Knowing that there are countless existing Morrowind MGE XE / MWSE lua-based mods, the OpenMW team decided to go in the direction of a completely different lua implementation that doesn't support any existing MWSE mods and I don't see anyone really writing hardly any mods for the OpenMW implementation.
It is unfortunately and splinters the community.
I would use OpenMW if they supported MWSE mods, but because they don't, I'm stuck with the original Morrowind engine. There is far more benefit from the countless MWSE mods adding new functionality and QoL enhancements that for me surpass the OpenMW enhancements, and that is sad because a lot of good people spent years making OpenMW.
This is a great mod. There's one minor (cosmetic, really) issue with it, but it's easy to fix.
The charge bar is really only useful when the weapon has a cast on strike enchantment, but it displays when the weapon has any enchantment. If it's an on use enchantment, the bar is useless because it just duplicates the magic charge bar when the enchantment is the selected magic. And if it's a constant effect enchantment, the charge bar will always be empty.
To make it so the weapon charge bar only appears when a weapon with a cast when strikes enchantment is equipped, open up main.lua, find the line that says "if weapon then", and change it to "if weapon and weapon.object.enchantment.castType == tes3.enchantmentType.onStrike then".
You can actually change that in the Morrowind.ini file. Change "color_magic_fill=200,60,30" to "color_magic_fill=53,69,159" if you want it to be the same color as this one.
Thanks for the edit info on the morrowind.ini file. Another addition to my heavily documented morrowind.ini
abstract; ; These are the colours used for the fill bars ; Original was color_magic_fill=200,60,30 color_weapon_fill=200,60,30 color_magic_fill=53,69,159
To my eyes the fill bar appeared a bit thin. Looked into the main.lua to find the code controlling this; chargeFillbar.height = 6 is the current setting.
It was a bit of a "Goldilocks and the 3 bears" scene to arrive at what I thought was best. 6 was too thin, 8 was too thick, but 7 seemed just right. chargeFillbar.height = 7
18 comments
It is unfortunately and splinters the community.
I would use OpenMW if they supported MWSE mods, but because they don't, I'm stuck with the original Morrowind engine. There is far more benefit from the countless MWSE mods adding new functionality and QoL enhancements that for me surpass the OpenMW enhancements, and that is sad because a lot of good people spent years making OpenMW.
The charge bar is really only useful when the weapon has a cast on strike enchantment, but it displays when the weapon has any enchantment. If it's an on use enchantment, the bar is useless because it just duplicates the magic charge bar when the enchantment is the selected magic. And if it's a constant effect enchantment, the charge bar will always be empty.
To make it so the weapon charge bar only appears when a weapon with a cast when strikes enchantment is equipped, open up main.lua, find the line that says "if weapon then", and change it to "if weapon and weapon.object.enchantment.castType == tes3.enchantmentType.onStrike then".
Also, a consistency suggestion: make the enchantment meter for clothing the same blue color so that only weapon (and armor?) health is red.
Change "color_magic_fill=200,60,30" to "color_magic_fill=53,69,159" if you want it to be the same color as this one.
Another addition to my heavily documented morrowind.ini
abstract;
; These are the colours used for the fill bars
; Original was color_magic_fill=200,60,30
color_weapon_fill=200,60,30
color_magic_fill=53,69,159
Looked into the main.lua to find the code controlling this;
chargeFillbar.height = 6 is the current setting.
It was a bit of a "Goldilocks and the 3 bears" scene to arrive at what I thought was best.
6 was too thin, 8 was too thick, but 7 seemed just right.
chargeFillbar.height = 7