Hello, if there are any OpenMW users still following this mod, it can be made to work .... sort of.
Create a folder called animations\xargonian_swimkna inside a Data folder. Copy the file xbase_animkna.kf from this mod, into the folder you created, and make sure Use additional animations is enabled in the game options. This should be enough to make NPC argonians have the resized anatomy, supersized tail and all.
There is unfortunately a notable "head popping" glitch you will observe. Whenever the argonian is head tracking somebody, it's head size will "pop out" bigger than it should be. Something in the engine code is interfering with the bone scaling done by this mod.
Do they refuse it? isn't it just something the main devs don't care about and have no plans of doing themselves?
I mean they already have lua scripting support but it is incomplete and still under quite active development. And openmw is open source so there's nothing stopping some random enthusiastic developer from implementing it; although it makes sense for openmw not to implement mwse's api, there's no reason why it couldn't be made compatible with it eventually.
I mean for instance they never made plans to support oblivion or skyrim but some folks decided to make it possible for openmw to load skyrim and oblivion assets, and well, that's in the engine now. By comparison mwse wouldn't even be a big addition.
I've run into a weird issue where this mod seems to be having an error loading animation, causing the game to crash when I try to get to Sadrith Mora's exterior. Edit: The end of the MWSE log says the following
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods MWSE version: 2.1.0-3463 Build date: 20231114 Memory usage: 1836843008 bytes. Lua traceback at time of crash: stack traceback: [C]: in function 'loadAnimation' .\Data Files\MWSE\mods\q\argonian anatomy\util.lua:16: in function 'loadSkeleton' .\Data Files\MWSE\mods\q\argonian anatomy\main.lua:34: in function <.\Data Files\MWSE\mods\q\argonian anatomy\main.lua:29> MiniDump creation successful.
Привет. Не помню встречался ли мне этот баг. Попробуй запустить "MWSE-Update" и посмотреть исправит ли это ситуацию. Если же нет, то просто удали файлы мода и всё должно стать снова нормальным.
У меня этот баг с головой только когда я как раз ставлю новый скелет, если отключаю, то все ок.Я даже переустановил игру, этот баг у меня так и остался, так что видимо дело в самой сборке, поскольку я отрубал вообще все, что может быть связано. Короче, у меня очень глупая просьба, которую ты скорее всего не сделаешь, но я прошу, можешь выпустить версию со стандартным размером головы ? Поскольку все остальное из мода у меня отлично работает + у меня ещё половина модов из рекомендаций стоит, и как-то обидно, я вообще никак пофиксить не могу
Спасибо за мод! Всё отлично, только нашла один баг - в Сейда Нин прямо с самого начала игры появляется летающий над причалом аргонианин Силм-Дар. У пользователей OWOname и BjornTjockPals, судя по всему, тоже. Есть ли какая-то возможность это исправить?
MWSE обязательно версии 2.1, иначе никак. Запусти MWSE-Update.exe и убедись в правильности установки, содержимое мода должно быть в Data Files. И насчёт Фуллрест репака не знаю, но я гордый обладатель "сами знаете откуда" эдишн, так что все наверное с этим норм.
36 comments
Create a folder called animations\xargonian_swimkna inside a Data folder. Copy the file xbase_animkna.kf from this mod, into the folder you created, and make sure Use additional animations is enabled in the game options. This should be enough to make NPC argonians have the resized anatomy, supersized tail and all.
There is unfortunately a notable "head popping" glitch you will observe. Whenever the argonian is head tracking somebody, it's head size will "pop out" bigger than it should be. Something in the engine code is interfering with the bone scaling done by this mod.
I mean they already have lua scripting support but it is incomplete and still under quite active development. And openmw is open source so there's nothing stopping some random enthusiastic developer from implementing it; although it makes sense for openmw not to implement mwse's api, there's no reason why it couldn't be made compatible with it eventually.
I mean for instance they never made plans to support oblivion or skyrim but some folks decided to make it possible for openmw to load skyrim and oblivion assets, and well, that's in the engine now. By comparison mwse wouldn't even be a big addition.
Edit: The end of the MWSE log says the following
Morrowind has crashed! To help improve game stability, send MWSE_Minidump.dmp and mwse.log to the #mwse channel at the Morrowind Modding Community Discord: https://discord.me/mwmods
MWSE version: 2.1.0-3463
Build date: 20231114
Memory usage: 1836843008 bytes.
Lua traceback at time of crash:
stack traceback:
[C]: in function 'loadAnimation'
.\Data Files\MWSE\mods\q\argonian anatomy\util.lua:16: in function 'loadSkeleton'
.\Data Files\MWSE\mods\q\argonian anatomy\main.lua:34: in function <.\Data Files\MWSE\mods\q\argonian anatomy\main.lua:29>
MiniDump creation successful.