Various engine code and scripting improvements.Fixed double removal of ingredients when creating potions.Fixed rest dialogue opening again after resting.Fixed automove working despite DisablePlayerControls being set.Fixed some topics not automaticaly being added to the known topic list.Fixed container window formatting to better accomodate long item names.Fixed text persisting in the “name” field of the potion/spell creation window.Animations now stop when the game is paused.Fixed Cell reloading when using teleport doors that link to the same cell.Player race now changes visually during character creation.Initial implemetation of AI package classes.Implemented all missing dialoque filters.We should note that they are not compatible, so you’ll either have to choose one or experiment with both of them, as they aim at completely different things. And here are the changelogs for these two projects. Those interested can download the latest version of OpenMW from here and the latest patch of Morrowind Rebirth from here (be advised that you’ll need the Morrowind Rebirth 2.0 package for this patch to work). Morrowind Rebirth, on the other hand, is a huge overhaul that adds new enemies, weapons, armors and locations. ![]() In case you’re unaware of, OpenMW is an attempt to re-implement the popular role playing game Morrowind and aims to be a fully playable, open source implementation of the game. ![]() The teams behind OpenMW and Morrowind Rebirth have released some new versions for their projects. Okay Morrowind fans, we’ve got amazing news for you today.
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