2026-06-29T00:52:47 It seems my game crashes whenever I load a save while inside an interior. It doesn't happen if I'm outside. Happens even if I reload the same save. Anyone else experience this? 2026-06-29T01:01:28 <.hemaris> does it generate a crash dump? 2026-06-29T04:10:19 I think so. And I think it was Actors Can Overcome Obstacles causing the issue. 2026-06-29T10:52:56 Hey guys, keep getting this error when trying to do the modlist for morrowind-start-pack 2026-06-29T10:52:57 https://cdn.discordapp.com/attachments/260443579908882434/1521106188845187102/image.png?ex=6a43a008&is=6a424e88&hm=5bb8e8325b5b14310af0957e46d14295e5de02261020d730d10b81ed20662ab0& 2026-06-29T10:53:32 For some extra context I started by using total-overhaul and pivoted to morrowind starter pack because total-overhaul was way too unoptimised 2026-06-29T12:01:02 <.hemaris> if it generates a crash dump then you should make an issue and upload that to the openmw gitlab. even though a lua mod caused the crash. because the engine should be able to let the mod fail in a way that at least doesn't crash the whole engine, ideally 2026-06-29T12:01:48 <.hemaris> https://gitlab.com/OpenMW/openmw/-/work_items 2026-06-29T12:03:00 <.gonzo.> there are no issues, only happy little work items 2026-06-29T12:20:42 <.hemaris> i wish 2026-06-29T12:20:42 <.hemaris> https://cdn.discordapp.com/attachments/260443579908882434/1521128271515877496/image0.jpg?ex=6a43b499&is=6a426319&hm=33a9ad9f39fc05f9287633092c9957d51ad377ece6266e1ce1488577661047ca& 2026-06-29T12:29:47 <.gonzo.> lmao oh 2026-06-29T15:08:27 <.bzzzt.> Just a heads up, i just now discovered another potential issue (but its fixable). The openmw-cs does not have a filename character length limit, but the vanilla CS does. So, if a file name for your model, texture, or sound exceeds 32 characters it will not be saved in an esp, your model will be invisible or have an exclam. For example, if your model has the filename of 2026-06-29T15:08:27 "This_model_name_is_really_long_and_has_more_than_32_characters.nif" it will work in the omwaddon but not as an esp. So you'll have to change the name length and redo and save the filepath in the esp. Or... just keep all you file names short when you first create them in blender. 2026-06-29T15:16:01 <.bzzzt.> ...and that rule seems to include the ".nif" part of the model name. 2026-06-29T15:21:24 <.bzzzt.> ...and it also includes the folder name its in, so if your model blah_blah_blah.nif is in folder ABC, then it will count all the characters in "ABC/blah_blah_blah.nif" and if all that exceeds 32 then you have to redo it. 2026-06-29T16:50:58 <.maerwald> update to 0.51 seems to have broken it 2026-06-29T16:50:58 <.maerwald> https://cdn.discordapp.com/attachments/260443579908882434/1521196287020503060/Screenshot_2026-06-30_00-50-02.png?ex=6a43f3f1&is=6a42a271&hm=d5869384ab8b7e178a65ce6a8202528d1cd83579acfbb1f316b1897534306d4d& 2026-06-29T16:55:14 reinstall 2026-06-29T16:55:30 <.maerwald> Reinstall what 2026-06-29T16:55:39 OpenMW 0.51.0 2026-06-29T16:55:58 <.maerwald> Why would that make a difference? 2026-06-29T16:56:01 you're missing the texture, this indicates a malformed engine installation 2026-06-29T16:56:21 <.maerwald> Ah, that's possible, I adjusted the FreeBSD port 2026-06-29T16:56:55 yeah well I guess that's important context 2026-06-29T16:57:18 resources/vfs/textures/omw_map_color_palette.dds needs to exist 2026-06-29T17:49:01 oh thanks 2026-06-29T17:49:10 i do have some long file names 2026-06-29T18:53:29 Got it. I'll do an upstream report when I get a moment. 2026-06-29T19:49:11 what launcher flag do i need to have a black console window when i run a release build in visual studio? 2026-06-29T22:08:09 <_overdriven> Why every time when I add content=delta-patch.omwscripts to openmw.cfg at the END of my load order, when I run OpenMW launcher it gets automatically moved to the top? It leaves .esp plugins in place, but not the delta patch. 2026-06-29T22:11:56 <_overdriven> I always have to enable it, close the launcher, and move its line in .cfg again. Only then does it respect the load order. But for some reason, it doesn't work when I add it to .cfg myself for the first time. 2026-06-29T23:36:24 does anyone know why the OpenMW launcher on a 1440p monitor at Windows 125% scaling has scaling artifacts in light mode, but not if you use dark mode?