OpenMW is a new and modern engine based on the one that runs the 2002 Game of the Year, The Elder Scrolls 3: Morrowind. The engine (OpenMW) will come with its own editor (OpenCS) which will allow the user to edit or create their own games. Both OpenCS en OpenMW are written from scratch and aren't made to support any third party programs the original Morrowind engine used to improve its functionality.
To give you a better idea of what this project is about, here are some of the aims for the future of the OpenMW engine:

  • Be a full-featured reimplementation of the Morrowind engine
  • Run natively on Windows, Linux and MacOS X.
  • Support all existing content, including Tribunal, Bloodmoon and all user created mods (in case they don't use external programs).
  • Allow much greater modability: change game rules, create new spell effects, etc through scripting.
  • Fix system design bugs, like save-game “doubling” problem.
  • Improve the interface and journal system.
  • Improved graphics by taking advantage of more modern hardware.
  • Support to improve game mechanics, physics, combat and AI. (
  • (Possibly) Support to implement multiplayer.

NOTE: Playing Morrowind with this engine still requires one to own the Morrowind data files.

OpenCS will support the editing of for all OpenMW features. We aim for the editor to stay fully up-to-date with the corresponding OpenMW version, allowing the user to edit any newly implemented feature. It will also support editor plugins, files that add to the engine code which can extend the editor's functionality and allow it to be used as a debugging tool for OpenMW content. The OpenCS is not based on the editing tool which came with the original Morrowind game, it is a program made by modders for modders.
Important properties of the OpenCS are:

  • non-blocking
  • multi-threaded
  • multi-document support
  • multi-view support
  • high scalability
  • customisable GUI

OpenMW/OpenCS is released under the GNU General Public License version 3.

Please consider visiting our forums and our wiki page

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The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the release video and the OpenMW-CS release video by the masterful Atahualpa, and see below for the full list of changes.

Known Issues:

  • Shadows are not re-implemented yet
  • To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings

New Features:

  • Implemented AI resurfacing to breathe (#1374)
  • Implemented rain and snow induced water ripples (#452, 4156)
  • Implemented fade to black on cell transitions (#824)
  • Implemented starting in an unnamed exterior cell with --start (#3941)
  • Implemented AI using "WhenUsed" enchantments (#3953)
  • Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
  • Implemented keyboard navigation for menus (#3400)
  • Implemented an option to show the success rate while enchanting (#3492)
  • Implemented an option to show projectiles' damage in tooltips (#2923)
  • Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
  • Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
  • Implemented the ability to close the inventory while dragging items (#1692, #3099)
  • OpenMW-CS: Implemented LTEX record table (#933)
  • OpenMW-CS: Implemented LAND record table (#936)
  • OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
  • OpenMW-CS: Implemented using one resource manager per document (#2748)
  • OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
  • OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
  • OpenMW-CS: Implemented reloading data files (#3530)
  • ess-Importer: Implemented converting projectiles (#2320)

Bug Fixes:

