This mod so fundamentally changes the nature of the game that it becomes an entirely different experience altogether. After playing around with it further I find this ranks as one of the best QOL mods I've ever seen in any game, with flawless implementation. I can't think of any way to improve upon it except maybe an option to add tiny green dots to indicate ingredient locations but even this might be a bit much. At any rate it deserves an award of some kind.
Hey so I was just playing and killed something in tall grass was impossible to see the body, any chance you can make it reveal corpses or containers or something or is that lore/game breaking?
Friggin fantastic dude. You even adjusted the default iconography for improved visuals. Mod of the YEAR no question.
The fact that you consistently update and improve your mods, do version control, address bugs quickly and engage with the community with feedback, that says everything right there. Class act modding. Hats off to you and keep it up.
More testing is required, but I don't think this mod works with every key. It could be related to old engine bugs, though.
I placed a key on the floor as a test using the console. It was at the top of the list on UESP, wasn't really preference. This key is not detected by the spell: Name: Abebaal Slave Key ID: key_abebaalslaves_01
I also went to where that key is physically located in the game, just to be sure it wasn't due to me spawning it in with the console. One location is Tel Branora, inside the lower level on a table with Kwama Eggs and other stuff. The mod doesn't detect the key there, either. I also noticed that the usual dot to show the key doesn't appear on the mini-map. It's possible that this key is bugged in the game, which is why it isn't working with the mod.
For reference, I'm on 0.49 of OpenMW. It seems to work with the keys I was finding in Seyda Neen, but I only played for a couple minutes and wanted to bring this up to you.
Have you encountered any other keys in your testing that don't even show up on the mini-map or with the mod?
I tried poking around in the Construction Set to see if there is anything wrong with that specific key, but I'm not sure I was able to find anything that would clue me in on why the key doesn't get revealed with the spell.
If you have any ideas, let me know! Like I said, it's probably just an old engine bug, since it's not revealing the key on the mini-map, either.
EDIT:
I think I found something! In order for Detect Key to work, the key has to be associated with a door or a container. In Vanilla Morrowind, the game will only detect keys associated with doors and containers! I didn't know that, after 20 years!
I found this mod that makes things like Slave Keys show up on the mini-map:
https://www.nexusmods.com/morrowind/mods/52778
However, I can't get this mod to work with yours. I tried loading yours before and after this one but it didn't work, though they DO work alongside each other.
Perhaps this is something you can integrate into your mod? I can't remember all the keys that aren't associated with doors, but at least I was able to figure out the issue lmfao. I'll submit it as a bug report to make it easier on you to track.
Also, I see in your description that you mention an API to make this work with other mods? I'm lost on how to do that :(
if you want to make a mod that shows icons on screen through my api, simply do this: if I.HUDMarkers and I.HUDMarkers.version >= 3 then local myMarkers = {}
for _, actor in pairs(nearby.actors) do table.insert(myMarkers, { object = actor, -- required, gameobject reference icon = "HUDM_Textures/Standard/HUDM_excl.dds", -- required, texturepath scale = 1.5, -- default: 0.6 raytracing = true, -- default: off range = 50, --in ft, default: 100 opacity = 0.5, -- default: 1 offsetMult = 1, -- multiplied with model size, default: 0 (at world position) screenOffset = v2(0,-20), -- multiplied with distance scaling, default: no offset deadIcon = "HUDM_Textures/Standard/HUDM_ques2.dds", -- icon when the actor is dead (optional) bonusSize = 10, -- increases icon size by x pixels, regardless of distance, default: 0 }) end I.HUDMarkers.setMarkers("myModName", myMarkers) end
Thanks so much for this gem of a mod, been waiting for this exact thing to make the jump across to openmw!
Works well in game, noticed though that the key symbol doesn't seem to display on keys carried by NPCs, but just ones out in the open? Was wondering if that's intended or I've messed something up on my end.
You are Soo good at playing with the openmw lua feature. I was wondering if you think you could do an openmw version of pincushion. Absolutely fantastic work. Thank you.
I've had issues with ArrowStick in the past to where it would place an arrow every time I cast a spell, no matter what spell it was. I couldn't resolve it and end up not using it. It also doesn't work like Pincushion, it only retains arrows in the world that hit the environment. It is still cool but considering most arrows tend to hit targets and and having them 'stick' is an ideal way to recover them for marksman characters, plus the complications I ended up having where the place arrow command would trigger every time I cast a spell I sadly disabled it.
