Need a little help here, i'm currently playing on a Wabbajack Modlist and i launch OpenMW through Mo2. Well when i install this mod it says it was probably not set up properly and i should first correct the directory layout using the content-tree and the omwaddonscript is not found in the content files when you open OpenMW Launcher. Other omwaddon script mods have successfully been downloaded and activated on Mo2 through OpenMW but this is one of the few that has this problem, the other being FairCare too.
I'm not familiar with mo2. Take Cover and Fair Care use very standard data paths. Installation procedure is explained in the Nexus doc and in the provided readme.md. - extract the archive somewhere - edit openmw.cfg to add: - a "data=path_to_CORE 00" entry - a "content=the_addon.mwscripts" entry That's it.
Posting this for other people to see that use Mo2, this worked for me. It was that simple for me lol.
1. Remove the Mod from MO2. 2. Install the mod from scratch. 3. When the Install dialogue pops up, right click on the folder and choose "set as <datafiles> directory". 4. Click OK, and then click "ignore" when it warns you that it likely wasn't installed correctly. 5. Use the "Export to OpenMW" tool to update your openmw configuration file.
Hey! So we just add "00Core" to the inside of our data files and then add the line to our cfg data= ? But the omwscript is in the 00Core folder so do we take that out and put it in the data files so we can enable it in the launcher? Or can we just copy everything in the 00Core folder directly into the data files and not have to add the line data= etc??
With openmw, you don't need to copy everything to the "date files" directory anymore. Ideally you should have a "TakeCover" directory somewhere (in an OpenMWMods dir for example), "00 Core" is inside TakeCover dir, and you just have to add the full path to "00 Core" in a new "data=" line, for example: data="C:\Games\OpenMWMods\Gameplay\Take Cover\00 Core"Then add the content line next to other ones: content=TakeCover.omwscripts
Sorry but to make it work you need to respect the instructions described in the readme. "Just copy the content" is not enough. If you need context on how openmw mods are installed please read their doc.
In case it helps, you can copy the content of "00Core" into the folder of your choice (let's say "C:\Games\OpenMWMods\Gameplay\Take Cover") with: data="C:\Games\OpenMWMods\Gameplay\Take Cover and content=TakeCover.omwscripts
I think I had a similar issue - in my case, the guards would refuse to attack and just stand there, taking damage. (I was chased by a Spriggan and the guard attacked once and did nothing afterwards. The second guard, who was relatively close, didn't come to help.). I used Mercy, Take Cover, and Protective Guards, along with its OpenMW Factions and NPC mod.
Lelimule's test should help indeed. Also, did it happened when using levitation or attacking from an unreachable position? Or just after such a situation?
So I tried again, loading Take Cover last. Now the guards react, but NPC's don't seem to take cover when firing at them with arrows (I just tried a roof). I'll have to try some more.
Im on android omw installled it via directory and i keep getting this when i press f10,is this normal it causes a large fps drop when combat happens in crowded areas,i haven't seen the mod work when i snipe my enemies
My mod lists that messes with behaviours are the one in the compability list in the description
[08:47:57.526 E] LOx1031f86[scripts/TakeCover/actor.lua] onUpdate failed. Lua error: [string"scripts/TakeCover/actor.lua"]:181: attempt to call field 'isFleeing' (a nil value) [08:47:57.526 E]stack traceback: [08:47:57.526 E] [string "scripts/TakeCover/actor.lua"]:181: in function <[string "scripts/TakeCover/actor.lua"]:138>
Great idea. Would be cool to have vampires run away to closest interior from exterior during daytime (5am - 6pm), when they take sun damage. (Mod NPCs Open Doors allows them to chase player to exterior).
Thank you. I would prefer if those vampires prefer to not go outside rather than do it and then look for the closest interior, which would be the one they just got out.
32 comments
- extract the archive somewhere
- edit openmw.cfg to add:
- a "data=path_to_CORE 00" entry
- a "content=the_addon.mwscripts" entry
That's it.
1. Remove the Mod from MO2.
2. Install the mod from scratch.
3. When the Install dialogue pops up, right click on the folder and choose "set as <datafiles> directory".
4. Click OK, and then click "ignore" when it warns you that it likely wasn't installed correctly.
5. Use the "Export to OpenMW" tool to update your openmw configuration file.
Ideally you should have a "TakeCover" directory somewhere (in an OpenMWMods dir for example), "00 Core" is inside TakeCover dir, and you just have to add the full path to "00 Core" in a new "data=" line, for example:
data="C:\Games\OpenMWMods\Gameplay\Take Cover\00 Core"
Then add the content line next to other ones:content=TakeCover.omwscripts
"Just copy the content" is not enough.
If you need context on how openmw mods are installed please read their doc.
data="C:\Games\OpenMWMods\Gameplay\Take Cover
andcontent=TakeCover.omwscripts
If the pb is still here, Try without Mercy and without Take Cover.
Also, did it happened when using levitation or attacking from an unreachable position? Or just after such a situation?
We have to be sure about who fights who.
Could you record a video of you playing and reproducing the bug?
Yes you need its plugin.
My mod lists that messes with behaviours are the one in the compability list in the description
[08:47:57.526 E] LOx1031f86[scripts/TakeCover/actor.lua] onUpdate failed. Lua error: [string"scripts/TakeCover/actor.lua"]:181: attempt to call field 'isFleeing' (a nil value) [08:47:57.526 E]stack traceback: [08:47:57.526 E] [string "scripts/TakeCover/actor.lua"]:181: in function <[string "scripts/TakeCover/actor.lua"]:138>
I'll update soon the check for Lua API version.
You should use the beta2 version.
I'll update the mod in two weeks, after my holidays.
Max Yari mod has a compatibility plugin that handles cooperation with Take Cover, you need that.
I would prefer if those vampires prefer to not go outside rather than do it and then look for the closest interior, which would be the one they just got out.