we hope you are all having a pleasant time with the new release! While you’re busy killing vicious cliff racers, our team is busy with further improving the engine and the editor.
There is one particular feature that recently got merged that we want to bring to your attention: object paging. What’s that, you ask? Well, object paging is a system developed by bzzt, the man behind the improved distant-land feature introduced in the latest release. This system takes several objects that are close to each other and merges them into a single object. This is done in real time during gameplay and shouldn’t be noticeable to the end user. But we can hear you thinking: why should I care about this? – Because it reduces draw calls! – Okay, and …? – Because draw calls are the main bottleneck if you want to display statics (buildings, rocks, trees, etc.) over a larger distance. – Wait! Are you saying … distant land with distant statics? –
Yes, we are.
One feature that was developed in the same merge request as object paging is the “active-grid object paging”. It is basically the same feature, but applied to the player’s active cell(s). This means that the system will not only merge objects in distant cells, but also those in the cells your character is located in. This increases performance, especially in draw-heavy areas like cities and towns. Yay!
Watch “2020-05-01 20-53-49” on Streamable.
There is an issue with this feature as of now however, which is why we decided to set the “active-grid object paging” setting to “false” by default. The issue is that OpenMW still has a hard limit of 8 lights per object, a limitation inherent in the old fixed-function pipeline of Morrowind that OpenMW faithfully supports for legacy reasons. The limitation is sometimes an issue even without object paging, but you don’t generally notice it with vanilla Morrowind’s assets. If you start to merge several objects into a single one however, the limitation really starts to show: Lights will pop up and disappear frequently which simply looks bad. Once the light limit is removed (for which there exists a sizeable work in progress), active-grid object paging will become a lot more interesting.
Watch “2020-05-09 13-37-58” on Streamable.
The feature can now be tested in all freshly baked nightly builds in your neighbourhood. There are still things that need to be addressed in future merge requests. For example, we still don’t have a system to generate lower-detail meshes from high-detail ones to be used in the distance. This isn’t really an issue if you’re mostly using vanilla assets as they are very low in detail for modern standards anyway. For mods that use high-detail assets, however, this might be an issue. Work will continue on this. In any case, please help us out by installing the latest nightly build for your operating system and putting object paging to the acid test!
After over a year of development, the OpenMW team is proud to announce the release of version 0.46.0! Grab it from our
Downloads Page for all supported operating systems. This release, potentially the largest ever since the move to OpenSceneGraph, finally reintroduces the long-awaited real-time shadows and also introduces a new improved navigation mesh-based AI pathfinding system based on recastnavigation library, among tons of other improvements.
Mod compatibility has been significantly improved in this release, and you can expect dozens of mods that worked poorly previously to become playable starting with this version.
Check out the
release video by the splendiferous johnnyhostile and see below for the full list of changes. The corresponding OpenMW-CS release video is planned to follow soon.
One more thing: one of our major contributors,
Capostrophic, has recently started a Patreon. AnyOldName3 (our resident Master of Shadows) also has a Patreon and psi29a, OpenMW’s new project lead also has a Patreon. So consider supporting them if you want to help OpenMW grow. Other contributors accept donations as well: you can find links to their Patreon pages in our FAQ. Don’t forget to support the software that helps make this all possible: OpenSceneGraph, OpenAL-Soft and SDL2 to name a few.
