Hi! Really love the mod, am I supposed to be hearing a completely different sound when attacking a corpse from what I was hearing attacking them alive?
For example, say I attack a dunmer wearing no armor, I get the vanilla morrowind impact sound that sounds kind of like a punch (even though I'm swinging my sword), I get the blood visual that I'd expect from your mod, and after he's dead I attack him in the same spot and I hear a sword slashing sound (Same blood visual as when alive).
In addition, noticed I'm getting two splatter effects when fighting ashlander in bonemold, one blood and one bone splatter like I'd expect. they have bonemold armor with common pants on. Just wondering if this is all intentional functionality because this feels like a bug, like some other mod on my end is not letting Impact Effects properly overwrite or something. Thanks in advance for any help
The intention behind hearing different sounds when you attack a corpse, is that you're attacking a target whose defences have been completely broken by killing them, so every hit is a critical hit.
As for seeing two splatter effects at the same, that's unfortunately a limitation of the current approach in that no distinction is made between hits that cause damage and hits that don't. There are upcoming engine changes in OpenMW that will make it easier to remove this limitation in the future.
Thank you so much for the response! I think the corpse thing makes perfect sense when put the way you did. Also, I don't really mind the two splatter effect thing, just wanted to make sure I wasn't bugged.
Genuinely such a cool mod you've made. I can't imagine going without it now that I've been using it. Thanks again :)
Hello- I love the mod! I hope it is OK I used your water splash and dust cloud meshes in my throwable potions mod: https://www.nexusmods.com/morrowind/mods/56825
Per the permissions on your mod page (and common decency) I've given you credit and linked to this mod from my mod description and lua code- just wanted to give you a heads up to make sure you were aware. Thanks for the great work!
For some reason it doesn't seem to work. Most recent dev build. I've saved, reloaded, etc many times but nothing. The menu does appear in the scripts tab.
Weirdly, however, I think it did work when a clannfear attacked a skeleton I summoned. I saw sparks flying when it blocked the attack with its shield.
Nothing in openmw.log that suggests an error. All scripts are loaded but no other entries during gameplay.
It's quite low in the load order. Mods coming after it are: More Deadly Denizens of Morrowind, Real Disposition, Take Cover, Fresh Loot, Dynamic Music, and Magicka Based Skill Progression.
Since you mentioned the spark VFX appears when your summoned skeleton blocked an attack, does that VFX appear if the player blocks an attack with their shield?
It doesn't seem to be working with OpenMW 0.49 RC7 which was released 2 days ago. This is the only mod I have installed though MO2 with the OpenMW Player plugin. Nothing is happening when I attack walls, rocks, or the ground. I installed it all from scratch just because I wanted this mod to work so bad. Additionally, the omwscripts file has loaded as the settings can be seen in the Scripts tab in OpenMW, it appears to have been installed correctly by the mod manager.
There doesn't seem to be anything red, only one yellow message after leaving the Census and Excise office: "Not enough cell preloader cache capacity to preload exterior cells, consider increasing "preload cell cache max" up to 21"
Once you're in-game, open the console ( using ` key ), and type these commands. Make sure you use the same combination of uppercase and lowercase letters that I've used. luap I.impactEffects If the console replies with the line 'nil' then the PLAYER script for Impact Effects hasn't been loaded properly.
First of all, I uninstalled OpenMW, manually deleted the My Games/OpenMW folder and freshly reinstalled OpenMW. Then I installed this mod the preferred way in the OpenMW data folder.
My Console output is as follows:
> luap Lua mode ON, use exit() to return, help() for more info Context: Player Lua[Player] I.impactEffects userdata: 0x10a55420
Actually it seems to be working now, despite not working when it said it was loaded. It seems to take a couple restarts of the game for me before the impacts start working. Strange, thank you for the mod and the troubleshooting help.
Edit: Yeah, when I start a new character, even though it says the script is loaded in the console, I have to save the game, exit and reload a save, then it works, but not every time. Sometimes I have to do that twice and it will finally work.
I managed to replicate your issue. Using the "New Game" option from the main menu disables Impact Effects. The next time you load a save game, however, it should be working. I'll have to investigate why this happens, thanks for letting me know about this.
I was starting a new playthrough and downloaded a bunch of new mods to try out. I didn't even read the full description, just thought it was like an experimental mod that only worked on static surfaces and thought the idea was interesting enough to try it out. I was amazed when I saw it actually worked with enemies. I have hundreds of mods active and if I was forced at gunpoint to reduce it just 5 mods, this would definitely be one of them.
83 comments
For example, say I attack a dunmer wearing no armor, I get the vanilla morrowind impact sound that sounds kind of like a punch (even though I'm swinging my sword), I get the blood visual that I'd expect from your mod, and after he's dead I attack him in the same spot and I hear a sword slashing sound (Same blood visual as when alive).
Any thoughts on this?
As for seeing two splatter effects at the same, that's unfortunately a limitation of the current approach in that no distinction is made between hits that cause damage and hits that don't. There are upcoming engine changes in OpenMW that will make it easier to remove this limitation in the future.
Genuinely such a cool mod you've made. I can't imagine going without it now that I've been using it. Thanks again :)
Per the permissions on your mod page (and common decency) I've given you credit and linked to this mod from my mod description and lua code- just wanted to give you a heads up to make sure you were aware. Thanks for the great work!
Weirdly, however, I think it did work when a clannfear attacked a skeleton I summoned. I saw sparks flying when it blocked the attack with its shield.
But my attacks on statics do nothing.
It's quite low in the load order. Mods coming after it are: More Deadly Denizens of Morrowind, Real Disposition, Take Cover, Fresh Loot, Dynamic Music, and Magicka Based Skill Progression.
luap
I.impactEffects
If the console replies with the line 'nil' then the PLAYER script for Impact Effects hasn't been loaded properly.
My Console output is as follows:
> luap
Lua mode ON, use exit() to return, help() for more info
Context: Player
Lua[Player] I.impactEffects
userdata: 0x10a55420
Edit: Yeah, when I start a new character, even though it says the script is loaded in the console, I have to save the game, exit and reload a save, then it works, but not every time. Sometimes I have to do that twice and it will finally work.