poor, but not likely be seen begging on the street. As all temples have kitchens and dorms
specifically for that purpose
And IC tries to help the destitute as well, sending round healers, distributing meds and food etc
Ohhh gotcha
Both covered in lore and in their questlines, so yeah.
I won't even call it a convoluted way to not code in any beggars, Morrowind just really doesn't have any
TR further expands on that e.g. in Bal Foyen temple questline,
there are some skooma addicts in the same bal foyen, btw. But even those are not begging, even if they are roughing it out in the cold
i wouldn't mind keeping the bosmer sitting in an alley noisily eating a piece of meat, that got a laugh out of me when i was testing AM
not a beggar, but gives off that kind of vibe
I’m sorry what lmao
Animated morrowind was way ahead of its time tbh
haha yeah
What version of openmw are you using? I had it working on 0.49 iirc but then I updated to 0.50 and they started sinking into the ground again
I'm currently on the one that kartoffels has packaged on her performance mod
Ah gotcha
So pretty recent
I’ll fuck around with it and see
What's your experience with it?
Really good. Instant improvement, after all the ini tweaks too I saw 40fps in vivec instead of my usual 20.
Nice. Can you give the link to the file?
I'd also recommend taking a look at this page
https://www.nexusmods.com/morrowind/mods/58181
Especially the soft shadows made a difference
If you try the newer omw builds and get crazy colours, try hitting "invert" on liammellos LUT shaders
Interesting that newest comment there is about lost FPS in the wilderness and open areas. I'm wondering how the mod does in SHOTN. Some wilderness areas there have terrible performance for me.
Screenshots there show a major change in aesthetics. Look sort of like a painting? Maybe I should try shadows only.
They look shite in my game for some reason
They look good when they work, but for whatever reason they just refuse to work for me :(
Yeah the soft shadows are desperate from the cartoon shade
I've been testing out in the velothi mountains for a mod and had solid 60 the whole time, I haven't experienced what that comment is saying
I've had some variable results too possibly because of changing out the terrain a lot, like maybe POM affects how they look?. I go back and forth on it but overall I prefer the performance gains to some occasional jank
Nah, it's the engine issue with shadow maps afaik
the reason why they appear janky with high distance, low resolution and weird angles
like these jagged edges
Have you tried the distant SS shadows Liammello and Leapo are working on? I have my shadow distance waaay down and replacing mostly with that
So I'm embracing the jank a bit
nope, I'm not following the new shader development
too many channels to keep track of, man
Fr dude, it takes determination to not just spend my days catching up on random threads 
#1445658776198840491 message
Worth checking out though
@sly night Dropping the modified versions I'm running here:
Especially for the interior shadows
I'd just prefer if someone kept me up to date instead of me doing it myself :D
@primal lance you just use the uncompressed vanilla textures with PBR and normal maps right?
pretty much, i'm mostly using MET based PBR because it fits closer to the vanilla. there's some jank to be sure but it still looks nice enough for some good screenshots. i always delete face normals because they are just cursed and im not using object normals to save on frames. my land textures arent great though and POM makes it much worse so im considering isolating the land textures from liammemllo's
its still a bit of a frankenstein of the older stuff i was using before i knew anything. tbh there's still a lot i don't understand about it but its getting better. just trying to balance modern/oldschool visuals
its tricky, i get dazzled by new stuff and then after a while i feel like i should try and get it more vanilla again 😅
Which PBR
this one is based off MET
https://www.nexusmods.com/morrowind/mods/57946
I’m tempted to switch to vanilla textured for consistency across mods
yeah i really like borok's uncompressed for the consistency, it just covers SO much textures
Haven't heard of that one, I use Wareya's 2xed
That’s what I was looking at
It’s relatively new. Like maybe a month old
Not on nexus?
