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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Blog RSS Feed Report abuse Latest News: OpenMW 0.32 has arrived. Over 100 issues fixed!

About OpenMW with 9 comments by OpenMW on Sep 18th, 2014

The OpenMW team is proud to announce the release of version 0.32.0! Grab it from our Downloads Page for all operating systems. This is one of the more magical OpenMW releases, bringing the completed implementation of all magic effects as well as NPC AI for casting spells, using potions, etc. in combat. The implementation of mouth movement, eye blinking, and several other NPC AI features breathe more life into NPCs in this release as well. Over 100 issues have been fixed in this release, as we steamroll towards 1.0! The tiresome affairs of real life have prevented our beloved WeirdSexy from creating a video for this release. We wish him the best in everything, and have our fingers crossed that he will work his magic for a 1.0 release video when the time comes! We are looking for someone to take over his role. If you love the Elder Scrolls and like recording videos please introduce yourself and show us a sample of your work on this forum there has even been an outline for a basic video script. It would be a huge help! 

Known Issues:

  • Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash

Changelog:

  • Finished implementing all magic effects, including Command, Elemental Shield, and Light
  • Implemented NPC AI for combat magic
  • Implemented NPC AI for friendly hits
  • Implemented NPC AI for fighting for the player if they are following
  • Implemented NPC mouth movement
  • Implemented NPC eye blinking
  • Implemented collision script instructions
  • Implemented magic effect get/mod/set functions
  • Implemented difficulty slider
  • Implemented custom map markers
  • Implemented script blacklisting
  • Implemented including the git revision number from the “–version” command line switch
  • Implemented mouse wheel scrolling for the journal
  • Implemented NiBSPArrayController to emit particles on random child nodes
  • Implemented sharing keyframe data
  • Implemented ignoring extra arguments being given to very few certain script functions where the use of stray arguments is most prevalent
  • Implemented double click on inventory window headers to close the window
  • Implemented targeted scripts
  • Fixed being unable to jump when facing a wall
  • Fixed summoned creatures not immediately disappearing when killed
  • Fixes for several script compilation issues
  • Fixed NPCs equipping weapons prior to fighting
  • Fixed Start Scripts which have been stopped not restarting on loading a game
  • Fixed paralyzed NPC corpses exhibiting strange behavior
  • Fixed abilities being depleted when interrupted during casting
  • Fixed NPC behaviors when facing the player
  • Fixed a missing French character
  • Fixed a memory leak with MyGUI
  • Fixed journal being inaccessible while in inventory
  • Fixed PC randomly joining factions
  • Fixed NPCs not switching weapons when exhausting ammunition
  • Fixed guards detecting creatures from too far away
  • Fixed several issues with The Siege of the Skaal Village quest in Bloodmoon
  • Fixed quotation mark character in books
  • Fixed doors colliding with dead bodies
  • Fixed display issue with very high bounties
  • Fixed NPC spell calculation formula
  • Fixed boats standing vertically in Vivec
  • Fixed issue with arrest dialogue when selecting “Go to jail”
  • Fixed strange NPC follow behavior in Hlaalu Ancestral Vaults
  • Fixed Persuasion dialog persisting after loading a game
  • Fixed “Goodbye” dialog option not being escapable
  • Fixed PC stats not updating immediately when changing equipment
  • Fixed non-aggressive creatures
  • Fixed crash when quick-loading with a container window open
  • Fixed order of validity checks when placing items into a container
  • Fixed item stacking for repaired weapons and armor
  • Fixed saving attacked state of NPCs
  • Fixed “Background” dialog topic ignoring rank condition
  • Fixed game starting on day 2
  • Fixed successful critical strikes on enemies who have spotted the player
  • Fixed fatigue not decreasing by the correct amount when running
  • Fixed a graphics issue with the minimap and local map
  • Fixed wrong button title on travel menu
  • Fixed criminal punishment for sleeping on a rented bed
  • Fixed NPCs turning towards the player even if invisible/sneaking
  • Fixed mouse still interacting with map when pinned and inventory closed
  • Fixed spell absorption not absorbing shrine blessings
  • Fixed journal topics sometimes displaying as quests
  • Fixed scroll behavior in scrolls
  • Fixed player enchanting requiring money and always being 100% successful
  • Fixed custom made potions not applying all effects
  • Fixed rain sound pausing in menus
  • Fixed Remesa Othril being hostile to Hlaalu members
  • Fixed a crash on load after death
  • Fixed blind effect not covering the entire screen
  • Fixed crash after load after creating an enchanted item
