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Roschl

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28 comments

  1. LiamMelloFarley
    LiamMelloFarley
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    Hi!

    Love this mod concept. Unfortunately I'm overhwelmed by the number of quests that are there and was wondering if there's any chance certain quests could be pinned or set as active/inactive. I have many "quests" that are just pieces of information from quests I've completed that still show up as well.
    1. Roschl
      Roschl
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      Thanks :) So yeah we need a way to filter out quests. I will think about it and look into whats possible!
    2. Roschl
      Roschl
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      In the latest version its also possible to hide quests now :) Just click on the "hide" button in the quest details of the menu.
    3. LiamMelloFarley
      LiamMelloFarley
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      Amazing thank you so much can't wait to try it out!
  2. hjalmir
    hjalmir
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    Does it work on Android?
    1. Roschl
      Roschl
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      I have no possibility to test it but I guess so. The problem is, that the mod is not optimized for small screens and the menu is not responsive yet. Maybe thats something I will work on later.
    2. hjalmir
      hjalmir
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      I've tried it. Yes, the window appears, but I don't know how to interact with it. 
      I thought that it could be just a better quests manager, but the window seems too small. Nevertheless, thanks. 

      Edit: alright, now I know how to use it. Is it possible to make those two features: 
      - an option to change the font size in the script menu?
      - a possibility to delete some quests from your mod's window?
    3. Roschl
      Roschl
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      In the latest version you can now change the font size in the script settings :)
    4. Roschl
      Roschl
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      Now in the latest version its also possible to hide quests :) Just click on the "hide" button in the quest details of the menu.
    5. hjalmir
      hjalmir
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      Thanks! Works nice. 
      Any chance for your mod to become the journal replacer? I mean a quest list with titles instead of icons, etc. 
  3. SneakyThief
    SneakyThief
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    Same thing as the fella previous comment before me! Lots of modded quests and other things making it very hard to use! haha!
    Also any customization plans in the future? Scaling Size? etc :3

    That all aside on the issue;
    Idea that instead of having to try and change the whole Quest History/Active Quest stuff that maybe generate some kind of List by Querying the Quests on Cell Change or something. and maybe it only is reading from that list? that way ya can hide stuff without having to alter any of the quests or stuff, less breakage -w-

    Not tryna tell you how to do anything I just want to try and be helpful somehow

    Rambles aside, thanks for this mod. I do enjoy using it where possible :)
    1. Roschl
      Roschl
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      More customization should be possible. I like your idea with the querying and I will look into it if it would be possible.
      Thanks you :)
    2. SneakyThief
      SneakyThief
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      You are an absolute legend! Thanks -w-
  4. hmill13
    hmill13
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    Menu still appears whenever I get a quest, complete a quest or get a quest update. Would load order be affecting it? I have Skyrim style notifications mod.
    1. Roschl
      Roschl
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      Thanks for the information :) I fixed it again in the latest version.
      Nevertheless, the Skyrim Style Notifications should be loading before this mod in the load order.
  5. Heisenborgar
    Heisenborgar
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    Hey, this is good!

    May I know what resources you used to learn how to mod with OpenMW LUA?
    1. Roschl
      Roschl
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      Thanks :)

      I'm familiar with other programming languages like JavaScript, which has helped me understand the underlying principles more easily. To get started, I primarily relied on the OpenMW documentation, which provides plenty of code examples. Additionally, the OpenMW Discord channel, particularly the Lua-scripting section, has been a great resource with many helpful examples. I also used ChatGPT to get up to speed, though I often had to make adjustments since it doesn’t have deep knowledge of OpenMW Lua. And I checked out other lua mods and tried to understand their code.

      Do you already have an idea for a new mod?
    2. Heisenborgar
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      I'm also familiar with programming languages myself but I never delved into any modding due to lack of documentation, so maybe I'll join the discord, thank you for the help.

      I do have an idea though, a light beacon for pickable items like the ones from the Resident Evil series. Maybe you can take this as a challenge *wink *wink.

      So basically it will show a light beacon based on the type of item? For example, potions are green, enchanted items are blue, so on and so forth. Maybe make it configurable too, or base it on a stat. For example, the higher intelligence the farther you can see the light beacons.

      I asked this because I remember Azura gives you her ring at the end of the quest, and I was unable to find it due to the ring being too small and the cave textures blend with the ring.

      Good luck :)

      Edit: There is this mod that kinda aligns with what I said, but it's on MWSE. Furthermore, I am concerned about performance issues, so maybe make it configurable, optimized?
  6. RithisAlrathith
    RithisAlrathith
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    Cool! It just needs a way to close the tooltip and return to the quest bar without having to press X again twice to close and reopen. And maybe having the tooltip showing when over the icons, before clicking on them.

    Congrats anyway sera good job!
    1. Roschl
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      Thanks a lot :) I am not sure if there is a way to implement custom tooltips in openMW yet.
      I think I will add an [back] button or something like this to be able to return to the list.
      Thanks for your input :)
    2. RithisAlrathith
      RithisAlrathith
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      Thanks again! Also, is it normal that the quest bar pops up any time I get a new quest or one gets updated (don't remember, maybe even when I finish one)? I've had it pop up together with the popups from the Skyrim style one.
    3. Roschl
      Roschl
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      In the new version 0.3.1, I added the back button to the quest detail and fixed the bug that caused the menu to appear when any quest updates :)
  7. eledin
    eledin
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    I would love to try it out, but unfortunately when i press X nothing happens. I get the message "loading quest status" when loading the game, but the key does not work.

    EDIT -- lua error:

    L@0x1[scripts/player.lua] onKeyPress failed. Lua error: [string "scripts/player.lua"]:134: attempt to index field 'SSQN' (a nil value)
    [13:51:25.462 E] stack traceback:
    [13:51:25.462 E]     [string "scripts/player.lua"]:134: in function 'questListItem'
    [13:51:25.462 E]     [string "scripts/player.lua"]:165: in function 'questList'
    [13:51:25.462 E]     [string "scripts/player.lua"]:206: in function 'createMenu'
    [13:51:25.462 E]     [string "scripts/player.lua"]:231: in function <[string "scripts/player.lua"]:229>
    [13:51:25.462 E]     [C]: in ?

    I'm loading queststatusmenu.omwscripts after SSQN.omwscripts.
    1. Roschl
      Roschl
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      Do you have the required SSQN mod installed? https://www.nexusmods.com/morrowind/mods/54148
    2. Roschl
      Roschl
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      You need the latest version of SSQN.
    3. eledin
      eledin
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      Thanks. That was it.
  8. superliuk
    superliuk
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    Hi, I haven't downloaded it yet but I already like it! Is it possible to change the key to press to open the menu?
    1. Roschl
      Roschl
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      Thanks for the idea! Just added a new Version 0.2.0 with that feature :) You can now change the key for opening and closing the menu.