No it is
That’s why I’m hesitant to use any extensive graphic overhaul mods because usually they don’t cover everything evenly so you notice the lower resolution of certain assets from mods
When a mod has an HD texture option do you use that?
its got tons of big mods retextured, BCoM, OAAB, Doors of Oblivion
Hilarious thumbnail
Do they look that different from vanilla in game?
no its just a bit clearer, looks better up close
Makes sense
I might try it out just to see
I don’t mind MET but some of the textures look a little funky because of the AI upscaling
Like it looks like AI and it kinda bugs me
yeah i get you. the thing that really sold me was all the tr and bcom textures getting done too
its very satisfying to have so many textures from one source, to my mind anyway
Yeah that’s another thing is I want visual consistency
I don’t mind certain items being different resolutions but it’s kinda jarring when Vvardenfell looks all nice but then TR has low res textures even with the HD pack
classic situation of some uber-high-quality replacer: everything from base game super crisp and modded content close to OG, lol
When a specific mod has an Hd texture pack, do you install those as well?
Thats my dilemma haha
usually not, i tend to avoid getting anything extra over 1k just as a rule of thumb
Makes sense
It always annoys me when they don’t say the resolution of the upscaled textures on the mod page
yeah
I might have to take this approach. So you use the brook uncompressed textures, ownlyme’s MET PBR?
Is that all in terms of visual mods?
Generally speaking, I think that Vanilla-ish is fine. Higher res and fixed if necessary, tweaks here and there, sure. However, I avoid things like Total Overhaul-style graphics because I don't want the game to change its style.
I’m mostly looking at PBR stuff tbh. A lot of Normal maps look funky to me.
I’m the same way with Minecraft. vanilla textures with a nice shader setup 👌
The lighting does more for me than the textures.
And like I said, MET mostly looks good but some of the textures look a little too AI for my taste.
So I’m debating between trying to get the watercolor textures to work or using those borok uncompressed ones
yeah thats the base anyway, i have a whole bunch of various tweaks like hi-res webs or some nice carpets, logs on fire etc. and of course MOP&project Atlas
I love logs on fire haha
Like I said, I don’t mind certain things being high res but it is kinda distracting when like, the entirety of TR isn’t at the level of vanilla
yeah totally
I’m using all of Daemacht’s weapon replacers lol
yeah weapons i feel like its different
i guess because you hold them right in front of the screen so its very obvious when there bad
i think there might be something to using some of the watercolour textures for the spec maps for PBR but it would take some experimentation, im going to try with just liammellos ground textures for a while too, see how it goes
I like the look of the watercolor textures. It wouldn’t cover all mods tho. So like certain quest mods might look funky
yeah, like im just thinking it might be a good way of "patching" where the PBR looks wierd with vanilla textures. not sure yet, just a theory
the watercolour is cool but i think its a bit much for the whole game
it would be great for a dream sequence or somethingn though
oh yeah and i got all the SSS for foliage too, thats really nice
That is pretty
Is that from borok’s page or something else
Lucid disturbing dreams
its one of liammellos
Oh gotcha
Achieving coherence in a heavily modded game is not easy in general. Not just visual but gameplay one as well. That's why I tend to remove as much stuff from my modlist as I add to it, lol.
What's this 👀
its an image from the Arena gamebook "the Codex Scientia" that im fixing up. originally planning to use it for my map, but now ive got some crazy plans/hopes of making a wierd UI thing with it too.
its one of the only examples of the weird deepcut lore that east and west used to be reversed in TES
this is the original image
This looks incredible
thanks!
This is for that one map mod right?
not for anything in particular. i want it to be compatible with any map mod but that will probably mean editing it for each one. at least most of them need the maps to be in squares
i was thinking of making the demon into an atlased compass replacer to go along with LivelyMap but noe blurpandras doomguy head mod has got me thinking it could be interesting to make the whole hud like an oldschool texture atlas, basically combining that with this:
Ah gotcha
That would be sooo sick
ikr 
I was considering doing a Majora's mask ui port
The crappy part about that is the sneak icon
No way to read sneak state from lua
And the minimap
Might be best left for .52 I guess
why do you need to read sneak state for the icon?
i've been working on the wrong map 😭
i'll have to make this the "Todd version" 16x the detail!