  • Water visibility is now consistent across different setting configurations (#815)
  • Autosaves are now created when waiting, to match vanilla behavior (#1452)
  • Container Close button no longer loses key focus when an item is clicked (#1555)
  • Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
  • Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
  • UI window pinning now persists between saves and boots (#2489, #2834)
  • First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
  • Stat review menu now reads correctly from the player's stats (#2628)
  • Player states are now correctly reset when a save is loaded (#2639)
  • Rain and snow weather effects no longer move with the player (#2698)
  • Implemented some missing creature swim animations (#2704)
  • "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
  • Drag-and-drop is now ended if the item is removed (#3097)
  • GetDetected can now be used without a reference (#3110)
  • Fixed poor performance when resizing the dialog window (#3126)
  • Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
  • Improved water reflection rendering along shorelines (#3365)
  • Improved AI usage of Dispel magic effect (#3341)
  • Disposing of corpses no longer breaks related quests (#3528)
  • Framerate limit is now enforced in videos and menus (#3531)
  • Only one copy of a given sound effect may now be played at a time (#3647)
  • Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
  • Added a fade-out for music transitions (#3665)
  • Spellcasting effects now disappear when resting (#3679)
  • Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
  • Fixed magicka calculation during character generation (#3694)
  • Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
  • Death counts are now checked to be for valid actors before they are loaded (#3720)
  • Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
  • Yagrum Bagarn no longer twitches (#3749)
  • DisableLevitation now removes Levitate visual spell effect indicators (#3766)
  • Script commands now run if they were in voiced dialog scripting (#3787)
  • Added enabled check to animation script commands (#3793)
  • Default sound buffer size was increased (#3794)
  • RemoveItem behavior adjusted (#3796)
  • Godmode adjusted to match vanilla (#3798)
  • Animations now loop correctly in the "Animated Morrowind" mod (#3804)
  • Fixed enchantment point calculation to match vanilla (#3805)
  • Missing book art now logs a warning instead of showing a pink rectangle (#3826)
  • Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
  • Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
  • InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
  • Fixed fatigue loss calculations when jumping (#3843)
  • Underwater effects are now not applied to scripted "say" commands (#3850)
  • Actors no longer try to speak underwater (#3851)
  • Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
  • Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
  • Fixed jail state not being cleared when a game is loaded (#3879)
  • Journal no longer displays empty entries (#3891)
  • An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
  • PositionCell in dialog no longer closes the dialog window (#3898)
  • "Could not find Data Files location" dialog no longer appears multiple times (#3906)
  • Fixed a case where the user could get stuck when installing without a CD (#3908)
  • Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
  • Scroll in launcher window can no longer be cut off by resizing the window (#3910)
  • NC text key on nifs now works correctly (#3915)
  • Menu click sound no longer plays for right clicks (#3919)
  • Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
  • AI now avoids enemy hits while casting self-ranged spells (#3922)
  • Copy/Paste now uses the correct command key on macOS (#3934)
  • AI attack strength is now reset when starting a new attack (#3935)
  • Changed spell priority calculation to match vanilla (#3937)
  • UI sounds are no longer distorted under water (#3942)
  • Fixed the game not pausing when minimized on Windows (#3943)
  • Vendors now confiscate stolen items that the player tries to sell them back (#3944)
  • Fixed some character preview rendering issues (#3955)
  • EditEffectDialog close button now updates range button and area slider properly (#3956)
  • Fixed some issues with body part rendering with mods (#3957)
  • Clothing value is now unsigned, preventing some value overflow issues (#3960)
  • Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
  • Journal sounds are now played when flipping pages and closing the journal (#3974)
  • Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
  • Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
  • Corrected down and up sounds played when trading (#3982)
  • NPCs taunted to aggression no longer continue dialog with the player (#3987)
  • Journal can no longer be opened at the main menu (#3991)
  • Fixed Dispel to only cancel spell effects (#3995)
  • Fixed missing header inclusion breaking OpenBSD clang build (#4002)
  • Inventory avatar now fits within display border (#4003)
  • Manis Virmaulese now speaks to the player before attacking (#4004)
  • AI spawn position is now reset if they are moved to another cell (#4010)
  • Keypresses consumed by the UI are no longer processed again by the game (#4016)
  • GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
  • Music track shuffling is improved (#4024)
  • Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
  • NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
  • Reloading a save game while falling no longer prevents fall damage (#4049)
  • Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
  • Disposition is now updated correctly when dialog is closed (#4076)
  • Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
  • GetResist commands now work like in vanilla (#4093)
  • Level-up messages for levels past 20 are now used (#4094)
  • Fixed error in framelistener when taking all items from a corpse (#4095)
  • Default 0 float precision is now used in float formatting (#4096)
  • Cycling through weapons now only selects weapons that can be equipped (#4104)
  • A scroll bar has been added to the birthsign effects list at character creation (#4105)
  • Changed inventory sort order to be more consistent (#4112)
  • Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
  • Fixed pickpocketing behavior to match vanilla (#4131)
  • Fixed a case where NPCs would not equip a second ring (#4155)
  • NPCs now do not autoequip clothing of the same price (#4165)
  • Multiple GUI and AI fixes and improvements
  • OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
  • OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
  • OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
  • OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
  • OpenMW-CS: New greetings now work in-game (#4037)
  • OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
  • OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)
OpenMW v0.41.0 released!

OpenMW v0.41.0 released!

News 2 comments

The OpenMW team has released version 0.41.0 of our open source reimplementation of The Elder Scrolls III: Morrowind. OpenMW is already in a fully playable...

OpenMW version 0.39 released

OpenMW version 0.39 released

News 5 comments

Check out our new update video of OpenMW (new engine for Elder Scrolls 3)! 80 bugs fixed, background cell loading and caching, and initial support for...

OpenMW 0.36.0 & 0.36.1 Released!

OpenMW 0.36.0 & 0.36.1 Released!