To use generic Linux binaries, Qt4 and libpng12 must be installed on your system On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings Shadows and the new navigation system are not yet perfect and they will get further tuning and refining – particularly in the area of performance when it comes to the shadows – in the subsequent releases
0.45.0 Regression Fixes:
Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function (#4775) – Capostrophic Attacking and landing no longer causes issues with the idle animation (#4847) – akortunov Actors outside of the actor processing range are now invisible immediately upon loading (#4860) – akortunov AiTravel no longer ceases execution erroneously if the AI processing range too low (#4979) – akortunov Actors with their AI disabled, including those out of the AI processing range, can no longer drown (#4980) – akortunov Collision shapes of dead actors no longer prevent hitting a different actor through them (#4990) – akortunov Offered prices are now only capped in the barter window (#5028) – Capostrophic Ranged weapon critical hits are now vanilla-friendly (#5067) – Capostrophic Blocking unarmed creatures’ attacks degrades shield condition again (#5069) – Capostrophic Actors will only attempt to open a door when one really obstructs their path (#5073) – elsid Player’s creature followers killing enemies using spells triggers a crime event properly (#5206) – akortunov Windows: Logging can now be redirected into the command prompt again if you launch OpenMW from there – sthalik
Major New Features:
Improved navigation mesh-based AI pathfinding system ( #2229) – elsid Native weapon and shield sheathing support (#4673, #5193) – akortunov Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records (#4675, #4812, #4882, #5121) – akortunov & Capostrophic Native seamless container open/close animations support (#4730) – akortunov Real-time shadows (#4851) – AnyOldName3 Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games (#5000) – cc9cii & Azdul Native graphic herbalism support (#5010) – akortunov Support for custom attachment bones for different weapon types and custom bones in general (#5131) – akortunov Support for unique animations for different weapon types (#5132) – akortunov Environment-mapped bump-mapping support (#5304) – Capostrophic
Minor Feature Additions:
Actors avoid walking on the children geometry of an AvoidNode ( #1724) – elsid Gamepad player character movement is now analogue (#3025) – Perry Hugh The global/local openmw.cfg now provides somewhat sensible default config values, making it possible to play a game without Morrowind.ini (#3442) – psi29a Optionally, multiple projectiles can be enchanted at once (#3517) – akortunov Option to invert input X axis (#3610) – Capostrophic Local variables of the object selected in the console can be modified directly (#3893) – Capostrophic Controller input can now be disabled in-game (#3980) – Capostrophic Shift+Double Click shortcut maximises or restores the size of right-click menus (#3999) – akortunov “Toggle sneak” shortcut on gamepads (double-tap of the Sneak button) (#4001) – Perry Hugh BetaComment/ObjectReferenceInfo output is logged into openmw.log as well for convenience (#4129) – akortunov RepairedOnMe, which is broken in vanilla, is implemented and always returns zero (#4255) – Capostrophic RaiseRank/LowerRank instructions now work correctly and their rank changes are saved properly (#4316) – akortunov The default controller bindings now replicate those from Xbox version of Morrowind (#4360) – Perry Hugh Travelling, following and wandering actors can now properly decelerate before reaching their destination (#4544) – akortunov Optional: Fog’s intensity can be calculated based on the actual distance from the eye point (#4708) – akortunov “Clone Content List” button in the launcher which allows you to copy the current load order into a content list (#4784) – Capostrophic Search fields were added to the inventory, trading and companion share windows (#4831) – fr3dz10 Support for switch nodes that change their state depending on the time of the day (e.g. Glow in the Dahrk mod) (#4836) – akortunov Water reflections have much more detail levels and can be disabled completely (#4859) – wareya & akortunov Random number generator seed command line argument (#4887) – elsid Various distant terrain settings (#4890) – bzzt Audio and video playback is paused when the game is minimised (#4944) – akortunov At least 8 supported blood types (like vanilla) instead of just 3 (#4958) – Capostrophic Optional: Enchanted item usage triggers a casting animation (#4962) – akortunov Most UI widget skins are now properly rescalable and can use a higher resolution texture (#4968) – akortunov Pinnable windows hiding is persistent (#4994) – akortunov GetWeaponType