Back in the day a lot of folks said the same of the automobile, that it was a waste. They were insistent the horse and buggy, and resulting horse poop polluting the roads, would remain the dominant mode of transportation.
Times change. Gotta change with them or get left behind. OpenMW is the future. Just sayin.
Absolutely essential mod for finding those pesky keys. With this, pixel hunting for keys while constantly checking the minimap is a thing of the past. Amazing work, ownlyme! Thank you!
I don't know if you are looking to improve the mod further (it is great as it its), but here is an idea: if you are facing back where, lets say, a key is, maybe place the icon on the edge of the screen, so the player knows that behind him is a key.
36 comments
The fact that you consistently update and improve your mods, do version control, address bugs quickly and engage with the community with feedback, that says everything right there. Class act modding. Hats off to you and keep it up.
I placed a key on the floor as a test using the console. It was at the top of the list on UESP, wasn't really preference. This key is not detected by the spell:
Name: Abebaal Slave Key
ID: key_abebaalslaves_01
I also went to where that key is physically located in the game, just to be sure it wasn't due to me spawning it in with the console. One location is Tel Branora, inside the lower level on a table with Kwama Eggs and other stuff. The mod doesn't detect the key there, either. I also noticed that the usual dot to show the key doesn't appear on the mini-map. It's possible that this key is bugged in the game, which is why it isn't working with the mod.
For reference, I'm on 0.49 of OpenMW. It seems to work with the keys I was finding in Seyda Neen, but I only played for a couple minutes and wanted to bring this up to you.
Have you encountered any other keys in your testing that don't even show up on the mini-map or with the mod?
I tried poking around in the Construction Set to see if there is anything wrong with that specific key, but I'm not sure I was able to find anything that would clue me in on why the key doesn't get revealed with the spell.
If you have any ideas, let me know! Like I said, it's probably just an old engine bug, since it's not revealing the key on the mini-map, either.
EDIT:
I think I found something! In order for Detect Key to work, the key has to be associated with a door or a container. In Vanilla Morrowind, the game will only detect keys associated with doors and containers! I didn't know that, after 20 years!
I found this mod that makes things like Slave Keys show up on the mini-map:
https://www.nexusmods.com/morrowind/mods/52778
However, I can't get this mod to work with yours. I tried loading yours before and after this one but it didn't work, though they DO work alongside each other.
Perhaps this is something you can integrate into your mod? I can't remember all the keys that aren't associated with doors, but at least I was able to figure out the issue lmfao. I'll submit it as a bug report to make it easier on you to track.
Also, I see in your description that you mention an API to make this work with other mods? I'm lost on how to do that :(
if you want to make a mod that shows icons on screen through my api, simply do this:
if I.HUDMarkers and I.HUDMarkers.version >= 3 then
local myMarkers = {}
for _, actor in pairs(nearby.actors) do
table.insert(myMarkers, {
object = actor, -- required, gameobject reference
icon = "HUDM_Textures/Standard/HUDM_excl.dds", -- required, texturepath
scale = 1.5, -- default: 0.6
raytracing = true, -- default: off
range = 50, --in ft, default: 100
opacity = 0.5, -- default: 1
offsetMult = 1, -- multiplied with model size, default: 0 (at world position)
screenOffset = v2(0,-20), -- multiplied with distance scaling, default: no offset
deadIcon = "HUDM_Textures/Standard/HUDM_ques2.dds", -- icon when the actor is dead (optional)
bonusSize = 10, -- increases icon size by x pixels, regardless of distance, default: 0
})
end
I.HUDMarkers.setMarkers("myModName", myMarkers)
end
Works well in game, noticed though that the key symbol doesn't seem to display on keys carried by NPCs, but just ones out in the open? Was wondering if that's intended or I've messed something up on my end.
Regardless fantastic work on this!
you're welcome
Times change. Gotta change with them or get left behind. OpenMW is the future. Just sayin.
I don't know if you are looking to improve the mod further (it is great as it its), but here is an idea: if you are facing back where, lets say, a key is, maybe place the icon on the edge of the screen, so the player knows that behind him is a key.
That said, can't wait to see you next work!
Do you think it would be possible to implement a more "diagetic" effect similar to MM - Enhanced Detection?