So it can be replaced with a lua UI component
Omg no! Wrong map 😭
I ran livelymap sync with a heightmap infill mod and it didn't line up
If it did then you could have based this off a livelymap export
oh that might be a good way of getting some terrain features though. also i could use to map in other modded islands, ooh that would be interesting i can use this innacurate version for that 
actually i was having trouble getting that to work. entirely a skill issue on my part. i just couldn't remember how to run it 😅
sync.sh : The term 'sync.sh' is not recognized as the name of a cmdlet, function, script file, or operable program.
Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:1
- sync.sh "C:\Users\dubio\Documents\My Games\OpenMW"
+ CategoryInfo : ObjectNotFound: (sync.sh:String) [], CommandNotFoundException + FullyQualifiedErrorId : CommandNotFoundException
@strange stratus do i need to put the .sh or .bat files in with my cfg too?
If you're doing windows you want .bat
sync.bat and then the first argument is the full path to your .cfg file
You will want to edit sync.bat to turn on the vanity map
That's the one that will be useful to you
oh right, how do i edit it? i dont know anything about bat files except that you can usually click them 😅
Lol open it in notepad
oohhh
If I had a computer I'd help you more
its all good, so i just change to -vanity=T?
I can make you a custom map too if you want. Like only an outline
that would be cool, my main issue is that i need unreleased TR map data though 🫤 . im not sure what the changes are even but they can tell at a glance and it would be nice if it was usable, not the end of the world though
there is someone whos working on an all-tamriel mod based on the TR heightmap, it seems like they're taking their time to make it pretty though so who knows when we can try it
Yeah the gaps are huuuge
Your map is absolutly beautiful ! If you ever publish it, I'd be happy to use it 🤩
With Wayfarer's Atlas (https://discord.com/channels/260439894298460160/1461878978615709767) it's not mandatory for the map to be a square 🙂
good to know thanks! yeah i'd love to see it used for things like that. i'll try not to take forever on it haha its one of those kinds of projects that could be extended indefinitely
As you can see, I'm using the Stranger in a Strange Land map (edited to remove the "city icons"), with an Icon pack I'm working on, I think it would work well with your map
oh cool yeah that looks great
Been thinking about this more and I wanna tackle it with you later 
Castlevania-esque pixel art UI is such a good aesthetic. Gothic and crunchy
cool! yeah that would be awesome, i'm still gathering assets to develope a style and a mock-up so i have something to work with. if you have any ideas let me know
here's some of the ideas im working on. since the sky is dehardcoded could do moon and star charts
i want the demons eyes to light up with facing a certain direction 
What is this? 👀
im just putting ideas together. i've been looking up a lot about the firmament, i want to make a diagetic calendar. its also a mock-up for the ui i'm working on, i'm hoping to make a star chart/sundial for tracking time. based on a star chart that came with TESA Redguard
That's sick
Now I need someone to help me figure out if Window to Aetherius can be implemented with shaders lmao
ah yeah shaders is probably the way to go, that could be very interesting. you could potentially do crazy stuff like dark-moon eclipes
man, with more people making cool animations and overall interested in animating we really need artist-friendly framework for assigning animations to objects so actors can just find those in the world and do interactions
ugh so many cool project ideas uuuuugh
@sly night I think I'll try to poke your fork of that sitting mod of mine to implement that, hope you dont mind.
