OpenMW

Software Screenshot:
OpenMW
Software Details:
Version: 0.44.0 updated
Upload Date: 16 Aug 18
Developer: Nicolay Korslund
Distribution Type: Freeware
Downloads: 208

Rating: 4.3/5 (Total Votes: 4)

OpenMW is an open source implementation of The Elder Scrolls III: Morrowind, an open world action-fantasy RPG (Role-playing Game) video game created by Bethesda Game Studios and published by Ubisoft and Bethesda Softworks.

A container for The Elder Scrolls III: Morrowind

First of all, we should mention that OpenMW is not an actual game. It is only a container for the original The Elder Scrolls III: Morrowind, enabling Linux users to play it, natively, on their open source operating systems.

Popularly known only as Morrowind, the game is the third installment in The Elder Scrolls series, released in 2002 for Microsoft’s Windows operating systems and Xbox gaming consoles. If you really want to play Morrowind on Linux, you have two choices: install it via Wine, or use OpenMW.

Getting started with OpenMW

In order to play Morrowind on your Linux distribution, you must own the original game. After installing OpenMW, either by using the binary files provided on the dedicated download section above or via the default software channels of your Linux operating system, you need to run the "omwlauncher” executable.

An "Error detecting Morrowind installation" dialog will popup, allowing users to add the Morrowind.esm file. This can be obtained either from an existing installation of Morrowind, by pressing the "Browse to Install..." button and navigating to the folder containing the file, or from the original CD.

In addition, you will need to import a Morrowind.ini settings file (this is a required step as the game will not start). Therefore, you should press the "Import" button when asked if you want to import settings from Morrowind.ini.

Once you do the above steps, the OpenMW launcher window will open, allowing you to play the Morrowind game. But, before you do that, first you need to go to the "Data Files" tab and make sure that the box to the left of the "Morrowind.esm" entry is checked.

What is new in this release:

