I did not think players would need to change those things. It would not be hard to restore the stats in NCGD though. Easier than make the mods compatible I think.
[08:46:39.232 E] L@0x1[scripts/ncgdmw/player.lua] eventHandler[Died] failed. Lua error: [string "scripts/ncgdmw/player.lua"]:467: attempt to perform arithmetic on local 'count' (a nil value) [08:46:39.232 E] stack traceback: [08:46:39.232 E] [string "scripts/ncgdmw/player.lua"]:467: in function <[string "scripts/ncgdmw/player.lua"]:465>[08:46:39.232 E] [C]: in ?
Is this error harmless. I'm on Android and the mod is working fine as it its supposed to be though , whenever I check openmw.log this appears but not always and it only shows one error after playing an hour.
I don't know if mym will see this. But just like what he/she instructed from its fair care mod to work on an openmw android version 0.49, 5 months ago, was to change the Api version on the definition.lua from 70 to 68 which worked significantly.
Will this also apply with NCGDMW since it has its Api set to 70 isOpenMW049 = core.API_REVISION >= 70,
Hi, just wanted to say that there's a bug with this and AlandroSul's excellent Alteration Movement mod. Characters who levitate cannot unlevitate through dispels or enable/disable levitation console commands. Player->setflying 0 turns it off and fixes it, but it happens every time you levitate, whether through spells, the mod, or potions. Unenabling the Alteration Movement mod doesn't help; the save seems to be permanently bugged.
The strange thing is this bug only revealed itself about 15 hours into my playthrough. Just letting you know for any future updates!
Man i am confused i have updated the mod and the options have changed i remember when you could just pick skills factor at 1/4 option and now you have to input numbers i have no clue i downgrading to v4.1.0 it's just easier for me
Was noticing progressive script lag in my openmw playthroughs. Not sure if this mod is the culprit, but the openmw.log file suggests that this mod is printing an error message multiple times per second. Example:
//
[21:01:45.660 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil [21:01:45.660 E] stack traceback: [21:01:45.660 E] [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay' [21:01:45.660 E] [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame' [21:01:45.660 E] [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293> [21:01:45.660 E] [C]: in ? [21:01:47.665 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil [21:01:47.665 E] stack traceback: [21:01:47.665 E] [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay' [21:01:47.665 E] [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame' [21:01:47.665 E] [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293> [21:01:47.665 E] [C]: in ?
//
...and this type of message is displayed in the logs constantly.
How will the skill stats of the mod manager that are at the bottom effect mods that have already gone into construction set and tweaked the skill progression rates?
Do you think we have the ability to disable this whole section?
You're talking about the skill use settings? You're asking what happens if other mods change those values? If so, you'll see the changed values in each setting description, and you can manually set the values to your preset values if you want
Yeah I made my own mod for skill usage, but in the skill usage settings at the bottom they are still the vanilla settings and it seems to overwrite it.
250 comments
[08:46:39.232 E] stack traceback:
[08:46:39.232 E] [string "scripts/ncgdmw/player.lua"]:467: in function <[string "scripts/ncgdmw/player.lua"]:465>[08:46:39.232 E] [C]: in ?
Is this error harmless. I'm on Android and the mod is working fine as it its supposed to be though , whenever I check openmw.log this appears but not always and it only shows one error after playing an hour.
Will this also apply with NCGDMW since it has its Api set to 70
isOpenMW049 = core.API_REVISION >= 70,
The strange thing is this bug only revealed itself about 15 hours into my playthrough. Just letting you know for any future updates!
If you want "down to 1/4", set the 2nd value to 25%
issue not related to this mod
//
[21:01:45.660 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil
[21:01:45.660 E] stack traceback:
[21:01:45.660 E] [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay'
[21:01:45.660 E] [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame'
[21:01:45.660 E] [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293>
[21:01:45.660 E] [C]: in ?
[21:01:47.665 E] L@0x1[scripts/ncgdmw/player.lua] onFrame failed. Lua error: [string "scripts/ncgdmw/decay.lua"]:90: attempt to compare number with nil
[21:01:47.665 E] stack traceback:
[21:01:47.665 E] [string "scripts/ncgdmw/decay.lua"]:90: in function 'updateDecay'
[21:01:47.665 E] [string "scripts/ncgdmw/decay.lua"]:132: in function 'onFrame'
[21:01:47.665 E] [string "scripts/ncgdmw/player.lua"]:300: in function <[string "scripts/ncgdmw/player.lua"]:293>
[21:01:47.665 E] [C]: in ?
//
...and this type of message is displayed in the logs constantly.
Do you think we have the ability to disable this whole section?
You're asking what happens if other mods change those values?
If so, you'll see the changed values in each setting description, and you can manually set the values to your preset values if you want
Have a nice day.