Full blown schedule maybe not yet, but the core idea would be
A simple state machine, where each state is an interaction with an object
Object validator class which retrieves info on the object from template cells (i.e how object should be aproached which anim should be played), and that will include fallback with all the procedural raycasting and stuff that already exists
And an animation handling thingy probably that will allow to attach objects while anim is playing and maybe something else
And ofcourse those templates - one cell per object, containing an object and animation token (character in a pose) that can be placed properly in realtion to the object
And some way to manage a kind of template inheritance so not literally every unique mesh needs its own cell but say all beds can just use same prototype cell
And also a support for those animation tokens simply being placed in the world.
What do you think, does that sound like a plan?
Idea is that then artists can place those poses in the world and in object prototype cells and the mod will just hook it up and npcs with some simple randomisation will run a state machine moving from one activity to another
NOT SURE how this will fit in them talking to each other, but im sure that can also can somehow be defined as a custom activity
maybe each activity is also a state machine, that will kinda be appropriate tbh, state machine of state machines might sound scary, but it is not
i.e so talking activity will be a series of running staates
seek nearby unoccupied npc -> travel to them -> talk
and then extending this to actual schedules is just adding another bigger (lmao) state machine that is checked only once in a while and just changes sets of available activities based on time of day, as well as gives npcs travel packages to move between work, bar, city square e.t.c
Yes please do!
I specifically haven't yet integrated non sleeping/sitting interactions (eg writing on an open book, smithing, praying, farming etc) it's like definitely what I was intending to do long term
oh man that would be amazing. there's so many ways such a system could be applied to quest/level design. for immersive atmosphere and gameplay too, like a guard occasionally goes for a drink and a chat with his buddy giving you a chance to sneak past
Lately everyone just go brrrrrrttt with producing great additions to openMW 🚀
🫠 successful UV mapping. it still looks kinda crap but also i love it so much. totally built from scratch 
You guys are doing good work!
animated gliders 
fantastic
Btw, you can use the shared ray if you want
ooh that would be interesting
It’s in most of my mods and ownlyme’s, same file and everything just a shared render raycast so that you don’t have to do your own
Ownlyme is very excited for this btw 
yeah i have a copy, i just haven't gotten my head around it yet.
hahaha awesome
no im just using console to test it so far
yeah thanks though, it would be badass to get it working properly 🤞
maybe i could just hook it up to Pet the Scribs 🤔
Fell free to poke me if you need help, but also, yeah. Bor likely won't be opposed to having an animation
can also probably play the scrib "tap-tap-tap" animation on the scrib itself when it's being pet
I wonder if that one is accessible, and if it is - what's the groupname/keys
It's probably one of the idles, isn't it
yeah it does it randomly]
that was part of the original, i assumed there was a reason it wasn't ported over to the lua version 🤔
nice
I am, I am well before the warning spam build
Not going there till I have time to locally edit the mods I have to be sane
or until authors do
need log clean for debugging
and if authors don't and I can't be bothered - mods will get yote, due to the above
why, they not work on the latest?
I mean, it's glorious, but it's performance has been annoying me. my local version of timehud is already edited
:P
SD’s is a pain
We have a powershell script to filter all the warnings but that won’t help you in your case
I mean - if we go that way I can just tail/grep the log in terminal on second monitor
Yeah basically
But spam been annoying me, ingame log is nice
I keep mine onscreen
Problem is - I can't possibly update all mods to shutup all warnings. E.g. all of mine have their setting section key start with "Settings"
#1479838353556766851 message you can see how I use it here
but if anyone doesn't - that also generates a warning
Towards the end you can see how I have the log displayed on my screen which is nice not needing to have yet debug log open
And people don't properly use l10n files, and more and more and more :P
Yeah filtered those out too 
Yah, I saw that - quite nice
That, I mean
yo, @primal lance , mind sharing that "petting hand" animation, for a second?