  • New Features:
  • Spell search bar implemented
  • Launcher: Advanced settings tab added (#4054)
  • Implemented option for fast travel services to charge for every companion (#4064)
  • Added an option to have multiple quicksaves (#4174)
  • Added an option to rebalance soul gem values based only on soul value, not soul times gem value (#4423)
  • OpenMW-CS: Terrain Texture Brush button implemented (#3870)
  • OpenMW-CS: Edit functions for terrain texture editing mode implemented (#3872)
  • OpenMW-CS: New, and more complete, icon set added
  • Bug Fixes:
  • Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open (#1428, #3726)
  • Similar glyphs are now used as fallbacks when unsupported glyphs are encountered (#1987)
  • Magic effects active when a save is loaded are now rendered (#2254)
  • Journal alphabetical indexing now works in Russian language versions (#2485)
  • Declaring OnPCHitMe in an actor's script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero (#2703)
  • Content selector now places Morrowind.esm at the beginning of the mod list, if it is present (#2829)
  • Undefined weather settings now fallback to middle grey instead of pure black (#2841)
  • Mods are now found if the mod directory is a parent of the installation directory (#3557)
  • Flying and swimming creatures no longer use the pathgrid (#3587)
  • SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod (#3603)
  • ESM files with capital-case extensions now load correctly with the launcher (#3618)
  • Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests (#3638)
  • Combat music is now updated in menu mode (#3664)
  • Extraneous carriage returns are cut from dialog output (#3696)
  • Fixes for controllers on macOS (#3708)
  • SetPos can no longer place the target under terrain level (#3783)
  • Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again (#3863)
  • Enemies who are knocked out will no longer recover immediately (#3884)
  • Imported content files are now sorted according to their dependencies, instead of just modified time (this fixes Bethesda ESMs broken by the Steam version of Morrowind) (#3926)
  • Scripts now support period and hyphen characters in the script name, as long as it is not the first character (#4061)
  • Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game (#4111)
  • Swim animation is no longer interrupted when attacking underwater (#4122)
  • An empty battle music folder now results in explore music being played in combat (#4134)
  • Added a vanilla absorb spell behavior option, which is enabled by default (#4135)
  • Added vanilla enchanted weaponry behavior option, which is enabled by default (#4136)
  • Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing (#4143)
  • NPC base skeleton files are not longer optimized, fixes some body replacer mods (#4159)
  • To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing (#4177)
  • Fighting actors now face their target instead of the nearest actor (#4179)
  • Weapon switch sound is no longer played when no different weapon is present to switch to (#4180)
  • Guards can no longer initiate dialog with the player when the player is far above the guard (#4184)
  • The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible (#4190)
  • "Screenshot Saved" message has been removed (#4191)
  • Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior (#4192)
  • Dialog topics are now always highlighted when first encountered (#4210)
  • Fixed an FPS drop after minimizing the game during rainy weather (#4211)
  • Thrown weapon projectiles now all rotate when in the air (#4216)
  • Spell casting chance now displays as zero if the player does not have enough magicka to cast it (#4223)
  • Fixed double activation button presses when using a gamepad (#4225)
  • The player's current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list (#4226)
  • Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers (#4229)
  • Player movement from one directional key is now nullified if the opposite directional key is also pressed (#4233)
  • Wireframe mode no longer affects the map (#4235)
  • Fixed a crash when quick loading from the container screen (#4239)
  • Greetings are no longer added to the journal topic list (#4242)
  • Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants (#4245)
  • Armor condition is now taken into account when calculating armor rating (#4246)
  • Removed unintended jump cooldown (#4250)
  • Fixed console spam when OpenMW encounters a non-music file in the Music folder (#4252)
  • Magic effects from eaten ingredients now have the correct duration (#4261)
  • Arrow position is now correct in third person view during attacks for beast races (#4263)
  • Players in god mode are no longer affected by negative spell effects (#4264)
  • Missing ‘sAnd' GMST no longer causes a crash (#4269)
  • Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill (#4272)
  • The map is now updated with explored cells correctly, instead of only when the map window is opened (#4279)
  • MessageBoxes now appear over the chargen menu (#4298)
  • Optimizer no longer breaks LOD nodes (#4301)
  • PlaceAtMe now correctly inherits the scale of the calling object (#4308)
  • Resistance to magic now affects all resistable magic effects (#4309)
  • Opening doors is now restricted to bipedal actors (#4313)
  • Rainy weather no longer slows down the game when changing from indoors to outdoors (#4314)
  • Meshes with CollisionType=Node flag are no longer ignored (#4319)
  • Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons (#4320)
  • NPC negative faction reaction modifier now works correctly (#4322)
  • Taking owned items is no longer considered a crime if the owner is dead (#4328)
  • Torch and shield equipping behavior now is more consistent with the original game (#4334)
  • Installation wizard now appends "/Data Files" if needed when autodetecting path (#4336)
  • "Interior" removed from cell not found message (#4343)
  • Inventory item count for very high numbers no longer shows incorrect values due to truncation (#4346)
  • Using AddSoulgem no longer fills all sould gems of the specified type (#4351)
  • A message is displayed if the spell a player tries to select via quickkey is missing (#4391)
  • Inventory filter is now reset to All when loading a game (#4392)
  • Terrain is now rendered for empty cells (#4405)
  • OpenMW now handles marker definitions correctly, fixing mod Arktwend (#4410)
  • iniimporter no longer ignores data paths (#4410)
  • Moving with zero strength no longer uses all of your fatigue (#4410)
  • Camera no longer flickers when opening and closing menu while sneaking (#4420)
  • Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK (#4424)
  • Item health is no longer considered a signed integer, it can no longer be negative (#4424)
  • Adding items to currently disabled creatures will no longer crash the game (#4441)
  • Encumbrance value is now rounded up (#4441)
  • Werewolf health is now correctly calculated (#4142)
  • NiLookAtController node is now ignored, like in vanilla (#4407)
  • OpenMW-CS: "Original Creature" field renamed to "Parent Creature" (#2897)
  • OpenMW-CS: Unchecking "Auto Calc" flag when editing an NPC record no longer causes unreasonable values to be filled in (#3278)
  • OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting (#3343)
  • OpenMW-CS: "Model" column renamed to "Model/Animation" (#2694)

What is new in version 0.42.0:

