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 0.40.0! Grab it from our Downloads Page for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations.

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

Known Issues:

  • Shadows are not re-implemented at this time, as well as distant land
  • To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system


  • 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
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 0.37

OpenMW 0.37

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The OpenMW team is proud to announce the release of version 0.37.0! This release brings the long-anticipated implementation of the OpenSceneGraph renderer...

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 0.34~0.35.1 Release Video

OpenMW 0.34~0.35.1 Release Video

News 6 comments

The new versions improve AI, add features to our new editor, and fix hundreds of bugs.

Comments  (0 - 10 of 87)

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

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openscenegraph port nomnomnom

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

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OpenMW Creator

Sure, feel free to do it.

Reply Good karma+2 votes

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

Reply Good karma Bad karma+3 votes

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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RT @lordcyphar: /me is seriously considering buying #Morrowind just so I can play around with @OpenMW_org -- It's an amazing #FreeSoftware project.

Oct 8 2016

OpenMW 0.40.0 is out!!!

Sep 3 2016

RT @MrDerekBane: Seyda Neen: my home away from home... OpenMW v0.38.0 ( ) @OpenMW_org #Morrowind

Apr 19 2016

OpenMW 0.39.0 is out!!

Apr 16 2016

OpenMW 0.38.0 is out! Go get it!

Jan 22 2016

RT @oondir: I wrote about why I love @OpenMW_org and Morrowind.

Dec 23 2015

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