Not sure what to do with all your free time? Pick out a task from here:
http://bugs.openmw.org/
https://bugs.openmw.org/
Currently, we are focused on completing the MW game experience and general polishing. Features out of this scope may be approved in some cases, but you should probably start a discussion first.
* [Steam group](https://steamcommunity.com/groups/mwmulti) and its [detailed FAQ](http://steamcommunity.com/groups/mwmulti/discussions/1/353916184342480541/)
* [Steam group](https://steamcommunity.com/groups/mwmulti) and its [detailed FAQ](https://steamcommunity.com/groups/mwmulti/discussions/1/353916184342480541/)
* [TES3MP section on OpenMW forums](https://forum.openmw.org/viewforum.php?f=44)
* [Subreddit](https://www.reddit.com/r/tes3mp)
* [Known issues and bug reports](https://github.com/TES3MP/openmw-tes3mp/issues)
@ -20,7 +20,7 @@ General introduction to normal map conversion
:Authors:Joakim (Lysol) Berg
:Updated:2016-11-11
This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW.
This page has general information and tutorials on how normal mapping works in OpenMW and how you can make mods using the old fake normal mapping technique (such as `Netch Bump mapped`_ and `Hlaalu Bump mapped`_, and maybe the most (in)famous one to give shiny rocks in OpenMW, the mod `On the Rocks`_!, featured in MGSO and Morrowind Rebirth) work in OpenMW.
*Note:* The conversion made in the `Converting Apel's Various Things - Sacks`_-part of this tutorial require the use of the application NifSkope. There are binaries available for Windows, but not for Mac or Linux. Reports say that NifSkope versions 1.X will compile on Linux as long as you have Qt packages installed, while the later 2.X versions will not compile.
@ -179,24 +179,24 @@ The sacks included in Apel's `Various Things - Sacks`_ come in two versions –
#. Remove all these tags by selecting them one at a time and press right click>Block>Remove Branch. (Ctrl-Del)
#. Repeat this on all the affected models.
#. If you launch OpenMW now, you'll `no longer have shiny models`_. But one thing is missing. Can you see it? It's actually hard to spot on still pictures, but we have no normal maps here.
#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question.
#. Now, go back to the root of where you installed the mod. Now go to ``./Textures/`` and you'll find the texture files in question.
#. OpenMW detects normal maps if they have the same name as the base diffuse texture, but with a *_n.dds* suffix. In this mod, the normal maps has a suffix of *_nm.dds*. Change all the files that ends with *_nm.dds* to instead end with *_n.dds*.
#. Finally, `we are done`_!
Since these models have one or two textures applied to them, the fix was not that time-consuming. It gets worse when you have to fix a model that uses loads of textures. The principle is the same, it just requires more manual work which is annoying and takes time.
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.
Morrowind ``.fnt`` files are essentially a bitmap font, but using them is discouraged because of no Unicode support. MyGUI has its own format for bitmap fonts. An example can be seen by using the --export-fonts command line option (see above), which converts Morrowind ``.fnt`` to a MyGUI bitmap font. This is the recommended format to use if you wish to edit Morrowind's bitmap font or create a new bitmap font.
This setting determines whether the crosshair or reticle is displayed.
This setting determines whether the crosshair or reticle is displayed. Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
Some players perceive that disabling the crosshair provides a more immersive experience.
Another common use is to disable the crosshair for screen shots.
Enabling the crosshair provides more immediate feedback about which object is currently the focus of actions.
As an alternative to this setting, the complete GUI, including the crosshair, may be toggled at runtime with the F11 key.
This setting can be toggled with the Crosshair button in the Prefs panel of the Options menu.
This setting determines the number of exterior cells adjacent to the character that will be loaded for rendering.
Values greater than 1 may significantly affect loading times when exiting interior spaces
or loading additional exterior cells. Caution is advised when increasing this setting.
..Warning::
Values greater than 1 will significantly affect the frame rate and loading times. This setting is mainly intended for making screenshots of scenic vistas and not for real-time gameplay. Loading more cells can break certain scripts or quests in the game that expect cells to not be loaded until the player is there. These limitations will be addressed in a future version with a separate technique for rendering distant cells.
This setting interacts with viewing distance and field of view settings.
@ -178,6 +179,14 @@ cache expiry delay
The amount of time (in seconds) that a preloaded texture or object will stay in cache
after it is no longer referenced or required, for example, when all cells containing this texture have been unloaded.
target framerate
----------------
:Type:floating point
:Range:>0
:Default:60
Affects the time to be set aside each frame for graphics preloading operations. The game will distribute the preloading over several frames so as to not go under the specified framerate. For best results, set this value to the monitor's refresh rate. If you still experience stutters on turning around, you can try a lower value, although the framerate during loading will suffer a bit in that case.
pointers cache size
------------------
@ -185,4 +194,4 @@ pointers cache size
:Range:>0
:Default:40
The count of object pointers, that will be saved for a faster search by object ID.
The count of object pointers that will be saved for a faster search by object ID. This is a temporary setting that can be used to mitigate scripting performance issues with certain game files. If your profiler (press F3 twice) displays a large overhead for the Scripting section, try increasing this setting.