  • New Features:
  • Implemented water sound effects
  • Implemented light particles showing in inventory character preview
  • Implemented magic projectiles emitting light
  • Implemented NiSphericalCollider
  • OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records
  • OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records
  • OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records
  • OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records
  • ess-Importer: Implemented converting mark location
  • ess-Importer: Implemented converting last known exterior cell
  • Bug Fixes:
  • Falling leaves in Vurt's tree mods now render correctly
  • Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
  • Collision handling has been improved (better performance and overall behaviour)
  • Collision is now not disabled for actors until their death animation has finished playing
  • Players can no longer climb sheer terrain by jumping and then moving forwards in the air
  • Doors no longer stutter when colliding with the player
  • Dialog boxes now appear in the center of the screen after the window is resized
  • Weapon and spell cycling is now disabled while in GUI mode
  • Weapon and spell cycling can now be bound to a gamepad
  • Gamepad and mouse/keyboard may now be used at the same time
  • Inventory window titles are now centered vertically
  • Changed name tooltips' behavior on enemies to match vanilla behavior
  • The maximum width of a tooltip is no longer set to a fixed value
  • The drowning widget now more accurately matches the vanilla one
  • Fall height is now reset when the player teleports
  • Changed Slowfall spell effect to better match vanilla behavior while jumping
  • Combat with water creatures now ends when leaving the water
  • AI actors no longer hit unintended targets
  • Changed NPC wander and idle behavior to better match vanilla
  • Fixed some summoned creatures not engaging underwater creatures in combat
  • Enemies now initiate combat with player followers on sight
  • Creatures now auto-equip their shields on creation
  • Changed combat engagement logic to better match vanilla behavior
  • The Command spell effect now brings enemies out of combat
  • Followers now continue to follow after resting and saving and reloading the game
  • Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up)
  • Icon shadows no longer persist in GUI windows
  • Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
  • Enchanted arrows now explode when they hit the ground or a static object
  • Fixed a crash that occurred while using a container and the console at the same time
  • Fixed the beginning of NPC speech being cut off on macOS
  • Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly
  • The correct swish sound is now played for NPC weapon attacks
  • The player now has to pay for their followers when using fast travel
  • Fixed a regression with Dispel; it now is an instant spell effect again
  • Corrected greetings in Antares' Big Mod
  • The ProjectileManager no longer crashes when a sound ID fails to play or is not found
  • Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod)
  • Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
  • Identification papers can now be picked back up after they are dropped
  • Fixed the interpreter to properly handle a reference change caused by an Activate command
  • Changed behavior of stat script commands to better handle stats above 100
  • Fixed gun sounds in Clean Hunter Rifles mod
  • Fixed selling success chance when bartering
  • Fixed objects doubling when loading a save game after editing the used game files
  • Silenced SDL events of types 0x302 and 0x304
  • Fixed a rare crash that occurred on cell loading
  • Activation flags are now reset when an object is copied
  • Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod)
  • Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
  • Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
  • Fixed handling of enchantments' spell effects to correctly display these effects in the GUI
  • OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix
  • OpenMW-CS: Fixed sorting verification results by Record Type
  • OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
  • OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
  • OpenMW-CS: Added missing Text field to allow editing a book's actual text
  • OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs

What is new in version 0.41.0:

