Creature Mods: Difference between revisions
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| Water Life {{dlmod|nexus|42417}} || style="text-align:center"|1.21 || abot || style="text-align:center"|{{Modstatus|working}} || style="text-align:center"|OpenMW 0.35.0 || style="text-align:center"|n.a. || Tinker || Several script warnings for PlaceItem using an explicit reference that is ignored. Several missing attack and idle animations. Many parts do work such as fishing, though maybe not as in vanilla. Shells, starfish and coins often just appear as a bounding box and it seems none can be harvested.<br>'''Update''' Nov 2017 by Loriel (OpenMW 0.43 RC1) - Script warnings can be ignored, as can the "Missing Name" errors. There is a script error, faulty messagebox syntax in ab01wlcrShipWreckScript, but that appears to be in debug mode and shouldn't interfere with gameplay. I saw no sign of missing animations or missing bounding boxes. Status therefore upgraded from "Issues" to "Working". | | Water Life {{dlmod|nexus|42417}} || style="text-align:center"|1.21 || abot || style="text-align:center"|{{Modstatus|working}} || style="text-align:center"|OpenMW 0.35.0 || style="text-align:center"|n.a. || Tinker || Several script warnings for PlaceItem using an explicit reference that is ignored. Several missing attack and idle animations. Many parts do work such as fishing, though maybe not as in vanilla. Shells, starfish and coins often just appear as a bounding box and it seems none can be harvested.<br>'''Update''' Nov 2017 by Loriel (OpenMW 0.43 RC1) - Script warnings can be ignored, as can the "Missing Name" errors. There is a script error, faulty messagebox syntax in ab01wlcrShipWreckScript, but that appears to be in debug mode and shouldn't interfere with gameplay. I saw no sign of missing animations or missing bounding boxes. Status therefore upgraded from "Issues" to "Working". | ||
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| Where are all birds going? {{dlmod|nexus|43128}} || style="text-align:center"|1.18 || abot || style="text-align:center"|{{Modstatus|testit}}|| style="text-align:center"|OpenMW 0.41.0 || style="text-align:center"|2017/1/15 || GameEnder|| Pathing problems. Flying creatures spawn correctly, but they follow ground NPC path nodes instead of staying in the air. See [https://bugs.openmw.org/issues/3587 bug #3587]. EDIT: should work with OpenMW 0.44. | |||
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Revision as of 17:17, 15 February 2018
This is a list of creature mods for The Elder Scrolls III: Morrowind that have been tested with OpenMW.
For instructions on how to install mods, see mod installation. For more information about mods, see mod status.
Mod Info | Test Info | ||||||
---|---|---|---|---|---|---|---|
Name | Version | Author | Status [?] | Test Version | Test Date | Tester(s) | Comments |
Cait's Critters Unleashed M | 2.0 | Hoghead the Horrible | OpenMW 0.42.0 | 2017/08/29 | Fizzol | Mod needs to be opened in MW CS and re-saved to eliminate duplicate spawns, same error in vanilla MW. Otherwise works as intended. | |
Creatorium Part 1 - Waters and Shores N | 1.0 | R-Zero | OpenMW 0.35.0 | n.a. | <unknown> | Appears to work as intended. | |
Creatures N | XI | Piratelord | OpenMW 0.35.0 | n.a. | <unknown> | Should be issue-free since 0.35.0 version. | |
Water Life N | 1.21 | abot | OpenMW 0.35.0 | n.a. | Tinker | Several script warnings for PlaceItem using an explicit reference that is ignored. Several missing attack and idle animations. Many parts do work such as fishing, though maybe not as in vanilla. Shells, starfish and coins often just appear as a bounding box and it seems none can be harvested. Update Nov 2017 by Loriel (OpenMW 0.43 RC1) - Script warnings can be ignored, as can the "Missing Name" errors. There is a script error, faulty messagebox syntax in ab01wlcrShipWreckScript, but that appears to be in debug mode and shouldn't interfere with gameplay. I saw no sign of missing animations or missing bounding boxes. Status therefore upgraded from "Issues" to "Working". | |
Where are all birds going? N | 1.18 | abot | OpenMW 0.41.0 | 2017/1/15 | GameEnder | Pathing problems. Flying creatures spawn correctly, but they follow ground NPC path nodes instead of staying in the air. See bug #3587. EDIT: should work with OpenMW 0.44. |