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

7 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  (70 - 80 of 88)
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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