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.

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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  (10 - 20 of 81)
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

in Skyrim

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

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Feminine_Steve Feb 7 2014, 11:20am says:

Does anyone have any suggestions of game engines for beginner's, I need somewhere to start??!! :)

-1 votes     reply to comment
Eagle12687 Jan 27 2014, 10:15pm says:

I am very enthusiastic about this. There are not enough open-source rpgs, and Morrowind is the best rpg ever, in my humble opinion.

Romans 10:9 That if thou shalt confess with thy mouth the Lord Jesus, and shalt believe in thine heart that God hath raised him from the dead, thou shalt be saved.

+3 votes     reply to comment
KOYK_GR Jan 19 2014, 9:51am says:

it is possible to add drivable "vehicles" ? like a ship? or horse cart?

0 votes     reply to comment
AFellowStalker Jan 20 2014, 3:23am replied:

Correct me if I'm wrong, but open means open. As in you can literally make anything, and not a hackey version like you can in the regular games. Like turn the games into RTS MMO FPS' if you really feel like it.

+1 vote     reply to comment
OpenMW Creator
OpenMW Jan 20 2014, 9:11am replied:

That's true. To be able to add features you have to have a good understanding of the code though. That is why the OpenMW team will try to keep the code as easily understandable and hackable as possible.

+1 vote   reply to comment
KOYK_GR Feb 3 2014, 5:17am replied:

so that means we just need a person to do it? mmm good ideas love to fall. lol

+1 vote     reply to comment
Mongolranger Dec 1 2013, 2:35pm says:

I would vote this for mod of the year, but it's not a mod.

+11 votes     reply to comment
lgs Dec 2 2013, 7:18am replied:


+3 votes     reply to comment
Blue_Dust Dec 7 2013, 4:44am replied:

Engine of the year 2013.

+5 votes     reply to comment
booman Dec 10 2013, 12:52pm replied:

Yes, I would definitely vote as Engine of the year!

+3 votes     reply to comment
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