Yeah sure one sec
there you go, have at it
i need to get ssome sleep now haha but im happy that its causing some fun already
Yo dubious, you still working on that map art? How's that going? Just wondering
yeah not as much progress as id like, had a set back with the updated lands and the file is so big it takes an age to do anything on it, like 5 minutes to apply a singlt filter sometimes 🫠
THANK YOU for this
I was horrified when they started playfighting suddenly 
your welcome! 😅 sorry its embarassing but do you have a copy? idk what i did but i lost the original version, the one on nexus now is blank. i only realised recently and haven't gotten around to rewriting the list (100s of kids 🫠 ), i keep getting distracted by other projects. if for some reason you have a blank copy too i'll just do it the hell now and reupload 😅
this is what I downloaded today, I think it might be blank 😞
I hadn't seen the children fighting since so I just assumed it might have fixed it
sorry! i totally lunched it out. i will fix it ASAP rock 👍
but it doesnt actually stop them fighting, it just stops the guards taking it seriously if you use Protective Guards
yea sry that's what I meant
the fact that such a blacklist mod even had to made is so hilarious, lol
here you go, sorry about that haha
thanks a lot!
No worries haha I needed a kick in the arse to get it done
hey, @primal lance did you ever figure out your backwards bow issue?
No not yet, Semaro reckoned it was Something from Dual Wielding, i need to check that
Yah, I think it is. I had to disable the data dir in th launcher completely to get it back to normal :D
Riight that makes sense, so it's probably in the mesh
Oh I know
Comé said at the time they just flipped the sword animations
So they literally must just flipped everything, including the weapon bone 🤔
Hmm
The noble sky whale, spraying his joy-mist with wild abandon
Someone is doing all the baths on the mainland?
Big hype haha it’s gonna be a good modathon 
Who? dubious?
Don’t think so, just saw it in the TR discord and they said they got perms from dubious I assume
Who is this champion? 
Fr fr
Yeah it's awesome! I'm glad someone took it on, it would have been a while before I was explored enough to get on with it. I set it up so it would be as easy as possible if anyone wanted to
Very blessed
Indeed
Fr I'm actually mega hyped to see what comes out
Hopefully, it will be supported past launch to fix the bugs
but if not, maybe it will be covered by Dubious Intentions

Yeah it should be easy enough to patch going forward, with the .esm structure it can be nicely modular.
Its a ton of bathhouses to do but starting with the templates should make things pretty smooth, my worst issues were fitting the baths in with other mods so that should be minimal out in ptr lands
And I figured out the solution to my last outstanding issue in BoV, next update will ad banners that flap in the wind 
@brisk spear
if you use the same as the script in Bor's mods (courtesy of Arrean) these should work the same. the textkey name are knock01 and knock02 so you can use whichever you prefer
im still figuring out how to do soundgen so i'm not certain of the best way but there are markers in there to make footstep sounds that can be changed to something custom
looks sick
Thank you!
No worries, glad I can help :)
Haha it's a habit from doing all the OSSC anims. I can flip them easily enough. could have both as an option
Well it was a possibility, there are keyframes in there to attach sound at least
I'm not sure, there's a way to do it through lua. Arrean added custom sounds for Ngarde, I'm still figuring that part out
I'll threaten the locals, maybe they'll know
#1490798707858210939 message
@teal siren animation delivery :) some touch ups, and i attemted to add back the old qcalt animation, its keyed as qcskrow lol (easy to change any of the kf names with nifscope btw)
also got rid of the SounGen and found a really nice new sfx for the snap.
you need to add something like:
local params = {
timeOffset=0.1,
volume=0.3,
loop=false,
pitch=1.0
};
core.sound.playSoundFile3d("sound\ossc\qcsnap.mp3")
but i'm not sure exactly 😅 im just copying it from the docs
https://openmw.readthedocs.io/en/stable/reference/lua-scripting/openmw_core.html##(Sound)
for more info
This is as far as I got with it
yes, I figured
He's playing an ordinary 3d sound
I could do that too with the object in front of the player
I just need to "find" some good knocking sounds and the mod can be done
Some good audio feedback will go a long way. You could make it really aggressive or quite polite depending what you choose
Now I want a player insult mod. Hotkey to heckle back at last
Could even play sound files based on race
I'm not using sound keys on the animation
Since this always plays from the same position you can get away wth:
https://openmw.readthedocs.io/en/latest/reference/lua-scripting/openmw_ambient.html##(ambient).playSoundFile
at the same time you invoke your animation,
or add a text keyhandler so that it fires at "soundgen" frames.
