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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Hey Folks, the OpenMW team is back with a video release commentary covering our last three releases. Hundreds of bugs were fixed and many features were added. You can find the full change logs here and downloads here. If you are a fan of open source software you can donate to one of our main developers who contributes to many open source projects outside of just OpenMW. If you are a C++ developer with knowledge of either OpenSceneGraph or QT and want to join the team please head over here.

Version 0.35.1
Released March 15, 2015

  • implemented being able to dress corpses
  • Implemented checking Cmake sets correct MSVC compiler settings for release build
  • Implemented default values for mandatory global records
  • Implemented basic joystick support
  • Implemented a progress bar for Morrowind.ini import progress in the launcher
  • Implemented passage of time indicator when training or serving jail time

Version 0.35.0
Released February 16, 2015

  • Implemented Calm effect removing combat packages
  • Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete
  • Implemented previous/next weapon and spell equipping hotkeys
  • Implemented XYZ rotation keys support
  • Implemented AI fast-forward
  • Implemented NPC drowning while knocked out
  • Implemented setting for exterior cell grid size
  • Implemented some leveled list script functions
  • Implemented testing dialog scripts with -script-all
  • Implemented NPC lookAt controller
  • Implemented handling initial state of particle system
  • Implemented a warning when loading a savegame that depends on non-existent content files
  • implemented conversion of global map exploration overlay for ess-Importer
  • Implemented command line option to load a save game
  • Implemented new display of load order problems in the Data Files tab of the launcher
  • Renamed "profile" to "content list" in the launcher
  • Added comments to the local/global openmw.cfg files to clarify their identity
  • OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column
  • OpenMW-CS: Implemented deleting selected rows from result windows
  • OpenMW-CS: Fixed window opening issue when the config file doesn't exist
  • OpenMW-CS: Fixed skills to allow values other than 0 through 99
  • OpenMW-CS: Fixed an issue with not launching when another instance was falsely
    detected as running
  • OpenMW-CS: Cleanup for the Opening Window and User Settings Window

Version 0.34.0
Released December 22, 2014

  • Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures
  • Implemented INI-importer for the launcher
  • Implemented "encoding" option in the launcher
  • Disabled third-person zoom by default due to usability issues
  • OpenCS: Implemented rendering cell markers
  • OpenCS: Implemented double-click functionality in tables
  • OpenCS: Implemented user settings dialog grouping, labeling, and tooltips
  • OpenCS: Implemented editing positions of references in the 3D scene
  • OpenCS: Implemented edit mode button on the scene toolbar
  • OpenCS: Implemented user setting for showing the status bar
  • OpenCS: Improved the layout of the user settings dialog
OpenMW 0.33 Release Video

OpenMW 0.33 Release Video

10 months 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.

OpenMW v0.29.0 released! (Morrowind engine reimplementation)

OpenMW v0.29.0 released! (Morrowind engine reimplementation)

1 year ago News 12 comments

The OpenMW team is proud to announce the release of version 0.29.0! This release includes the first implementation of the Save/Load feature, which catapults...

The Open Source Engine Reimplementation of the Game Morrowind.
Post comment Comments  (70 - 80 of 86)
Eagle12687 Mar 12 2012 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 replied:


+2 votes     reply to comment
plumo May 9 2012 replied:

He means: Arena and Daggerfall are freeware now.

+2 votes     reply to comment
Neurological Jul 17 2011 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 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 says:

this looks interestin, tracking

+2 votes     reply to comment
L1ttl3P1x Jan 7 2011 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 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 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 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 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 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 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 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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