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 announces the release of maintenance version 0.36.1. This version addresses a regression that caused additional startup scripts to fail to launch. Grab it from our Downloads Page for all operating systems.

Known Issues:

  • Crash when trying to view cell in render view in OpenMW-CS on OSX
  • Crash when switching from full screen to windowed mode on D3D9


  • Fixed additional startup scripts failing to launch

The OpenMW team is proud to announce the release of version 0.36.0! Grab it from our Downloads Page for all operating systems. This release is relatively small as we eagerly await scrawl’s rendering port to OSG. There are a multitude of important fixes for OpenMW-CS, which is progressing at a healthy pace. See below for the full changelog.

Known Issues:

  • Crash when trying to view cell in render view in OpenMW-CS on OSX
  • Crash when switching from full screen to windowed mode on D3D9


  • Implemented hotkey for hand-to-hand
  • Implemented key bind for always sneaking
  • Implemented multiselection of entries in the data files list of the launcher
  • Implemented using application support directory as the user data path on OS X
  • Fixed Erene Lleni not wandering correctly
  • Fixed installer not detecting default directory correctly in 64-bit Windows registry
  • Fixed issue where cloning the player would prevent player movement
  • Fixed casting bound weapon spell not switching to “ready weapon” mode
  • Fixed enchanted item charges not updating in the spell list window if it is pinned open
  • Fixed behavior when fatigue falls below zero due to the drain effect
  • Fixed error on startup with Uvirith’s Legacy enabled
  • Fixed sex, race, and hair sliders not initializing properly in chargen
  • Fixed minor issues with terrain clipping through statics
  • Fixed invisible sound mark having collision in Sandus Ancestral Tomb
  • Fixed tooltip display on stolen gold stack
  • Fixed persuasion mechanics using player stats instead of NPC’s
  • Fixed not defaulting to world origin when an unknown cell is encountered
  • Fixed NPCs not reacting to theft when player has the inventory open
  • Fixed water z-fighting issue
  • Fixed GetSpellEffects to better emulate vanilla behavior
  • Fixed a dialog choice in mod Rise of House Telvanni not exiting out of dialog
  • Fixed Detect Spell returning false positives
  • Fixed the map icons used by Detect spells
  • Fixed a crash on first launch after choosing “Run installation wizard”
  • OpenMW-CS: Implemented global search & replace
  • OpenMW-CS: Implemented dialog mode only columns
  • OpenMW-CS: Implemented optionally showing a line number column in the script editor
  • OpenMW-CS: Implemented optionally using monospace fonts in the script editor
  • OpenMW-CS: Implemented focusing on ID input field on clone/add
  • OpenMW-CS: Implemented handling moved instances
  • OpenMW-CS: Implemented a start script table
  • OpenMW-CS: Implemented a start script record verifier
  • OpenMW-CS: Fixed changed entries in the objects window not*? showing as changed
  • OpenMW-CS: Fixed changing certain entries not being saved in the omwaddon file
  • OpenMW-CS: Fixed terrain information not saving
  • OpenMW-CS: Fixed files with accented characters not being listed
  • OpenMW-CS: Fixed cloning/creating new container class resulting in an invalid omwaddon file
  • OpenMW-CS: Fixed cloning omitting some values
  • OpenMW-CS: Fixed crash when issuing undo command after the table subview is closed
  • OpenMW-CS: Fixed being unable to undo a record deletion in the object table
  • OpenMW-CS: Fixed multithreading for operations
  • OpenMW-CS: Changed References/Referenceables terminology to Instance/Object

OpenMW 0.34~0.35.1 Release Video

OpenMW 0.34~0.35.1 Release Video

8 months ago News 6 comments

The new versions improve AI, add features to our new editor, and fix hundreds of bugs.

OpenMW 0.33 Release Video

OpenMW 0.33 Release Video

1 year ago News 7 comments

The team behind the open source reimplementation of The Elder Scrolls III: Morrowind engine is back with another release. We're closing in version 1.0...

OpenMW 0.32 has arrived. Over 100 issues fixed!

OpenMW 0.32 has arrived. Over 100 issues fixed!

1 year ago News 9 comments

The new version adds features to AI, our all new editor, and fixes a huge amount of bugs.

OpenMW Version 0.31 Released

OpenMW Version 0.31 Released

1 year ago News 16 comments

Version 0.31 of the open source engine reimplementation for Morrowind, The Elder Scrolls III, has been released.

Post comment Comments  (60 - 70 of 88)
TiberFCSL May 29 2012 says:

Already downloaded ;)

+3 votes     reply to comment
trancemaster_1988 May 29 2012 says:

Can't wait to see the final product along with my Morrowind Rebirth mod. Great work!

+6 votes     reply to comment
booman May 31 2012 replied:

Agreed, open source Rebirth would be an amazing game! I'll definitely wait for that one!

+2 votes     reply to comment
deadrawkstar May 29 2012 replied:

That would be the image of perfection!

+3 votes     reply to comment
timmybus May 29 2012 says:

i dont quite get what you are doing, are you making a new engine for morrowind?

+1 vote     reply to comment
OpenMW Creator
OpenMW Sep 29 2012 replied:

There are a lot of people who don't really see what the purpose is of remaking the engine, and that's why we made this video, hope it helps :).

+2 votes   reply to comment
trancemaster_1988 May 29 2012 replied:

Read the description again: "OpenMW is a new engine for 2002's Game of the Year, The Elder Scrolls 3: Morrowind. It aims to be a fully playable (and improved!), open source implementation of the game's engine and functionality."

+4 votes     reply to comment
Beez-one May 29 2012 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 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 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
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