returns different values for tools which are consistent with those from a fix from Morrowind Code Patch (#5031) – Capostrophic Creatures can make use of magic armor mitigation (#5033) – Capostrophic Enchanting window stays open after a failed attempt to enchant an item, for the player’s convenience (#5034) – Capostrophic Characters can be removed from factions through scripting like the respective Morrowind Code Patch feature allows (#5036) – Capostrophic Gamepad emulated cursor speed setting (#5046) – jrivany Scroll bars now use separate replaceable textures (#5051) – akortunov Optional light source duration display is now human-readable (#5091) – Capostrophic Unix-like Ctrl+W and Ctrl+U shortcuts in the in-game console, which remove the last word and the entire line respectively (#5094) – Assumeru User controller bindings (#5098) – alexarice Refresh button in the launcher that allows you to reload the content files (#5114) – James Moore Enchanted arrows glow correctly (#5122) – akortunov Corpse disposal should be safe in most cases (#5146) – akortunov Spell magicka cost is shown in the tooltip of the spell in spell buying window (#5147) – James Stephens TestCells/TestInteriorCells debug instructions (#5219) – akortunov NiTriShape can now be controlled by NiKeyframeControllers (#5224) – akortunov Lighting can optionally be applied to environment maps like in Morrowind Code Patch, improving bump-mapped object appearance (#5304) – Capostrophic On devices that have a gyroscope, its movement will optionally rotate the camera (#5311) – akortunov Ingredients can be filtered by their name or their magic effects in the alchemy window (#5314) – fr3dz10
Editor Feature Additions:
Terrain texture selection (#3871) – unelsson A more obvious way to reset key bindings to their defaults – a button (#4068) – Capostrophic Content files can now be opened directly as a file association on Windows and GNU/Linux (#4202) – Utopium Faction Ranks table (#4209) – akortunov Transient terrain change support (#4840) – unelsson Instance record editor can now be opened directly from the scene window (#5005) – Utopium Terrain shape selection and editing (#5170) – unelsson Object instances in the scene view can be deleted with a keypress (#5172) – unelsson Edit mode tool outlines are displayed in the scene view (#5201) – unelsson Keyboard shortcuts to drop objects to the ground in the scene view (#5274) – unelsson
The console window will no longer hide the other windows ( #1515) – akortunov Items with differing redundant ownership information now stack ( #1933) – akortunov Content file selector dialogues in the launcher and the editor only list one instance of a content file with a specific file name ( #2395) – Capostrophic The mouse wheel can now be bound to most actions in the in-game Controls menu, e.g. Previous and Next Weapon shortcuts ( #2679) – Stomy Scripted items no longer stack so as to avoid scripting issues (#2969) – Capostrophic Data folders listed in the global openmw.cfg configuration file will no longer be handled after those in the user configuration file (#2976) – Capostrophic Stray text following ‘else’ operator is now discarded, fixing scripting issues in Bloodmoon and mods like Sotha Sil Expanded (#3006) – Capostrophic SetPos/Position can now teleport actors into active exterior cells, allowing modded followers to correctly handle player teleportation (#3109) – Capostrophic Reserved F3, F4, F10 and Windows (on non-Apple platforms) keys can no longer be shortcuts for other actions (#3282) – Capostrophic Modded companions will no longer try to start combat with themselves (#3550) – Capostrophic Stealing items from the “evidence” chest is always considered to be a crime (#3609) – akortunov Windows: Display scaling no longer breaks in-game GUI mouse controls (#3623) – sthalik Script functions like OnActivate can be used in non-conditional expressions and still work as expected (#3725) – Capostrophic Normal maps are no longer inverted on mirrored UVs (#3733) – Capostrophic DisableTeleporting instruction no longer makes teleportation magic effects undetectable by scripting (#3765) – Capostrophic Melee and thrown weapons use absolute animation time for controllers, fixing issues in Improved Thrown Weapon Projectiles mod (#3778) – akortunov Multi-line tool-tips now have the correct width when they use word wrapping (#3812) – akortunov GetEffect script instruction no longer relies on outdated magic effect information (#3894) – Capostrophic Object and script IDs can now contain non-ASCII characters in various situations (#3977) – akortunov First run and missing game data dialogues of the launcher behave more consistently (#4009) – Capostrophic Enchanted items outside the player’s inventory are now recharged automatically as well (#4077) – akortunov PCSkipEquip and