If you want it to be 3d and play at a specific position you need core.sound.playSoundFile3d in a global script
Sound keyframes on the animation itself are a third secret thing that I've no idea how to utilize properly. but they allow for synching the e.g. footstep (or door knocking) sounds to the animation
I'll try to have the sound come from the object that is being knocked on. That way metal doors will sound different than wooden doors.
That can work, either a raycast or onactivate
Probably raycast
need a global script and send an event back to it
Or just have a voice say "knock knock!"
for a 3d sound to play through core - iirc it's global only
yes, it'll be events exchanging information
Global or on self
Current idea is, check distance to object + (maybe a door check) + hotkey -> player freezes and plays animation
I've missed the start of the discussion - aside from the animation - what's the idea?
Fair
i messed up my saves so it would actually be a lot more work than i thought to make it ambidextrous. ill come back to it at some point when i have time 🤷
I'll just go with left handend now, that's fine
i think you should be able to hold your weapon while you knock when its on the left hand, did you test that?
"Hereeeeeeees Johnnay Morrowind"
idk if the idea is to have some checks to open doors but it would be funny if you could intimdate people inside
ah that's awesome! haha i guess i accurately captured the spirit of House Hlaalu
Oh yeah I left some keyframes on the legs by mistake, that's my bad
GV actually redid a 3rd person version, I'll check it out when I'm at my computer, might be the thing
yes, I have it
I might prefer your version without the legs movement to be honest
also I'd have it all in one nif
which would make it easier
I only need knock01
Yeah I'll check it out. It might also be easy to remove the legs from the script. In the line for blending
Upper body mask yeah
Dubious, I don't know if you're doing anything, or if you saw the convo in ngarde thread - but I think imma shelve the shield bash idea for now - Struggling to come up with anything useful for it to do
yeah fair enough, kind of just bloat, that leaves more time to get goblins blocking 
You have all the time. Current is stable, and I'm not planning on updates soon.
@brisk spear i made new 3rdp anims for the knock. should fix some logspam caused by the old ones. this time knock02 is a right-handed version but i still need to redo the 1stP so for now it only works in 3rd
Might work for 1stP as well if it was renamed but I'm not sure
renaming it worked
so it works in both 1st and 3rd now. Thank you
in case you are interested. You can test animations using the commands
luap
anim.playBlended(self, 'knockl', { priority = anim.PRIORITY.Scripted })
Fantastic. It looks good in the more vanilla style
Yeah sorry for not testing I just didn't have time
No worries at all
I look forward to the mod 
Yes, I think I might be able to publish it in May.
I'm still very invested in Touch of Madness, because I like it
Nice! I imagine that will need to not be rushed. At the same time it easily has potential to be a feature creep monster
Deadlines can be useful to force a project to finish
I would like to get something out for May, just for the spirit of the thing
There's still timee
love the confidence 
😭 i shouldnt have messed with it
Every good deed must be punished.

https://github.com/dubiousNPC/Dubious_animation_Repo
started a git repo for my animations, there's not much up yet but ill be filling it out as finalise more files. CCO baby 
You should add animation demos to readme
Yeah I should add a readme
If I waited till I'd done that I would never have gotten them up
I will make it a lot more accessible as I add to it. Listing all the keyframes etc.
potential idea for the status head replacer
I was actually working on that already, nice. The images I could find were too rough though, where'd you get that one? Looks like a good resolution
I was considering making race specific ones too 🧐
Is that doom guy? I don't remember seeing him looking so satisfied
in random telegram channel :p
I have some super hd doom guy faces that look kind of hilarious but they will work to downscale them 👍
more progress on my oldschool UI. the elements are coming together but need some vision to bering it together
@untold geyser good day sera, are you still interested in helping make these into atlases? no pressure of course, ill get there eventually. there's a lot to learn, this kind of graphic design is a lot of fun though
Sure, but, this left one is a compass?