  • New Features:
  • Implemented zero-weight boots playing light armor boot footsteps
  • Implemented playing audio and visual effects for every effect in a spell
  • Implemented doubling the size of spell explosions
  • Implemented particle textures for spell effects
  • Implemented NPCs using opponent's weapon range to decide whether to dodge
  • Implemented dodging for creatures with the "biped" flag
  • Implemented drop shadow for items in the menu
  • Implemented correct range for "on touch" spells
  • Implemented using telekinesis with on touch spells on objects
  • Implemented AI Combat: Flee
  • Implemented player glow for non-portable lights added to the inventory
  • OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode
  • OpenMW-CS: Implemented water rendering
  • ESS-Importer: Implemented player control flags
  • Bug Fixes:
  • Almsivi and Divine intervention now display the correct spell effect
  • Instant spell effects now show an effect indicator
  • Fixed playback of weapon idle animation to include a part previously omitted
  • Stat review window at character creation now shows starting spells, powers, and abilities
  • Repair and recharge interfaces no longer cause a performance drop under certain circumstances
  • Fullscreen can now be disabled again after enabling it in-game on OSX
  • Disabled door markers no longer show up on the map
  • Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
  • Banners now show random animations during stormy weather
  • Inventory tooltip for zero-weight armor no longer displays weight info
  • Idle animations now always loop
  • Spark showers near Sotha Sil now appear at the right time
  • The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction
  • Fix for freeze when the cell was changed immediately after dying
  • Unalerted slaughterfish in the same cell as the player no longer prevent resting
  • Blood effects no longer occur when the hit is resisted
  • Todwendy can now be interacted with in the German version of the game
  • Fix for crash when opening the journal with missing fonts
  • SetInvisible command no longer applies a graphic effect
  • Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons
  • Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown
  • Corrected the order in which alembics and retorts are used
  • Animation replacer no longer hangs after one animation cycle
  • Corrected sounds and skill increases for bound armor and shields
  • Corky can now be sold to Drulene Falen
  • NPC disposition can no longer be lowered below zero
  • NPC autoequip behavior now better matches vanilla
  • State of enabled/disabled player controls is now correctly saved
  • Moved references are now properly handled in respawning code
  • Water ripples are now shown when walking on water
  • Argonian NPCs no longer swim like Khajiits
  • Spells with the "always succeed" flag can now be deleted from the spellbook
  • Bound equipment spells can no longer be recast
  • Fixed some objects added by Morrowind Rebirth not properly displaying their texture
  • Fixed OSX not being able to find settings-default.cfg
  • Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
  • Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack
  • Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water
  • Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
  • "Can't Cast" message now displayed when water walking is cast from too great of a depth
  • Player is now moved out of the water when casting water walking from a shallow enough depth
  • Levelled items in merchant inventory are no longer re-added every time the trade window is reopened
  • Weather manager now handles weather for regions added by plugins after a save game was created
  • Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist
  • Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)
  • Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
  • OpenMW-CS: Globals are now initialized with a valid type
  • OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked
  • OpenMW-CS: Fixed verification for "Not Local" info condition
  • OpenMW-CS: Fixed verification for special faction ID "FFFF"
  • OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode
  • OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside
  • OpenMW-CS: Fixed not being able to find the project file when launching the game
  • OpenMW-CS: Deleted instances will no longer reappear
  • OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates

What is new in version 0.40.0:

  • Implemented NPC "Face" function
  • Implemented weather dependent sun/moon reflections
  • Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods
  • Implemented deletion of moved references
  • Fixed possible reference duplication when a mod modifies the corresponding refID
  • Fixed creatures in cells without pathgrids not wandering
  • Fixed death events to trigger at the end of the death animation instead of the beginning
  • Fixed timed effects not to be interrupted when resting
  • Fixed constant effects not to be put on hold when resting
  • Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence
  • Fixed several issues with telekinesis interaction
  • Fixed issues with how the "#" character was handled in directory names in the config
  • Fixed Slowfall spell to now stop forward momentum when jumping
  • Fixed not being able to replace parent cell references with a cell reference of different type
  • Fixed Cliff Racers not being able to attack targets below them
  • Fixed creatures and NPCs not being able to aim ranged attacks vertically
  • Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore
  • Fixed crash that could occur when using teleportation spells
  • Fixed ESS-Importer not separating item stacks
  • Fixed NPCs forgetting they had talked to the player before for their voiced dialog
  • Fixed NPCs not looping their AiTravel assignments
  • Fixed NPCs wandering to invalid locations after training
  • Fixed NPCs wandering off their pathgrid when player waits
  • Fixed "StopCombat" AI command not functioning correctly
  • Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest
  • Fixed monsters respawning when loading a quicksave
  • Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there
  • Fixed blight weather still occurring after killing Dagoth Ur
  • Fixed new dialog in a mod inheriting some data from the dialog it replaces
  • Fixed actors that start the game dead always using the same death pose
  • Fixed NPCs to not auto-equip ammunition
  • Fixed NPCs not favoring ranged weapons
  • Fixed NPCs detecting the player when they don't have line of sight
  • Fixed ashmire particles rendering outside of their pool
  • Fixed AiWander start time resetting when saving/loading
  • Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer
  • Fixed issues caused by the idle camera when the player is paralyzed
  • Fixed nearby monsters who have not detected the player not preventing the player from resting
  • Fixed an issue with the victim of a pickpocket not always being alerted
  • Fixed dead NPCs and creatures contributing to Sneak skill increases
  • Fixed weather dependent dialog playing in interior cells
  • Fixed effects cast by summons persisting after their death
  • Fixed an issue with parallax map rendering
  • Fixed level up graphic to match vanilla game behavior
  • Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod
  • Fixed issues with invisibility not dispelling correctly
  • Fixed the first couple of seconds of NPC speech being muted on some PCs
  • Fixed being able to stack effects from identical magic scrolls
  • Fixed 3rd person camera distance getting stuck
  • Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine
  • Fixed a couple of issues with how fatigue is displayed when the player has fortified strength
  • OpenMW-CS: Implemented multiple deletion of subrecords
  • OpenMW-CS: Reimplemented pathgrid rendering
  • OpenMW-CS: Implemented configurable key bindings
  • OpenMW-CS: Implemented pathgrid editing
  • OpenMW-CS: Fixed Start Scripts table not updating when a script is added
  • OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them
  • OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels
  • OpenMW-CS: Fixed being able to create duplicate pathgrid records
  • OpenMW-CS: Fixed data in Weapon records not being properly set
  • OpenMW-CS: Fixed Regions table to show weather options and allow editing them

