Morrowind

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awakemon

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aWakemon

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14 comments

  1. Maarsz
    Maarsz
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    Maybe it should check whether you're in any other menus when pressing the hotkey before showing the notifs, as it's a bit jarring typing something with a letter U in the mcm search bar and getting the popups
    1. aWakemon
      aWakemon
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      Yea I noticed that too, although it doesn't bother me much, I think I'll try to implement that for the console, options and MCM menu at the least.

      EDIT: Implemented it in the 2.3.0 update, was pretty simple :)
    2. Maarsz
      Maarsz
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      thanks!
  2. Nibenon76
    Nibenon76
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    Now we are talking! This version of the mod seems to be very well and properly implemented, without any unnecessary annoyances. Good work, I will endorse it as soon as the "Endorse" button is ready to go. Thank you!

    Good luck with the OpenMW implementation, it would make the mod even better! Although it seems to be nigh-impossible with the current state of lua support in the latest OpenMW dev. build, I hope I'm wrong.

    Just one question: how can we configure the mod's hotkey? I suspect that the last line in main.lua file is responsible for it, am I wrong?
    1. aWakemon
      aWakemon
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      Yep, just change the 'u' in "tes3.scanCode.u" in the last line to any different key. You can also change the "e.isShiftDown" in line 461 to something else (like "e.isAltDown") for the removing of notifications.
    2. Nibenon76
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      Got it, thanks for the clarification and for the mod again!
  3. axeman36
    axeman36
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    Hi, just wanted to ask if this mod is/will be compatible with OpenMW?
    1. aWakemon
      aWakemon
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      I think an OpenMW version would be possible. I'll look into it, but can't promise anything.
      OpenMW-lua uses completely different functions than MWSE-lua, so it's not compatible in its current form - it would need a seperate version.
  4. MelchiorDahrk
    MelchiorDahrk
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    This looks neat! I use Skyrim Style Quest Notifications (SSQN) so for visual consistency, I wonder how feasible it'd be to use the faction icons from that mod. Either as an option or smartly check if it's installed (since the new icons you made here are also very nice, I just like the vanilla icon look).

    I'm also curious about mod compatibility for new factions. I have been adding new faction icons to my mods to support SSQN. Would be neat to have an interop that uses those icons for this mod too.
    1. aWakemon
      aWakemon
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      Thanks for the comment! I love SSQN as well and I think that's a great idea, I've included an automatic switch to the SSQN icons in v2.1.0 when you have the mod installed ^^. Switching between the two ingame will probably be included if I make an MCM.

      Regarding interop, I'm not really familiar with the concept and thus don't know how that would be implemented atm, but it's a nice idea for sure!

    2. MelchiorDahrk
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      Nice, thank you! For the interop functionality, all I was asking is if there's a way for others to add support for custom faction icons for your mod.
    3. aWakemon
      aWakemon
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      Hmm adding icons should be pretty easy to implement, but considering new factions in the advancement checks I'm not sure. As long as the MWSE functions I'm using can access the new factions and their requirements then it should be possible, I'll look into it :)
    4. aWakemon
      aWakemon
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      I've added interop in the 2.2.0 version, fully functional in my short testing, hope everything's working ^^
      EDIT: It was in fact not lol, 2.2.1 fixed it I hope.
    5. MelchiorDahrk
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      Awesome! I'll check it out.