OnPCEquip hardcoded script variable behavior is much closer to vanilla, resolving issues with commonly used book script templates (#4141) – Capostrophic Hand shielding animation behavior is now consistent with vanilla (#4240) – Capostrophic Ash storm origin coordinates are now accurate to vanilla (#4240) – Capostrophic Various rain and snow settings normally included in Morrowind.ini are no longer hardcoded (#4262) – akortunov Door closing/opening sound effect is now stopped when the door is obstructed (#4270) – James Stephens Character stats window left pane now has a minimum width and height (#4276) – anikm21 Actors that are currently playing a random idle will not combine this idle with the sneaking idle animation (#4284) – Capostrophic Removed birthsign abilities are no longer erroneously restored upon loading ensuring mod compatibility (#4329) – akortunov Previously confusing GDB detection error message now prints the value of PATH environment variable for convenience (#4341) – akortunov Pulled arrows are no longer off-center for the characters of races that are not scaled uniformly (#4383) – akortunov Either the ranged weapon or its ammunition can be magical for its damage to ignore normal weapons resistance effects, with the previous behavior available as an option (#4384) – Capostrophic Reloading a saved game where the player character was falling will no longer prevent the falling damage (#4411) – Capostrophic Wind speed returned by GetWindSpeed function is now accurate to vanilla (#4449) – akortunov AiActivate AI package now behaves mostly like in Morrowind (#4456, #5210) – akortunov ModCurrentFatigue script instruction will always correctly knockdown the actor when their Fatigue reaches 0 due to it (#4523) – Capostrophic The rain particles are no longer delayed when the camera emerges from the water (#4540) – sthalik Having a wander package is no longer necessary for actors to use greeting and idle voiceover (#4594) – Capostrophic, akortunov Script parser now fully supports non-ASCII characters, fixing scripting issues in Arktwend total conversion (#4598) – akortunov Disabling the audio no longer causes issues or crashes in some situations (#4600) – jlaumon Screen fading operations always correctly finish (#4639) – Capostrophic Pressing Escape in the saved game window dialogues no longer resets the keyboard navigation focus (#4650) – James Stephens Prison marker ESM record is now hardcoded as well to avoid issues in total conversions like Arktwend (#4701) – Capostrophic Loading a saved game while a message box is active should no longer cause issues (#4714) – akortunov Leaving the dialogue menu with Escape should no longer cause issues (#4715) – akortunov Shields and two-handed weapons can no longer be displayed simultaneously on the inventory paper doll (#4720) – akortunov ResetActors instruction now traces the affected actors down and no longer teleports them back to inactive cells (#4723) – akortunov Land texture ESM records can be properly replaced (#4736) – akortunov The player character can run and sneak when their collision shape is disabled by ToggleCollision instruction (#4746) – Capostrophic NPCs correctly use the skeleton from the model set in their ESM record (#4747) – Capostrophic The player character is no longer considered not sneaking when they are about to land an attack (#4750) – Capostrophic Vertex Array Objects from OpenSceneGraph 3.6.x libraries are no longer incompatible (#4756) – AnyOldName3 openmw.cfg numeric fallback setting recovery handles invalid values more gracefully (#4768) – Capostrophic Interiors of Illusion puzzle in Sotha Sil Expanded mod is solvable (#4778) – Capostrophic Blizzard weather particles origin is no longer a direction perpendicular to Red Mountain (#4783) – Capostrophic First person sneaking animation is no longer very slow (#4787) – Capostrophic Sneaking and running stances are handled correctly when the player character is airborne (#4797) – Capostrophic Object collisions are updated correctly immediately after it is teleported if the cell didn’t change fixing issues in Sotha Sil Expanded mod (#4800) – Capostrophic The player character should no longer be able to rest before taking falling damage (#4802) – Capostrophic Stray special characters are allowed before a Begin statement in scripts (#4803) – Capostrophic Particle systems with no sizes defined in their models are valid (#4804) – akortunov Optional: NPC movement speed calculations take race Weight into account by default (#4805) – Utopium Nodes named Bip01 now have higher priority than nodes named Root Bone when the movement accumulator node is determined, fixing Raki creature movement in Skyrim: Home of the Nords (#4810) – Capostrophic Like in vanilla, but only as a last resort, creatures will try to use the sounds of their “model-sakes” that were loaded earlier (#4813) – Capostrophic Journal instruction now affects the quest status even if it sets the quest index to a lower value (#4815) – Capostrophic SetJournalIndex no longer changes the quest status (#4815) – Capostrophic Spell absorption effect absorbs both harmful and beneficial effects once again (#4820) – Capostrophic Jail progress bar’s behavior is more intuitive and has better performance (#4823) – akortunov NiUVController only updates the texture slots that use the defined UV set (#4827) – akortunov Looping VFX caused by potion effects are now shown for NPCs (#4828) – akortunov A NiLODNode can be the root node of a mesh with particles (#4837) – akortunov Russian Morrowind localization no longer ignores implicit topic keywords (#4841) – akortunov Arbitrary text after local variable declarations no longer breaks script compilation (#4867) – Capostrophic Actors with no AI data defined like the player character no longer have corrupted AI data (#4876) – Capostrophic Hello AI rating has 0-65535 range (#4876) – Capostrophic Startup script can execute if you load a specific save through a command line argument (#4877) – elsid SayDone script function no longer returns 0 on the frame Say instruction is executed (#4879) – Capostrophic Stray explicit reference calls of global variables and in expressions no longer break script compilation, fixing issues in Sotha Sil Expanded mod (#4888) – Capostrophic Title screen music is looped (#4896) – Capostrophic Invalid resolution changes are no longer queued and then applied when settings are changed in-game (infamously those with sliders) (#4902) – akortunov Specular power/shininess specular map channel is no longer ignored (#4916) – AnyOldName3 Permanent spells always play looping VFX correctly when they are applied (#4918) – akortunov Combat AI checks Chameleon and Invisibility magic effects magnitude correctly (#4920) – akortunov Werewolves’ attack state is reset upon their transformation allowing them not to become helpless in combat (#4922) – akortunov Invalid skill and attribute arguments are now automatically cleared from spell effects that do not accept them instead of causing severe issues (#4927) – Capostrophic Instances with different base object IDs can no longer match when you are loading a saved game that depends on a plugin that was modified (#4932) – akortunov The default vertical field of view is now 60 degrees like in Morrowind and not 55 degrees (#4933) – Capostrophic ESM files can now contain both actually empty strings and zero-length null-terminated strings (#4938) – Capostrophic Hand-to-hand attack type is no longer chosen randomly when “always use best attack” is turned off (#4942) – Capostrophic Magic effect magnitude distribution now includes the maximum value in the range (#4945) – Capostrophic Player character’s 2D voiceover now uses lip animation (#4947) – Capostrophic Footstep sounds are disabled for flying characters (#4948) – Capostrophic Light source flickering and pulsing behavior now replicates vanilla calculations completely (#4952) – Capostrophic Flying and swimming creatures no longer take vertical distance to their enemies into account, increasing cliff racer attack range (#4961) – Capostrophic Enchant skill progression behaves like vanilla now (#4963) – akortunov Only one instance of a specific Bolt sound will play for spell projectiles, fixing the loudness of Dagoth Ur’s spell projectiles (#4964) – Capostrophic All global attenuation settings from Morrowind.ini are now used (#4965) – Capostrophic Light magic effect light source uses the global attenuation settings (#4965) – Capostrophic Miss sound now only plays for the player character (#4969) – Capostrophic Quick keys can no longer be used when DisablePlayerFighting script instruction is active (#4972) – terabyte25 Only the player’s allies react to friendly hits as friendly hits (#4984) – akortunov Object dimension-dependent VFX scaling behavior is now consistent with vanilla (#4989) – Capostrophic Jumping mechanics are no longer framerate-dependent (#4991) – Capostrophic Drop script instruction now behaves much closer to vanilla (#4999) – Capostrophic Werewolves no longer shield their eyes during storm (#5004) – akortunov Taking all items from a container no longer generates multiple “Your crime has been reported” messages (#5012) – akortunov Spell tooltips now support negative magnitudes (#5018) – Capostrophic Self-enchanting success chance is now calculated like in vanilla (#5038) – Capostrophic Hash sign (#) in cell, region and object names no longer changes the color of a part of the name (#5047) – Capostrophic Invalid spell effects are now dropped from spell records upon loading (#5050) – Capostrophic Instant magic effects are now applied immediately if they’re removed