  • Fixed Retrieve the Scrap Metal quest dialog script issue
  • Fixed targets almost always resisting soultrap scrolls
  • Fixed no message being displayed when casting soultrap on an invalid target
  • Fixed chop attack not working when walking diagonally
  • Fixed world map explored terrain issue when alt-tabbing on D3D9
  • Fixed levitate causing the player to appear out of bounds when going through doors
  • Fixed setting a variable on an NPC from another NPC’s dialog not working correctly
  • Fixed wait dialog not blacking out the screen properly
  • Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions
  • Fixed sky rendering issue in Skies version IV
  • Fixed marksman weapons not degrading with use
  • Fixed battle music playing constantly
  • Fixed alt-tabbing while in inventory causing the paper doll to disappear temporarily
  • Fixed cost of training not being added to merchant’s inventory
  • Fixed disposition changes not persisting if the conversation meny is closed by purchasing training
  • Fixed blight still being contractible after being cured of Corpus
  • Fixed crash when trying to access fog of war buffer before it is loaded
  • Fixed PC Magicka not recalculating when intelligence is boosted or drained
  • Fixed equipped torches disappearing when game is reloaded
  • Fixed soultrap fail message displaying when targetting NPCs
  • Fixed an issue with magicka cost for custom spells
  • Fixed Azura’s Star disappearing when used to recharge an item
  • Fixed GetPCRank not handling ignored explicit references
  • Fixed string table overflow when loading TheGloryRoad.esm
  • Fixed Dagoth Uthol running in slow motion
  • Fixed incorrect values in the spellmaking window
  • Fixed icon for Master Propylon Index not being visible
  • Fixed Tavynu Tedran’s corpse going invisible after being looted
  • Fixed health calculation when levelling up
  • Fixed some monsters blocking doors from behind
  • Fixed Ma’Rakha location in Less Generic NPC Foreign Quater mod
  • Fixed number of potion effects shown per Alchemy rank
  • Fixed encumbrance not updating while bartering
  • Fixed base Magicka multiplier
  • Fixed a torch in Addamasartus burning when it shouldn’t
  • Fixed aquatic creature movement speed
  • Fixed “Rest until healed” showing with full Health and Magicka
  • Fixed Recalling while falling in an exterior cell changing Mark location
  • Fixed stutter caused by ActorId in AiFollow::getTarget not being cached
  • Fixed Dremora next to Gothren not sticking up for each other
  • Fixed button placement on the QuickChar mod
  • Fixed value and weight showing for keys
  • Fixed persuasion results not showing when using an unpatched Morrowind.esm
  • Fixed issue with Falura Llervu follow quest when loading a save
  • Fixed only guards reacting to theft
  • Fixed on-target spells being rendered behind the water surface
  • Fixed Galsa Gindu’s house appearing as if it is on fire
  • Fixed an Ogre fatal exception on invalid parameters
  • Fixed Guards trying to talk to players corpse after killing the player
  • Fixed an infinite recursion in ActionTeleport
  • Fixed followers teleporting with the player into new cells after they are done following the player
  • Fixed typing “j” into the “Name” field opening the journal
  • Fixed text pasting into the console twice
  • Fixed “setfatigue 0″ not rendering NPCs unconscious
  • Fixed being able to talk to unconscious actors
  • Fixed crash when player killed by own summoned creature
  • Fixed memory leak when OpenMW window is minimized
  • Fixed RefNum of objects not being reset when they are copied
  • Removed defunct option for building without FFmpeg
  • OpenCS: Implemented body part record verifier
  • OpenCS: Implemented improved keyboard navigation for scene toolbar
  • OpenCS: Implemented tooltips on all graphical buttons
  • OpenCS: Implemented handling resources like regular records
  • OpenCS: Implemented scene toolbar buttons for selecting element types to be rendered – most of the scene elements supported by these buttons are not implemented yet
  • OpenCS: Fixed not saving projects when the defaultfilters file has the wrong permissions
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Post comment Comments  (10 - 20 of 78)
KOYK_GR
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
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
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
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
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
lgs Dec 2 2013, 7:18am replied:

Second.

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

Engine of the year 2013.

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

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

+3 votes     reply to comment
dady977
dady977 Nov 20 2013, 10:24am says:

You Accept Donations ?

+2 votes     reply to comment
OpenMW
OpenMW Dec 3 2013, 5:33pm replied:

No. But you can donate to Ogre :)

+3 votes     reply to comment
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