@ -16,7 +16,7 @@ If the setting is 2, the crosshair is the color of the color crosshair owned set
If the setting is 3, both the tool tip background and the crosshair are colored.
The crosshair is not visible if crosshair is false.
The default value is 0 (no clues). This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show projectile damage
----------------------
@ -25,9 +25,9 @@ show projectile damage
:Range:True/False
:Default:False
If this setting is true, damage bonus of arrows and bolts will be showed on item tooltip.
If this setting is true, the damage bonus of arrows and bolts will show on their tooltip.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show melee info
---------------
@ -36,9 +36,9 @@ show melee info
:Range:True/False
:Default:False
If this setting is true, melee weapons reach and speed will be showed on item tooltip.
If this setting is true, the reach and speed of melee weapons will show on their tooltip.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
show enchant chance
-------------------
@ -49,7 +49,7 @@ show enchant chance
Whether or not the chance of success will be displayed in the enchanting menu.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
best attack
-----------
@ -62,7 +62,6 @@ If this setting is true, the player character will always use the most powerful
(chop, slash or thrust). If this setting is false,
the type of attack is determined by the direction that the character is moving at the time the attack begins.
The default value is false.
This setting can be toggled with the Always Use Best Attack button in the Prefs panel of the Options menu.
can loot during death animation
@ -79,7 +78,7 @@ This is how original Morrowind behaves.
If this setting is false, player has to wait until end of death animation in all cases.
This case is more safe, but makes using of summoned creatures exploit (looting summoned Dremoras and Golden Saints for expensive weapons) a lot harder.
The default value is true. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
difficulty
----------
@ -107,7 +106,7 @@ show effect duration
Show the remaining duration of magic effects and lights if this setting is true.
The remaining duration is displayed in the tooltip by hovering over the magical effect.
The default value is false. This setting can only be configured by editing the settings configuration file.
This setting can only be configured by editing the settings configuration file.
prevent merchant equipping
--------------------------
@ -118,6 +117,8 @@ prevent merchant equipping
Prevents merchants from equipping items that are sold to them.
This setting can only be configured by editing the settings configuration file.
followers attack on sight
-------------------------
@ -127,3 +128,6 @@ followers attack on sight
Makes player followers and escorters start combat with enemies who have started combat with them or the player.
Otherwise they wait for the enemies or the player to do an attack first.
Please note this setting has not been extensively tested and could have side effects with certain quests.
This setting can only be configured by editing the settings configuration file.
If this setting is true, a world map on a map window will be displayed, otherwise a local map will be displayed.
This setting can be toggled with the local/world map switch button on the map window.
If this value is true, the map window will display the world map, otherwise the local map. The setting updates automatically when pressing the local/world map switch button on the map window.
global map cell size
--------------------
@ -112,5 +110,4 @@ local map cell distance
:Range:>= 1
:Default:1
Similar to "[Cells] exterior cell load distance", controls how many cells are rendered on the local map.
Values higher than the default may result in longer loading times.
Similar to "exterior cell load distance" in the Cells section, controls how many cells are rendered on the local map. Values higher than the default may result in longer loading times. Please note that only loaded cells can be rendered, so this setting must be lower or equal to "exterior cell load distance" to work properly.
This setting contains the default character name for loading saved games.
The default value is the empty string, which results in no character being selected by default.
This setting is automatically updated from the Load menu when a different character is selected.
This contains the default character for the Load Game menu and is automatically updated when a different character is selected.
autosave
--------
@ -32,6 +29,17 @@ timeplayed
:Default:False
This setting determines whether the amount of the time the player has spent playing will be displayed
for each saved game in the Load menu.
for each saved game in the Load menu. Currently, the counter includes time spent in menus, including the pause menu, but does not include time spent with the game window minimized.
This setting can only be configured by editing the settings configuration file.
max quicksaves
----------
:Type:integer
:Range:>0
:Default:1
This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.
This setting can only be configured by editing the settings configuration file.
Controls whether the engine will use paging and LOD algorithms to render the terrain of the entire world at all times.
Otherwise, only the terrain of the loaded cells is displayed.
This setting is best used together with the 'viewing distance' setting in the camera section.
Controls whether the engine will use paging and LOD algorithms to load the terrain of the entire world at all times.
Otherwise, only the terrain of the surrounding cells is loaded.
..note::
When enabling distant terrain, make sure the 'viewing distance' in the camera section is set to a larger value so that you can actually see the additional terrain.
To avoid frame drops as the player moves around, nearby terrain pages are always preloaded in the background,
regardless of the preloading settings in the 'Cells' section,
<string><html><head/><body><p>This setting determines how many quicksave and autosave slots you can have at a time. If greater than 1, quicksaves will be sequentially created each time you quicksave. Once the maximum number of quicksaves has been reached, the oldest quicksave will be recycled the next time you perform a quicksave.</p></body></html></string>
<string><html><head/><body><p>Specify the format for screen shots taken by pressing the screen shot key (bound to F12 by default). This setting should be the file extension commonly associated with the desired format. The formats supported will be determined at compilation, but “jpg”, “png”, and “tga” should be allowed.</p></body></html></string>