OpenMW Spotlight: Turning the Pages 2020-06-26 - lysol Hello again, 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! 2020-05-01 20-53-49 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. 2020-05-09 13-37-58 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! Want to leave a comment?

OpenMW 0.46.0 Released! 2020-06-15 - psi29a 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. Known Issues: 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 Bug Fixes: 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 Other Improvements: 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 Want to leave a comment?