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  (60 - 70 of 81)
Beez-one May 29 2012, 2:32am says:

Great! Personally I got only one request if it ever possible to implement:

hit system based on your own accuracy not on that stupid "chance to hit even if you already hit" system. That thing is SO annoying.

Or otherwise skills should only improve your damage and not influence chance to hit in any way (i.e. always 100% if arrow/melee weapon hit the target).

+5 votes     reply to comment
TehCourtJester May 29 2012, 1:05am says:

Honestly this project is exactly what each of the ES games need. A complete rework from the ground up to keep everything organized.

+6 votes     reply to comment
TehCourtJester May 29 2012, 12:57am replied:

I'm pretty sure working the game from the ground up again will provide for a much smoother, cleaner, and more organized experience for modders and new players alike.

As far as the multiplayer component goes, be happy that the team is at least considering attempting to achieve that with this old of an engine.

+2 votes     reply to comment
Eagle12687 Mar 12 2012, 1:46am says:

Morrowind is one of the greatest games of all time! The first two Elder Scrolls games are now freeware, so this is a good idea.

John 3:16 "For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life."

+2 votes     reply to comment
figalot May 8 2012, 11:09pm replied:


+2 votes     reply to comment
plumo May 9 2012, 6:14am replied:

He means: Arena and Daggerfall are freeware now.

+2 votes     reply to comment
Neurological Jul 17 2011, 12:29pm says:

Simple question, when this got released can we pick it up to develop our own RPG based on that engine, but releasing it standalone? Obiviously with the entire art part redone, not using morrowind assets.

Also, are you going to develop a new costruction set?

+3 votes     reply to comment
pchan3 Creator
pchan3 Jul 27 2011, 5:06am replied:

We will at some stage begin development of a new Construction set, which can be used natively on all platforms. This whole project is open-source, so it is free to be used anyway someone likes. If anyone who reads this has any experience with C++, Ogre and Terrain Algorithms, please consider dropping by our forums.

Earlier this month we had an attack on our forum and wiki, subsequently our wiki was lost. We will at some point rebuild it.

thanks for your time

+3 votes   reply to comment
Renay Jan 25 2011, 8:33pm says:

this looks interestin, tracking

+2 votes     reply to comment
L1ttl3P1x Jan 7 2011, 1:52pm says:

Will this engine be really Open Source? Because my team would be very interested in this Engine..

0 votes     reply to comment
pchan3 Creator
pchan3 Jan 8 2011, 11:36pm replied:

its in very early stages at the moment. yes it is and always will be open source. check out the link to the forum and wiki and download the source code from github.

+2 votes   reply to comment
L1ttl3P1x Jan 13 2011, 5:23am replied:

i am not very good with codes.. but my lead programmer will download it..

Will this sourcecode have all things morrowind has it?

Will it be possible to modify the KI, Battlesystem and will there be an edior something like spacer for Gothic 2?

+1 vote     reply to comment
pchan3 Creator
pchan3 Jan 13 2011, 5:27am replied:

all it is able to do is render interiors and exteriors. its no where near finished. right now its not usable for a proper game engine.

+2 votes   reply to comment
L1ttl3P1x Jan 13 2011, 3:04pm replied:

when will it be able to use as an engine for an RPG game..

+1 vote     reply to comment
pchan3 Creator
pchan3 Jan 17 2011, 12:36am replied:

honestly we don't know.
my estimates for an alpha would be end of the year, maybe longer. This is not a promise nor accurate. all im saying it won't be usable for a while yet. we are getting more organised, more developers, more code :D

0.10.0 will probably have collision detection (and limited physics) and better activation detection.

+2 votes   reply to comment
L1ttl3P1x Feb 12 2011, 11:06am replied:


We want to make a game, in something like 20 months.. because we are working on several projects, the only thing is that we dont know which engine we shall use.. the other problem is, that my team only speaks VB C++... but we have a good programmer which is learning it at the moment..

But there is also another engine in which we are intressted.. its called UDK Engine.. also for RPG Games and also for free..

-2 votes     reply to comment
AndieRTaylor Jul 17 2011, 11:58am replied:

UDK is not an engine. It is a free tool for developing on the unreal 3 engine.

+2 votes     reply to comment
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