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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7 comments by OpenMW on Nov 19th, 2014

A reminder, we are an open source project fan project. If you have experience with Ogre3d, Bullet physics, C++, or Qt then please hop on over to our website and see how you can contribute to the project.

Partial Changelog (for the deluge of bug fixes check out our website):

    OpenMW: Implemented font colors importing from fallback settings
    OpenMW: Implemented Death and LevelUp music
    OpenMW: Implemented console targetting on player
    OpenMW: Implemented red pain effect when hit
    OpenMW: Implemented spellcasting for non-biped creatures
    OpenMW: Implemented the RA (Reset Actors) console command
    OpenCS: Implemented a special case for top-level windows with a single sub-window
    OpenCS: Implemented sub-windows reusing settings
    OpenCS: Implemented opening sub-views in a new top-level window
    OpenCS: Implemented magic effect table
    OpenCS: Implemented path grid table
    OpenCS: Implemented sound gen table
    OpenCS: Implemented requesting UniversalId editing from table columns
    OpenCS: Implemented terrain rendering
    OpenCS: Implemented CellRef global variable column
    OpenCS: Implemented using ESM::Cell’s RefNum counter
    OpenCS: Implemented running OpenMW with the currently edited content list
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Post comment Comments  (0 - 10 of 81)
8105
8105 Feb 4 2015, 5:57pm says:

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.

+1 vote     reply to comment
Guest
Guest Sep 16 2014, 7:32am says:

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OpenMW Creator
OpenMW Sep 18 2014, 8:24pm replied:

Sure, feel free to do it.

+2 votes   reply to comment
Filizitas
Filizitas Sep 19 2014, 11:26am replied:

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

+2 votes     reply to comment
Laxon
Laxon Nov 21 2014, 2:07am replied:

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. :)

+1 vote     reply to comment
KOYK_GR
KOYK_GR Aug 16 2014, 5:27pm says:

hey i got an idea! voice commands (with a microphone) to npc's! like follow or kill him(target by cursor) or even simple staff like responses like hi or die that will force npc's to say something in return.

-1 votes     reply to comment
Guest
Guest Mar 13 2014, 1:59pm says:

Are there any example mods already?

+1 vote     reply to comment
OpenMW Creator
OpenMW Mar 15 2014, 10:59am replied:

Yes! :)

Youtube.com

+2 votes   reply to comment
ciastoludek
ciastoludek Mar 15 2014, 12:26pm replied:

wow, that is truly awesome. I can now see the ultimate potential in this game :)

+3 votes     reply to comment
Schinigami92
Schinigami92 Feb 9 2014, 11:07am says:

First of all I really appreciate your project and your work, I'm glad because of the existence of such a project. There is one thing that always bothered me a little in Morrowind because I like to play with 3rd person view. I do not know if you are considering this in your project but I would like suggest to take into account that the crosshair could appear in the 3rd person. It would be nice to have a crosshair when aiming with a bow or cast a spell just like in Skyrim.

for comparison

in Morrowind
Youtube.com

in Skyrim
Youtube.com

+3 votes     reply to comment
Guest
Guest Nov 18 2014, 6:35pm replied:

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