I'm curious to see where all this development eventually leads to. The day OpenMw adds compatibility with immersion/ survival mechanics like Ashfall, my world will be complete
Yeah I would love to have something like ashfall in omw. Could you go over everything you like the most about it? I can consider what might be possible.
@@solthas let's start with the basics: the addition of hunger, thirst, exposure (wetness/ temperature) mechanics that impact gameplay in real time in an immersive way.For instance it checks wether your character is standing in sunshine or shadow, or wether you're damp, both of which influence both stats of the original game ( speed, agility) but also the chance of getting the flu. I love how Merlord made all the mechanisms interact, for instance clothing+sun level increases temperature, which when it rises too high above comfortable, increases both the negative effect on character stats ( I guess INT) but also increases thirst which adds its own debuff, that stacks or combines with the heat
@@rikcazemier7677 I can check... Uh... Time of day and whether you are / have been in water. I cannot check weather or when you have eaten. Yet. Might be able to do sun visibility.
@@solthas But it absolutely is a complex, multi faceted mod, with above mentioned exposure dynamics combined with camping/ shelters, foraging, cooking and even crafting survival gear/tools. It also adds survival as an improbable skill, which dynamicly alters succes rate with crafting and modifies tolerance to weather. Different regions and interiors get their own climate and I believe there's also racial strengths/ weaknesses built in. The true indicator of the quality of Ashfall as a mod is how intuitive it works in game, which shows how well thought out and engineered the mechanisms under the hood are. All in all, I don't expect anyone to replicate the full scope of Ashfalls features but I would like something similar though simpler, as long as I functions as well and intuitively as Ashfall and hopefully achieve the same sense of immersion.
@@solthas Maybe I'm wrong but I guess for the food, Ashfall adds a status effect like satiation that lasts for a certain time. Not that I'm insinuating you do the legwork of the authors of Ashfall to import their mod into OpenMW. I just wish there was a more concerted effort by the community to focus on one platform for modding (my preference being OpenMW ofc).
I've been programming shaders for two days... Most of that work was done by Bodz! OpenMW has a good documentation page on them though. Using that for reference, and working off of other shaders that have done things sort of almost related to what I want to do... has let me make progress at least. Also the OMW discord has been very helpful. openmw.readthedocs.io/en/latest/reference/postprocessing/index.html
I'm curious to see where all this development eventually leads to. The day OpenMw adds compatibility with immersion/ survival mechanics like Ashfall, my world will be complete
Yeah I would love to have something like ashfall in omw. Could you go over everything you like the most about it? I can consider what might be possible.
@@solthas let's start with the basics: the addition of hunger, thirst, exposure (wetness/ temperature) mechanics that impact gameplay in real time in an immersive way.For instance it checks wether your character is standing in sunshine or shadow, or wether you're damp, both of which influence both stats of the original game ( speed, agility) but also the chance of getting the flu. I love how Merlord made all the mechanisms interact, for instance clothing+sun level increases temperature, which when it rises too high above comfortable, increases both the negative effect on character stats ( I guess INT) but also increases thirst which adds its own debuff, that stacks or combines with the heat
@@rikcazemier7677 I can check... Uh... Time of day and whether you are / have been in water. I cannot check weather or when you have eaten. Yet. Might be able to do sun visibility.
@@solthas But it absolutely is a complex, multi faceted mod, with above mentioned exposure dynamics combined with camping/ shelters, foraging, cooking and even crafting survival gear/tools. It also adds survival as an improbable skill, which dynamicly alters succes rate with crafting and modifies tolerance to weather. Different regions and interiors get their own climate and I believe there's also racial strengths/ weaknesses built in. The true indicator of the quality of Ashfall as a mod is how intuitive it works in game, which shows how well thought out and engineered the mechanisms under the hood are. All in all, I don't expect anyone to replicate the full scope of Ashfalls features but I would like something similar though simpler, as long as I functions as well and intuitively as Ashfall and hopefully achieve the same sense of immersion.
@@solthas Maybe I'm wrong but I guess for the food, Ashfall adds a status effect like satiation that lasts for a certain time. Not that I'm insinuating you do the legwork of the authors of Ashfall to import their mod into OpenMW. I just wish there was a more concerted effort by the community to focus on one platform for modding (my preference being OpenMW ofc).
How long have you been programming shaders? What is a good way to get started on learning how they work in OpenMW?
I've been programming shaders for two days... Most of that work was done by Bodz! OpenMW has a good documentation page on them though. Using that for reference, and working off of other shaders that have done things sort of almost related to what I want to do... has let me make progress at least. Also the OMW discord has been very helpful.
openmw.readthedocs.io/en/latest/reference/postprocessing/index.html
Is there an in-game shader module for openmw?
What do you mean by this? Yeah you can make shaders and put them in openmw and hook them into certain API type things.