through scripting during the frame they were added (#5055) – Capostrophic Player->Cast/Player->ExplodeSpell instruction calls make the player character equip the spell instead of casting it (#5056) – Capostrophic Actors will do and will only do damage randomly chosen from their weapon damage range if their weapon animations lack the wind up animation (#5059) – Capostrophic Most magic effect visuals stop when the death animation of an NPC ends instead of when it begins (#5060) – Alexander Perepechko NIF file shapes named “Tri Shadow” are always hidden (#5063) – Capostrophic Paralyzed actors can no longer greet the player (#5074) – Capostrophic Enchanting cast style can no longer be changed if there’s no object (#5075) – Capostrophic DisablePlayerLooking/EnablePlayerLooking now work correctly (#5078) – Capostrophic Scrolling with a controller in GUI is now possible (#5082) – jrivany Much more script keywords can be used as string arguments, allowing more valid script names to work properly (#5087) – Capostrophic Swimming actors are no longer traced down upon loading (#5089) – Capostrophic “Out of charge” enchanted item sound no longer plays for NPCs (#5092) – Capostrophic Hand-to-hand damage sound no longer plays on KO’ed enemies (#5093) – Capostrophic String arguments can be parsed as number literals in scripts, fixing some issues in Illuminated Order mod (#5097) – Capostrophic Non-swimming enemies will no longer enter water if the player is walking on water (#5099) – anikm21 Levitating player character can no longer be considered sneaking in more cases (#5103) – Capostrophic Thrown weapons and ammunition now ignore their enchantment charge so they can always trigger their enchantment – like vanilla (#5104) – Capostrophic Being over-encumbered no longer allows you to “jump” with zero vertical velocity (#5106) – Capostrophic ModRegion accepts an additional numerical argument (#5110) – Capostrophic Current spell HUD icon bar now correctly reflects the zero chance to cast a spell you don’t have enough magicka to cast (#5112) – Capostrophic Unknown effect question mark is now centered (#5113) – James Stephens Local scripts will restart for respawned actors immediately (#5123) – Assumeru Arrows are detached from the actor if their pulling animation is cancelled (#5124) – akortunov Swimming creatures which lack RunForward animations but have WalkForward animations are no longer motionless (#5126) – Capostrophic Lock script instruction now always resets the door rotation like a normal door rotation would, fixing gates in The Doors mod series (#5134) – akortunov Textures that have tiling disabled are no longer too dark outside their boundaries (#5137) – Capostrophic Actors have a lower chance to get stuck in a door when it is being opened (#5138) – elsid Failing to pick a lock physically or magically is now a crime in all cases (#5149) – Capostrophic Natural containers like plants can’t be locked or unlocked using spells (#5155) – Assumeru Lock and Unlock scripting instructions work on any object (#5155) – Assumeru Objects can now use the ID as a substitution for their name in general case, allowing them to have tooltips and be activated (#5158) – Capostrophic NiMaterialColorController target color is no longer hardcoded (#5159) – Capostrophic Companions which use companion variable from Tribunal can always be activated (#5161) – Capostrophic Node transformation data should no longer be shared between objects in some situations incorrectly (#5163) – akortunov The player character will correctly get expelled from a faction upon an illegal interaction with an item owned by the faction (#5164) – akortunov Scripts are no longer stopped after the player character’s death (#5166) – akortunov The player is no longer able to select and cast spells before the spells window is enabled (#5167) – akortunov PCForce1stPerson/PCForce3rdPerson instructions now really force perspective changes (#5168) – akortunov Nested levelled item and creature spawning chance is now calculated correctly (#5169) – Capostrophic Random script function returns a floating point value (like 55.0) instead of an integer value (like 55) fixing math in scripts that rely on it (#5175) – Capostrophic OnPCEquip flag is now set on skipped beast race attempts to equip something that cannot be equipped (#5182) – Capostrophic Equipped item enchantments now affect creatures that can equip items (#5186) – Capostrophic Non-projectile ranged weapons can no longer be enchanted on-strike which breaks the original game balance (#5190) – Capostrophic On-strike enchantments cannot be used on non-projectile ranged weapons that were enchanted earlier (#5190) – Capostrophic Dwarven ghosts play their idle animations properly (#5196) – akortunov The launch position of spell projectiles takes the character’s height