Morrowind

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allardpong

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allardpong

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74 comments

  1. allardpong
    allardpong
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    If you encounter any issues or bugs, I'd greatly appreciate the following information:

    • When do they occur? During a specific moment, upon loading a save, etc.
    • What were you doing in the moment?
    • Logs or any indication of error that is supplied by the Lua intepreter in the terminal. (Very important!)
    • What OpenMW version are you using?
    Thanks! :)
  2. LukewarmWaterrr
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    If you have OpenMW 49 and are having trouble, install the newest version first. I was trying to use this mod but my health and fatigue bars were gone and my maigcka bar would just be empty. I last downloaded openMW in December so I went and redownloaded a newer version of OpenMW 49 and it works fine now.
  3. Dyngle
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    Great mod, and thanks for keeping the old versions up for those of us still using OpenMW 0.48!
  4. llfsa
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    Lovely little mod, congratulations! Just a bit of nitpicking from my side:

    • HUD Bars: Magicka and Fatigue are swapped. This is fine and I actually agree this order is better than vanilla, but in order to keep consistent with the stats menu maybe it should default to H,M,F. (Maybe a toggle in the Scripts menu?). (Note: I was actually able to change this myself in "ui.lua" by going through each "magicka" and "fatigue" instance and swap them around)
    • HUD Bars: Clicking the bars doesn't open the stats menu. Which could be handy in case one accidentally closes it.
    • Enemy target bars: would be nice to have an option to position it above the HUD Bars like in vanilla, but with the additional info on top (enemy name, level, class)
    • Enemy target bars: an option to display the numeric value of the enemy's health would also be a welcome addition
  5. OGBekcak
    OGBekcak
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    Hi, I am using OpenMW and tried to install this mod but failed. OpenMW sees this mod on Content Fİles and I can enable it. In game I am able to see this mod on Scripts tab too. However, I don't have hud working at all. All the bars are completely missing. 

    EDIT: I figured out what was wrong. I was using version 0.48 but the mod needs 0.49. Thus upgrading the version solved my problem.
  6. frogstat
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    Would it be possible to scale bar sizes individually?

    Playing as a barbarian makes my fatigue bar 6 times longer than the rest and it looks kinda goofy.
    1. allardpong
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      Yeah, I can add it. :) 
    2. frogstat
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      thanks
    3. allardpong
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      Gonna get back in a day or two, this needs some refactor of the code to implement without a headache :)
  7. FatAndreasbot
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    Is there any way to change the font size of the stats?
    I have changed the width of my bars from 12 to 16 in the ui.lua file, but the numbers are still to small for my taste.

    BTW my openMW version is 0.48, and mod version is 0.3
    1. allardpong
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      Yes, the element responsible for showing the numbers are in the bar tables, in the table ui.content{}. You can add a property in the props{} to them called textSize, and set it to what you want (around 11 is probably the default). I don't remember which element it is, but it's probably one of the middle ones. I believe I commented which one it is.

      You also need to change the anchor and relativePosition slightly to make the numbers centered vertically, alternatively just offset the y value of the position property.
  8. Sweezly
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    Game seems to freeze and at times crash whenever I enter combat. I was even caught in a freezing loop when I levitated over an enemy and they kept leaving and entering combat with me. Issue didn't persist after I disabled the mod
    1. allardpong
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      Okay! I will test to see if any errors occur on my end.

      EDIT: What version of OpenMW are you using? And do you have any logs? I haven't personally encountered any crashes or freezes.
    2. Sweezly
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      Sorry, how do I access logs? I get kind of lost whenever I try looking it up. And I was on the latest 0.49 build when I left my comment 
    3. allardpong
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      Great! The latest version should be fine.  
      Since I haven't encountered any of these issues on my end, it's hard to narrow down errors with only a brief description of the problem.

      If you open the openmw.exe (not the openmw_launcher), the game will launch directly alongside a command terminal window. If there are any Lua errors in my mod, that's where they will be printed. It will read something along the lines of:
      [01:58:06.859 E] L@0x1[scripts/ui.lua]: "ERROR HERE"

      It prints the time of the print, what type of message it is (E = Error), the script it's referencing, and the message.
      You know it's my mod if it reads "scripts/ui.lua", though I will change that in later versions to make it more obvious it's from this mod.
      When you encounter an error, pause the game and check the console for any errors that may have been printed!

