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taitechnic

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About this mod

Now your equipped rings can be seen as visible objects on your fingers.

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Visible Rings


Makes your equipped rings appear as visible objects on your fingers in First and Third person view.
Made as a proof of concept for replicating some of the functions from MWSE that allow attaching objects to body part nodes.




Installation


Requires OpenMW 0.49 development version


Extract files and copy to a folder that is recognised by the OpenMW launcher in it's Data Directories section.
Enable "Visible Rings.omwscripts"
Make sure "Use Additional Animation Sources" is enabled in the game launcher
Settings --> Visuals --> Animations


Usage

Based on the gloves or gauntlets you wear, the ring model will be resized to fit your finger. For bare hands, the size and position is optimized for the hands from Robert's Bodies.

To render visible rings, this mod requires modified versions of the normal ring meshes. When you equip a ring, it will look up the name of its' model file, and then check to see if there is another model with the same name in the same folder, but with _skins.nif at the end. This model is the one that is shown as a visible object on your finger.

UPDATE: Lighting issues of rings fixed thanks to OpenMW engine update. Make sure you have a version of OpenMW 0.49 released after January 1st 2025.



Current issues to be aware of :


While some effort is made to adjust ring size and position for different hand clothing, current limitations mean the fitting is often only approximate. Some glove and gauntlet models in the game use inconsistent placement of the fingers, so expect to see some ring mis-alignment issues especially in third person.



The animation.addVfx API call is used to render the visible rings. This API is subject to an issue mentioned in this GitLab post, where an old lighting hack in the engine VFX code forces all VFX models to render with 100% emissive colour, causing visible rings to have incorrect colours and to glow in the dark. I managed to find a workaround that appears to mostly counteract this, by editing the ring models to set the ambient material colour to 20%, and by removing all vertex shading. But there might possibly still be visual problems on an OpenMW setup with unusual lighting shaders installed. Now fixed!