into account (#5209) – akortunov Excessive screen fading when a game saved in an interior cell is loaded first has been removed (#5211) – akortunov Travelling actors are handled outside of AI processing range to avoid oddities in some mods (#5212) – Capostrophic SameFaction script function is no longer broken (#5213) – Capostrophic Exiting the game while the debug cell borders are active should no longer lead to crashes or serious issues (#5218) – akortunov GetLineOfSight, GetDetected, StartCombat and Cast will no longer break scripts when they’re working with actors that aren’t present (#5220) – Capostrophic The previous arrow is properly reattached when a spell with Bound Bow magic effect active on the player character expires (#5223) – akortunov Actor reputation is now capped: it can no longer be above 255 or be negative (#5226) – akortunov NIF controllers will no longer try to work without data and cause issues (#5229) – Capostrophic On-self Absorb effect spells can be detected by scripting again (#5241) – Capostrophic ExplodeSpell instruction behaves closer to Cast instruction (#5242) – Capostrophic Water ripples will be correctly cleaned up when you enter a different cell again (#5246) – Capostrophic Wandering actors wait longer after their greeting before starting walking again (#5249) – akortunov Shields should always use the correct models when they are displayed on actors (#5250) – Capostrophic GetTarget function with Player as an argument will return 1 when the affected actor is greeting the player (#5255) – Capostrophic Wandering actors shouldn’t become stuck when they are crossing cell borders (#5261) – akortunov Absorb Fatigue effect will no longer bring Fatigue under 0 (#5264) – Capostrophic Damage Fatigue effect will bring Fatigue under 0 only as an option (#5264) – Capostrophic Show debug instruction will still show the value of relevant global variables even if the chosen object is not scripted or lacks a local variable with the given name (#5278) – Capostrophic Thanks to an inefficient copy operation being removed from explored map loading – among other reasons – saved game loading should be slightly faster (#5308) – akortunov NIF properties like NiAlphaProperty are always applied in the order they are listed, avoiding incorrect rendering when multiple properties of the same type are listed (#5313) – Capostrophic Settings writer preserves blank lines more sensibly and should cause much less settings.cfg formatting issues (#5326) – Capostrophic Skills of dead actors that were fortified or damaged are properly reset when their magic effects are cleared (#5328) – Capostrophic dopey Necromancy mod scripts should execute correctly (#5345) – Assumeru Magic bolts with invalid target direction should no longer cause issues (#5350) – akortunov Light items won’t use up their duration if the player character doesn’t actually hold them while they are equipped (#5352) – Capostrophic
Editor Bug Fixes:
Various fields like probabilities and actor AI ratings can no longer overflow (#2987) – Capostrophic NPC records can be filtered by gender again (#4601) – Capostrophic It is no longer possible to “preview” levelled list records which obviously lack models (#4703) – jrivany Exterior cell views can be correctly opened from the Instances table (#4705) – unelsson Interior cell lighting field values are now displayed as colors (#4745) – Capostrophic Cloned, moved and added instances can no longer incorrectly reuse existing reference numbers (#4748) – Stomy Texture painting is possible with a duplicate of a base texture (#4904) – unelsson Rotations are now displayed as degrees and not radians (#4971) – Utopium “Alembic” apparatus type is no longer misspelled as “Albemic” (#5081) – Atahualpa Unexplored map tiles are no longer corrupted when a file with the relevant terrain record is resaved (#5177) – unelsson Empty cell name subrecords are now saved to improve vanilla ESM format compatibility (#5222) – Capostrophic Non-ASCII characters are supported in file paths (#5239) – akortunov Interior cell lighting should no longer be corrupted in cleaned content files that were resaved (#5269) – Capostrophic
Media decoding has been updated to a FFmpeg 4-compatible API (#4686) – akortunov Serious distant terrain performance and memory usage optimisations (#4695) – bzzt NMake support in Windows pre-build script (#4721) – AnyOldName3 Cell transition performance optimisations (#4789) – bzzt & akortunov
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A rumble in the deep
2020-06-05 - psi29a
Let’s just jump right into it! We’ve recently forked off 0.46.0 into its own branch and started our release candidate (RC) process. This will be officially our biggest release yet! If you would like to help us test, feel free to join us on the
forums, IRC or Discord.