      If there aren't any errors, it's actually "working", and that means I need additional info regarding what exactly you were doing and any potential catalysts for these freezes/crashes. For example, you mentioned the enemy was "leaving and entering combat." Did the healthbar flash, you mean? Do you have other mods that might cause friction? 🤔 Was it a special enemy? So on.

      Thanks!
    4. Sweezly
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      It worked fine after I tested on it's own, no errors occured in the log. Even with my current mods, no errors, yet still freezes my game if I have them loaded.

      Tested again with my mods to view the log, so I'm assuming it's whenever your mod added an enemy to it's script [20:51:41.013 I] L@0x1[scripts/ui.lua]:Added: Hlaalu Guard to the listas an example.

      What I think happened was my game kept freezing because an enemy did that thing when they constantly switch between hostile and non-hostile if you go high enough in the air, so the script kept loading them every time they were hostile and entered combat
    5. allardpong
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      Hmm, so you say that there aren't any freezes without the other mods. Do you have any other mods active that might change the enemies/AI? Your game shouldn't freeze, since if this mod encounters an error, it should just stop working/updating (which it has done in all cases for me). All the AI is doing is checking whether its target is the player, and if so, sends relevant data to the player regarding its status. And it only sends the data after taking damage or healing, so it doesn't spam the entire time.

      I believe something else may be incompatible, since this is pretty unique. I've had an user report crashes, but that was due to a setting that interpolates the bars which when during frame drops, could shoot through the screen and reach some insanely high values and crash the game. Nonetheless, you could try turning the setting off. It is the "Smooth Transitions" in the mod configuration.

      I will try the latest dev build and see if I encounter the same freezes. BTW! What graphics card do you have? I had random freezes, and they disappeared when I turned off anti-aliasing in the OpenMW settings.
    6. Sweezly
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      Ah, didn't get to test it on different AA settings. I didn't do much besides update another mod, but the game seemed to stop freezing after that. Weird. I think because some files were missing for a mod patch I have, and that somehow affected your mod..? None of them had to do with npcs/Ai though, so maybe just affected the game in general. Either way, I'm sorry for the confusion
    7. allardpong
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      Glad you got it working.
      And no worries! I'm happy to help. :)
  9. Nyameri
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    My bars also had vanished after i loaded my save after installing this mod.
    At the time I had a magic item equipped. I then equipped a spell, saved and loaded that new save.Then my bars appeared again, but now they are all green instead of the correct color and the magica bar appears to be full even when I have almost no magica left.