Get the base images down to the smallest visually legible power of two you can afford. The right image looks like the x and Y dimensions probably won't be equal... Maybe like 64x96 would work on that (I know 96 is not a power of two)
After that I have a script I can just push them through.
Oh, wait. No. I think I have a better idea
On this right image
Take that red sigil in the center. Put that on a separate layer and render it out as it's own image. Fill in the place where it was in the original. Then we'll make an Atlas of the sigil so only the sigil rotates.
If we atlas the right image as is, the whole thing will spin and it will look stupid.
Also I'm at work ATM but I can just give you the atlas script 🙂
You'll probably need to slap it into Claude or whatever and convert it to powershell, mine is bash, but it's really just imagemagick
If you're interested in doing UI work for OpenMW I'd strongly encourage imagemagick, maybe past anything else tbh
I have another script I can post for you that generates almost an entire UI with nothing but IM commands, I think you'd like it
You can do all kinds of crazy effects with it and warps and layering etc
It's rather addictive
I think you've seen the Diablo health orbs I did, right? Those are largely done by using a displacement map that also was generated by IM
It's just a black and white image where, like, the whiteness of the pixel dictates how much the source image gets warped
But this is crucial because to achieve rotation in an atlas texture like this it's gotta be tiled 360 times
And the engine will scale it up to POT for you and clog up logs anyway
I do 12x30 sheets through uh. I forget the exact command, I haven't used IM in a while, but I think it's compose
the file sizes become somewhat problematic but as long as the source image is a reasonable size it's not a huge deal
Ok cool thank you, I'll look into it. yeah I have been meaning to get around to IM, there's def been a few things I need that it's suited for.
Yeah the components are already seperated into all the layers I need to move. So for example I'm hoping the eyes will also glow or dim depending on direction
The image on the left is for a moon tracker widget I'm making, I have all the phases seperated. I have the beginning of logic for it but it's jank so far and I need to image to test with. Its all hopefully going to come together into a Blood Omen style UI replacer eventually. That's the dream anyway
The small red one is to track the shade of the revenant
But yeah the compass seems simpler to get working. I was trying to align them with Photoshop but it was a bit rough
Yeah baby, I want to bring back the peak of HUD gaming. But it can be even more slick now 
that'd make a hell of a minimap mask
If only we had masks 😔
i had a mask that laid over the minimap to make it look like a circle in the middle but the corners of the minimap box were black, would need some clever art to hide them
The intention is more of a complete replacement but yeah it could look cool in that kind of frame
Simply rebuild the mini map from scratch 
Nearby Doors and a compass might be enough actually
I'm just not that Into minimaps, I end up looking at them more than the game. I actually need less actively useful data from my HUD or I get transfixed by it. That's what I like about Status Head, it's a kind of diagetic feedback that helps me immerse myself. So it's more about vibes,
what would my character know
When I was a kid i remember playing like Hexen back in the day almost exclusively with the map open
Any game that lets my move with the map open is cursed. unless it's like Far Cry 2s map, thats my ideal
Nearby doors seems like a good compromise, have you tried it? I was wondering about performance
Minimaps in open world games largely killed freeform exploration. Ouest compass as well.
I could live without the minimap (especially now that I have HUDmarker), but I'd need a compass at the very least, otherwise I'm lost huhu.
