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 0.41.0! Grab it from our Downloads Page for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!

Check out the engine release video and the OpenMW-CS release video by the irrepressible Atahualpa.

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
  • On OSX, OpenMW-CS is able to launch OpenMW only if and are siblings
  • On OSX, some users may experience the beginning of acted voice clips cut off

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:
  • 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
OpenMW v0.40.0 released!

OpenMW v0.40.0 released!

News 7 comments

The OpenMW team has released version 0.40.0 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 0.37

OpenMW 0.37

News 4 comments

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

Comments  (0 - 10 of 89)

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

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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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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.

Reply Good karma Bad karma+2 votes

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 @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!

Aug 2 2017

RT @Trey_Valeska: If you love Morrowind, please support and its development. @OpenMW_org

Jul 29 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. 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

RT @lidstah: @OpenMW_org Awesome work with last commits and the comeback of Distant Terrain! I'm flabbergasted :)

Mar 18 2017

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