    Later edit: The mod seems to be working correctly on my character now but  the enemy healtthbar does not show during fights.
    I am using the latest OpenMW devbuild with filedates 30/04-24.
    Here  is the part of the of the log that shows errors:
    15:37:03.135 W] Scaling image 'splash/splash_clanndaddy.tga' from (1920,1080) to (2048,1024)
    [15:37:03.344 I] L@0x1[scripts/omw/settings/player.lua]:    Group key MUISmoothTransitions doesn't start with Settings
    [15:37:03.345 I] L@0x1[scripts/omw/settings/player.lua]:    Group key MUIYellowRemainder doesn't start with Settings
    [15:37:03.345 I] L@0x1[scripts/omw/settings/player.lua]:    Group key MUIEnemy doesn't start with Settings
    [15:37:03.346 I] L@0x1[scripts/omw/settings/player.lua]:    Group key MUIMisc doesn't start with Settings
    [15:37:03.346 I] L@0x1[scripts/omw/settings/player.lua]:    Group key MUIExperimental doesn't start with Settings
    [15:37:03.387 V] Language file "l10n/eemlua/gmst.yaml" is enabled
    [15:37:03.393 V] Language file "l10n/eemlua/en.yaml" is enabled
    [15:37:03.428 I] Warning: rp_b_rl_script1[local variables] line 7, column 14 (=): invalid operator =, treating it as ==
    [15:37:03.642 I] Warning: rp_moonmoth_ladder01_s[local variables] line 7, column 14 (=): invalid operator =, treating it as ==
    [15:37:03.710 I] Warning: lookoutScript[local variables] line 41, column 37 (=): invalid operator =, treating it as ==
    [15:37:03.719 I] Warning: rp_sn_ladder01_script[local variables] line 7, column 14 (=): invalid operator =, treating it as ==
    [15:37:03.851 I] Warning: DEG_AHR_Placement02[local variables] line 8, column 37 (=): invalid operator =, treating it as ==
    [15:37:03.851 I] Warning: DEG_AHR_FinalPlacement01[local variables] line 8, column 39 (=): invalid operator =, treating it as ==
    [15:37:03.852 I] Warning: DEG_AHR_Placement01[local variables] line 8, column 37 (=): invalid operator =, treating it as ==
    [15:37:03.982 I] Warning: PS_Telvanni_Check[local variables] line 36, column 21 (=): invalid operator =, treating it as ==
    [15:37:06.288 I] Changing to interior
    [15:37:06.289 I] Loading cell Sarys Ancestral Tomb
    [15:37:10.318 W] No language files for the preferred languages found in "l10n/ModernizedUI"
    [15:37:10.477 I] Warning: fallingScript line 46, column 6 (endif): endif without matching if/elseif
    [15:37:10.479 I] Warning: mg_script_nov line 24, column 18 (PlaySound): Stray explicit reference
    [15:37:10.525 I] Warning: PS_Telvanni_Check line 36, column 21 (=): invalid operator =, treating it as ==
    [15:37:11.435 I] Playing "music/explore/mx_explore_1.mp3"
    [15:37:52.026 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:37:52.026 E] stack traceback:
    [15:37:52.026 E]     [C]: in function 'insert'
    [15:37:52.026 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:37:53.036 I] Playing "music/battle/mw battle 4.mp3"
    [15:37:58.462 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:37:58.462 E] stack traceback:
    [15:37:58.462 E]     [C]: in function 'insert'
    [15:37:58.462 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:37:59.177 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:37:59.177 E] stack traceback:
    [15:37:59.177 E]     [C]: in function 'insert'
    [15:37:59.177 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:37:59.790 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:37:59.790 E] stack traceback:
    [15:37:59.790 E]     [C]: in function 'insert'
    [15:37:59.790 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:38:00.323 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:38:00.323 E] stack traceback:
    [15:38:00.323 E]     [C]: in function 'insert'
    [15:38:00.323 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:38:02.815 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:38:02.815 E] stack traceback:
    [15:38:02.815 E]     [C]: in function 'insert'
    [15:38:02.815 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:38:05.303 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:38:05.303 E] stack traceback:
    [15:38:05.303 E]     [C]: in function 'insert'
    [15:38:05.303 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:38:06.647 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:38:06.647 E] stack traceback:
    [15:38:06.647 E]     [C]: in function 'insert'
    [15:38:06.647 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:46.937 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:46.937 E] stack traceback:
    [15:39:46.937 E]     [C]: in function 'insert'
    [15:39:46.937 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:47.629 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:47.629 E] stack traceback:
    [15:39:47.629 E]     [C]: in function 'insert'
    [15:39:47.629 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:50.499 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:50.499 E] stack traceback:
    [15:39:50.499 E]     [C]: in function 'insert'
    [15:39:50.499 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:52.628 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:52.628 E] stack traceback:
    [15:39:52.628 E]     [C]: in function 'insert'
    [15:39:52.628 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:53.713 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:53.713 E] stack traceback:
    [15:39:53.713 E]     [C]: in function 'insert'
    [15:39:53.713 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:55.159 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:55.159 E] stack traceback:
    [15:39:55.159 E]     [C]: in function 'insert'
    [15:39:55.159 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    [15:39:58.352 E] L@0x1[scripts/ui.lua] eventHandler[SendCombatData] failed. Lua error: [string "scripts/ui.lua"]:494: bad argument #2 to 'insert' (number expected, got nil)
    [15:39:58.352 E] stack traceback:
    [15:39:58.352 E]     [C]: in function 'insert'
    [15:39:58.352 E]     [string "scripts/ui.lua"]:494: in function <[string "scripts/ui.lua"]:475>
    1. allardpong
      allardpong
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      Have you updated to the latest version? I'm pretty sure I fixed that, since it relates to a problem regarding the creatures' ids.
      And the OpenMW version is excellent, should work fine!
  10. Darkfire14
    Darkfire14
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    Any controller support?
    1. allardpong
      allardpong
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      How do you mean? I haven't implemented any interactions as of yet.
  11. Seaowol
    Seaowol
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    Great mod and amazing author! Very active and helpful! Takes the bug reports like no problem! Right? That's a great modder right there.
    1. allardpong
      allardpong
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      Thank you so much! <3 I really appreciate it :)
  12. ohfortheloveofgod
    ohfortheloveofgod
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    The HP bars seem to crash on the second NPC I fight If the yellow remainder option is enabled, when it's disabled they work perfectly fine.
    1. allardpong
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      Do you mind providing more details? If you open the openmw.exe (not the launcher), a command terminal will open up that details any Lua errors. If there's anything wrong with the script, it'll be right there. :)