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  (20 - 30 of 81)
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
dady977 Nov 20 2013, 10:24am says:

You Accept Donations ?

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

No. But you can donate to Ogre :)

+3 votes   reply to comment
Guest Nov 10 2013, 8:09pm says:

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DaVince21 Nov 29 2013, 5:28pm replied:

I think somewhere in 2014 is an estimate they're making. Good times.

+1 vote     reply to comment
Killer12280 Sep 17 2013, 12:00am says:

Would it be possible to implement stealth kill animations?

+1 vote     reply to comment
OpenMW Creator
OpenMW Nov 6 2013, 8:04pm replied:

OpenMW is an engine, not a mod. It will allow modders to add custom animations.

+4 votes   reply to comment
Mr.Nuke Sep 14 2013, 11:19am says:


+2 votes     reply to comment
dady977 Nov 20 2013, 10:22am replied:


+1 vote     reply to comment
KOYK_GR Sep 12 2013, 9:40pm says:

this engine is supporting destroyable props? like walls ect. you know for siege mods.

and how about ragdolls? and if it has it then how they work? i hope like half-life 2

+2 votes     reply to comment
OpenMW Creator
OpenMW Sep 13 2013, 6:16am replied:

Haha, let's first get to v1.0. After that, we or other developers will start implementing new features.

+4 votes   reply to comment
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