Honestly, the vanilla minimap is so small and zoomed in I barely look at it, except to serve as a compas (to check my orientation with player arrow)
There was a big perf update on nearby doors I haven't tried it yet
There's Simple Text Compass if you want the tiniest compass
Cheers, good to know
standard compass is fine
I usually disable mini maps in open world games or disable most of the help features
(witcher 3)
I remember playing just looking at the map when I was a child. Monsters scared me so I would levitate over the wilderness and have my eyes glued on the minimap so I'd know when to land
it's Oblivion quest compass which demolished the idea of a sandbox/open world IMO
Oh yeah I hate those
I am fine with it as long as the devs give me the option to turn it off
many modern games don't even give you directions
that's true
they are clearly made with compass in mind
or minimap
or whatever
which is an issue
I hate this btw
the compass and no directions
bleh
but worst of all are the Ubisoft towers
why would you use directions when you have a feature that helps you
I'd take quest compass as a last resort and punctual "help" feature, at most (kinda like "highlight a pair" when you're stuck in Mahjong
)
in terms of design
the world themselves are cool
design
in terms of how they look
it's not the design really, it's the lack of meaningful use of the world
tower-reveal map with 1421414 markers-tower again-rinse and repeat
most quests are very surface level
it's the worst use of open world I've ever seen
and don't use the world to their advantage
most ubisoft games feel like late alpha products
they are basically ctrl+C and ctrl+V games, so...
the overall concept and world are finished, nothing of substance is still made
Ubisoft: polishing turds till they shine like gold
like oh we made this cool looking world and it's neat, can we put actual effort into quests now?
they are in dire straits
I'm wondering if quest markers aren't just a result of "deskilling" (or defunding) in game/world design. (I could honestly imagine the first markers made as neat features, then someone realising it's cheaper/easier than careful and immersive desing, and jumping on it the moment it looked like players liked them)
(I have no idea if it's actually cheaper or easier, by the way)
it's not hard to give directions
it's actually easy
it's more convenient for the devs
but its worse than that, because it always seems like some people there are trying to make cool engaging worlds and then someone steps in like "nope dont need any of that, cut it" and your left with all these ghosts of good game design
I am not against fast travel btw, just don't make it piss easy
like eh, that kind of stuff just doesnt move units
back in Oblivion days the devs said that it was convenient because they didn't have to write directions and they could move around NPCs wherever they wanted
in other words, less effort
they win
yet again it's Oblivion which is the worst offender
you can fast travel to every city right from the start
no effort
no cost
everything available
instantly
the problem is, they desinged a world with many unique areas and stuff but never utilizied it to give directions.
I would say that Oblivion is actually the opposite of this
Oblivion is all lvl scaled stuff, the dungeons are pretty much pointless
like, there is no unique stuff
skyrim is better actually lol
yeah
I think that it's hard to create a worse TES game than Oblivion
when you take it as a whole
shadowkey?
oblivion has both great underlying mechanics and worst aspects of TES
but it's one of those "small" games, right?
I don't really count them
yeah its mobile
heh
might be similar in terms of dungeons
speaking of dungeons
pretty sure that there are far better mobile games than that
I haven't checked the million other TES game they releaed on mobile and stuff, but I bet it's worse. Also, I've seen let's plays of Redgard, and I wouldn't touch it with a ten foot pole (although its problems seemed very different from Oblivions, more like : excrutiating execution)
i enjoyed oblivion dungeoning but its pretty mindless, similar to older games like ultima but shiny
ha ha, yeah, but Redguard isn't even an RPG
the dungeon music in daggerfall made me feel great unease
it was their attempt at an action adventure game
i love redguard
it flopped hard
but yeah its no rpg
redguard is a bad game with great ideas
janky tomb raider clone
Redgard honestly looks like it would be neat, if the controls weren't as abysmal as they seem to be. It really looks barely (if even that) playable
its based af
this is the only TES game that needs an actual remake
it would probably be good if it received a proper remake
not oblivion or some shit
its getting one
openmw style
oh