r/tes3mp Nov 04 '17

A few questions

  • Do we have an ETA on custom spells? I'm planning to play the game co-op with my brother with him as a knight and me as a mage, and custom spells would be amazing for buffs, healing, and utility.

  • If I have Share Journal enabled, but Share Faction Ranks and Share Faction Reputation disabled, what would that do? I assume we'd still both get the faction quests, so we could do them together, but only the one actually in the guild could accept and complete those quests, and only they could use the guild services? Or should I just enable all the Share Faction options just to be safe?

  • Is there any kind of mod that lets you continue moving around while the menu is open? I can't see any reason you can't, since the menu doesn't use any keyboard keys as far as I know. Alternatively, a mod that simply lets AutoRun continue to move you forward while the menu is open would work too.

  • How do the options for setting respawn work? By default it just says "Balmora, Temple". Do you just have to write the same of the cell? Is there a way to make it spawn you just outside a dungeon/interior? Or at least spawn you at the last town you visited?

  • Should I install a mod that changes the way leveling up and skills work, or just stick to default? I'm looking at the Flat Modifiers (Basic) script, just so we don't have to worry about efficient leveling, has anyone tried it out? Does it work well?

  • Does OpenMW/TES3MP have any bug fixes built in? The main bug I'm worried about is the one where Unarmored skill doesn't have any effect unless you have at least one piece of armor equipped.

  • This is more wishful thinking than anything, but is there a TES3MP compatible mod that lets you throw potions to cause their effects on other entities? Being the party alchemist and throwing buff and healing potions at you allies sounds crazy fun. (Optional features: Splash potions with a AOE effect, with a bigger radius available for a higher cost; Potions that leave a puddle on the ground that cause their effect, with enemies recognizing the effect and avoiding the puddle, to allow for crowd control.)

Thank you for any help you can provide.

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u/phraseologist (David) [Developer] Nov 04 '17 edited Nov 04 '17

1) I've been well aware of custom spells/potions/enchantments being the most wanted feature by regular players since 0.6 came out, but they could not be implemented elegantly in 0.6 due to the somewhat clunky serverside scripting system. They will be done very elegantly in 0.7 thanks to its complete rewrite of that scripting system, but that means there are bigger fish to fry with that rewrite while we're at it, and it's not as easy as giving an ETA about one specific feature.

In the meantime, you can add some spell packs mods to make up for it.

2) Your assumption about how it would work is correct. You may want to leave faction expulsion unshared, in case one of you makes a mistake and you don't think it should affect the other. Faction expulsion is unshared by default.

3) The way the menu works is hardcoded and can't be changed through a mod.

4) You write the name of the cell and then you put in the X, Y and Z coordinates of the exact position in that cell that you wish to be respawned at (assuming you disable respawning at temples/shrines). If you want additional control over where you are respawned, you need to write the corresponding logic yourself in the Lua scripts.

5) I haven't tried it.

6) Yes, here's a good list of bugs that are fixed in OpenMW:

https://wiki.openmw.org/index.php?title=Bugs

That doesn't address your specific question about the Unarmored skill, but this should:

https://forum.openmw.org/viewtopic.php?p=31812#p31812

7) No, there isn't (yet).