What is new in version 0.39.0:

  • Implemented background cell loading and caching of loaded cells
  • Implemented support for object shaders in OSG
  • Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues
  • Implemented support for sphere map NiTextureEffects
  • Implemented the FixMe script instruction
  • Implemented support for RGB and RGBA embedded textures in NIF files
  • Implemented corpse clear delay
  • Implemented per-creature respawn time tracking
  • Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry
  • Fixed Activate / OnActivate script instruction to match vanilla behavior
  • Fixed player spawning underwater when loading a game saved while swimming
  • Fixed NPCs not using correct animations with Animated Morrowind mod
  • Fixed Riekling raider pig screaming continuously
  • Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod
  • Fixed NPCs spamming restoration spells instead of defending themself
  • Fixed a crash caused by local script iteration
  • Fixed AI packages to not stack when duplicates are added
  • Fixed actor animations not being rebuilt on resurrection
  • Fixed dialog boxes for non-standard NPCs not scrolling correctly
  • Fixed wandering NPCs disappearing or getting teleported to strange places
  • Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest
  • Fixed bounding box used for items when dropping them from the inventory
  • Fixed spells exploding on an actor being applied twice
  • Fixed Azura's missing head
  • Fixed potion effect showing when ingredient effects are not known
  • Fixed hands turning partially invisible when chopping with a spear
  • Fixed fast travel breaking save files made afterwards
  • Fixed crash after casting recall spell
  • Fixed constant effect enchantment animation playing on dead bodies
  • Fixed spell effects to not persist after the caster dies
  • Fixed corpses that are submerged at the beginning of the game to stay submerged
  • Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply
  • Fixed camera snapping to straight up or down after teleporting
  • Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects
  • Fixed mods corrupting the hasWater() flag for exterior cells
  • Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
  • Fixed class image display when an image for the class is not found
  • Fixed possible infinite disposition through exploit
  • Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll
  • Fixed statics and activators not being able to cast spell effects on the player
  • Fixed cells not loading when using Poorly Placed Object Fix mod
  • Fixed female characters incorrectly using the male base animation skeleton
  • Fixed "use best attack" punches to match vanilla behavior
  • Fixed crash when clicking through the class selection menu a specific way
  • Fixed save list jumping to the top when deleting a saved game
  • Fixed the selected class and race not being cleared when starting a new game
  • Fixed crash when water normal map is missing
  • Fixed an issue with handling stray arguments in scripts
  • Fixed Drop script instruction to match vanilla behavior
  • OpenMW-CS: Implemented GMST verifier
  • OpenMW-CS: Implemented info record verifier
  • OpenMW-CS: Implemented rendering cell border markers in Scene view
  • OpenMW-CS: Implemented point lighting in Scene view
  • OpenMW-CS: Implemented optional line wrapping in script editor
  • OpenMW-CS: Reimplemented 3D scene camera system
  • OpenMW-CS: Implemented scenes being a drop target for referenceables
  • OpenMW-CS: Implemented rendering cell markers in Scene view
  • OpenMW-CS: Implemented Instance selection menu in Scene view
  • OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view
  • OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors
  • OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar
  • OpenMW-CS: Fixed objects dropped in the scene not always saving
  • OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
  • OpenMW-CS: Fixed land data being written twice
  • OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch
  • OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops
  • OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"

Screenshots

openmw_1_67802.jpg
openmw_2_67802.jpg

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