News 4 comments

OpenMW .36 & .36.1 Release. Post from 2015-05-29 on Homepage of OpenMW.org

OpenMW 0.32 has arrived. Over 100 issues fixed!

OpenMW 0.32 has arrived. Over 100 issues fixed!

News 9 comments

The new version adds features to AI, our all new editor, and fixes a huge amount of bugs.

Comments  (0 - 10 of 89)
GoodLuc
GoodLuc

It seems to be a REALLY GREAT PROJECT! I hope they'll finish it.

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KOYK_GR
KOYK_GR

so any real mods for this? like rideable horses(with carts also), controllable ships(with npc collision), new npc animations like eat sleep sit in chairs ect(including player interactions with the same objects like chairs), new high quality models(not just textures). should i continue with what can be made? ware are the modders? we cover the coop part, thank god some one did it finally! lets continue with more advance staff now like the coop mod team did, please.

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Eagle12687
Eagle12687

I love exploration in games! Morrowind is one great game that scratches that itch! I have long had the desire to make a game for housebound people that would allow them to feel like they are getting out. Perhaps this is the engine I have been looking for. With all original assets, I could do almost anything with OpenMW and make an original game. I have to learn OpenCS though. I never got into Morrowind modding due to the fact that it wasn't open source. Why spend time modding for a game with a limited shelf life? This changes things though in a big way. After all, because they released the source, people are still modding for the original Doom! But I never finish my creations anyway.

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Eagle12687
Eagle12687

No pressure guys, but if you don't finish OpenMW, I will curl up in a fetal position and weep. :( Keep up the good work! You are doing an amazing job! I don't take lightly how much work has gone into this project!

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Guest
Guest

ok what about this ideas?
Mount system for horses?(look at mount and blade,that is the best way i think)
vehicles like ships and horse carts? (i say vehicle for using them as extra inventory space not just mount them)
ragdolls?
gibs (you know body parts go flying their separate ways after death)

are you going to add this things in the future?

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scott_aw
scott_aw

it would be cool if this were to transition into an game creation studio

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DaBeowulf
DaBeowulf

openscenegraph port nomnomnom

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HeinrichBhaal
HeinrichBhaal

Will be changed the minimap size in the right corner? On my 24 Zoll display Is not bigger than my thumb.

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8105
8105

I get 0x000007b whenever i try to start any of the files of openMW or CS(win64). 0.35RC.

Also putting recent version in downloads won't hurt. Just as copying installation instructions to readme.txt instead of links.

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Guest
Guest

Is it possible to do own games with it? A full new game with no dependencys to morrowind?

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OpenMW Creator
OpenMW

Sure, feel free to do it.

Reply Good karma+3 votes
Filizitas
Filizitas

rly Oo arent there no license problems or some copyrights things that would stop that from happening? He cant just take your hardworked code and do a fully commercial super rpg XD

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Laxon
Laxon

The RPG is theirs. An engine is an engine. People make games with Ogre3D all the time, and this is a step on top of that.

As for any IP complications with Morrowind, an entirely new game file can be created that doesn't use any part of Morrowind at all. :)

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Latest tweets from @openmw_org

We are proud to announce the release of OpenMW 0.43: Openmw.org

Dec 5 2017

RT @MucksHenzerling: @OpenMW_org has been making a ton of progress. Stuff looks amazing! #indiedev #Morrowind

Aug 29 2017

OpenMW 0.42.0 is released! Read this page to find out more! Openmw.org

Aug 2 2017

RT @Broseph_Mandis: Incredibly impressed at @OpenMW_org - it's nothing short of a work of art! It easily pulls the best Elder Scrolls into modern day #Morrowind

Jun 29 2017

Check out our tracker to see what bugs and features you can squish/implement. Bugs.openmw.org c++ programmers, can you help?

Jun 29 2017

RT @OpenMW_org: We also have the Example Suite in the pipeline, we need modelers, animators and musicians to build a standalone game for OpenMW!

May 6 2017

RT @OpenMW_org: Want to help the OpenMW project, but can't code? Finding Bugs, Documentation, and technical support are somethings you can do to help out!

May 6 2017

We also have the Example Suite in the pipeline, we need modelers, animators and musicians to build a standalone game for OpenMW!

Apr 7 2017

Want to help the OpenMW project, but can't code? Finding Bugs, Documentation, and technical support are somethings you can do to help out!

Apr 7 2017

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