Hello, By using the construction set you can create wathever you want. In my demo, units are created with dialogues (buildings arenparalysed creatures).
Like you can see in the images, i have used the addon with some mods (starwind) and even an other openmw based game (O.C RE).
RTS mode looks interesting on its own, but I think it there are also intriguing possibilities to integrate larger RTS-style battles in ordinary solo questlines. The good ol' Main Quest could get a battle inside Ghostgate, before the vanilla final dungeon. One could try to make the switch immersive - use dialog, equip a Ring of Telepathy to command your troops, use ordinary levitation to move around the battefield, or stand on top of a watchtower while zooming in with your magical Telvanni Telescope.
First of all, LOVING the mod so far. Has been quite seamless, even with a controller. The "teleporting to 0,0,0" issue consistently happens every time I exit from any interior to an exterior, even when every other mod is disabled, but it can be fixed by saving and reloading (or, if you use the ashlander architect mod, pressing the "build mode" button twice to avoid saving and reloading!) or by using rts mode right before exiting. And, to the mod author, THANK YOU FOR THIS!!! Having so much fun with it
edit: another thing I have found is that (I'm assuming because of the AI flags) any commanded followers will need to be asked to follow you again. Not too big of a deal, I personally don't mind, but figured I'd mention it just in case you were unaware! Would it be at all possible to add a "follow player" function where the patrol, attack, defend, etc. AI buttons are?
Been messing around with this for about an hour or so. It works surprisingly well! Controls take some getting used to but even with the relatively small list of features it works and runs similarly to Kenshi. You can take control of specific factions and manage their inventories, move them around and assign them commands. Definitely keeping an eye on this :)
Edit: It seems like once you fly a certain distance away you lose control over the NPCs - but that may just be tied to render distance? I might recommend being able to control the player character in RTS too, some people might actually enjoy doing a play through like this! Would it be possible to show NPCs skills/stats when viewing their inventory?
Yes, the activation distance is probably the biggest problem of openMMw for this use. If you have played the base building mission, you may have noticed a workaround : lower the scale of everything ^^
I may plan to have an option to keep the player. But it could be hard to do because the gameplay rely on actors AI, and the player NPC don't have AI.
For more interactions with actors (like skills/stats), i suggest to use the dialogues. I have added a inventory button bit it could have been done through dialogues too.
Ah I see... Would it be possible to allow for control of specific npcs, as well as a faction? (Or no faction and only specific npcs) Like say having an option in the mods settings for adding specific NPCs to your control.
This way you could recruit people from outside the faction to join your "party", and could possibly use an NPC as a stand-in for the PC.
Edit: Now that I think about it, using console commands to assign an NPC to the faction you're controlling should allow you to control/"recruit" them? Haven't tested that!
I don't think it's possible to add a npc in a faction with mwscript. And it's not possible yet with lua.
I guess the best to do is to check the "faction spellflag" on all actors and not just creatures. That way it's possible to add the spell with a dialogue, for example. I'm gonna change that to the next update.
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By using the construction set you can create wathever you want. In my demo, units are created with dialogues (buildings arenparalysed creatures).
Like you can see in the images, i have used the addon with some mods (starwind) and even an other openmw based game (O.C RE).
edit: another thing I have found is that (I'm assuming because of the AI flags) any commanded followers will need to be asked to follow you again. Not too big of a deal, I personally don't mind, but figured I'd mention it just in case you were unaware! Would it be at all possible to add a "follow player" function where the patrol, attack, defend, etc. AI buttons are?
Definitely keeping an eye on this :)
Edit:
It seems like once you fly a certain distance away you lose control over the NPCs - but that may just be tied to render distance?
I might recommend being able to control the player character in RTS too, some people might actually enjoy doing a play through like this!
Would it be possible to show NPCs skills/stats when viewing their inventory?
I may plan to have an option to keep the player. But it could be hard to do because the gameplay rely on actors AI, and the player NPC don't have AI.
For more interactions with actors (like skills/stats), i suggest to use the dialogues. I have added a inventory button bit it could have been done through dialogues too.
This way you could recruit people from outside the faction to join your "party", and could possibly use an NPC as a stand-in for the PC.
Edit: Now that I think about it, using console commands to assign an NPC to the faction you're controlling should allow you to control/"recruit" them? Haven't tested that!
And it's not possible yet with lua.
I guess the best to do is to check the "faction spellflag" on all actors and not just creatures. That way it's possible to add the spell with a dialogue, for example. I'm gonna change that to the next update.
OpenMW modders: "We're gonna turn an RPG engine into an RTS engine."