r/OpenMW • • 1h ago

Well...We're Back...

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• Upvotes

Been *too* long....This Telvanni is Glad to be Home...


r/OpenMW • • 7h ago

Need specific mod - Dynamic Sounds

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1 Upvotes

r/OpenMW • • 1d ago

Elden ring combat in morrowind?

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18 Upvotes

I saw this dude upload vids with Elden ring combat in morrowind is there a mod or is it just a bridge between both games cause if it is a mod can anyone tell me how to get it etc shit looks sick I mean without the weapons ash of wars I think it would be good I think it would be to op if it had it and it would break the lore I think


r/OpenMW • • 1d ago

Screen dump!

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6 Upvotes

r/OpenMW • • 23h ago

OpenMW Android help request

1 Upvotes

Hi all. I'll cross post this to Android emulation sub Reddit too, but trying here because I'm properly stuck lol.

I've been fiddling with playing OpenMW on Android for a while now. Previously I was running the morrowind starter pack mod list on OpenMW windows and emulating via Gamenative. Let's just say I like my modded games to follow a list exactly so I know everything is compatible and properly ordered.

I first tried this (which is apparently the most advanced): https://github.com/Andiweli/OpenMW-Android but the performance is awful. Flames missing, swamps flickering etc.

I then went back to Duron27's Alpha3 launcher (https://gitlab.com/duron27/alpha3) version 2.9.3. A fully modded OpenMW morrowind starter pack setup using this app (and importing navmesh, groundcover etc) runs at mostly 60fps the whole time.

BUT.... I have to adb my phone each time to set resolution to 1080p because it reverts to native even if I try the developer options to stop injecting resolution at start.

I guess I'm asking if anyone knows how to lock it to 1080p?


r/OpenMW • • 1d ago

OpenMW crashes when entering exterior area.

0 Upvotes

I'm currently in the Imperial Cult building in EbonHeart; every time I try to exit the building, I'm met with this crash screen.

"OpenMW has encountered a fatal error. crash dump saved to C:\users/gorde/OneDrive\doccuments\My Games/OpenMW/open-crash.dmp."

The crash recently just happened today after I updated my AMD drivers to 26.10.1. OpenMW tends to act weird and crash after I update the drivers, but usually restarting my PC usually fixes it, but this time it didn't. I found a post from 3 years ago that had a similar issue to mine, and one of the comments said to "Disable Archive Invalidation" in M02. I don't have M02 installed. Does anyone know a quick fix?

Edit: I even started a new game and it crashes when I exit the boat. This happens on 0.49 and 0.51.


r/OpenMW • • 1d ago

Pessoal pode me ajudar no OpenMW pra Android ?

0 Upvotes

Oi pessoal só quero fazer uma pequena pergunta? então não sei se sou o único ou tem outras pessoas que estão assim mas eu tenho o TES Morrowind original nas steam eu peguei os arquivos pra jogar mas quando eu aperto pra jogar ele fica com a tela preta fica entre 2 a 3 segundos e o aplicativo fecha e quando eu entro novamente pra jogar ele fecha e aparece dizendo que o aplicativo não estar respondendo e fecha novamente alguém pode me ajudar com isso ?


r/OpenMW • • 2d ago

Open MW steam deck companion app tests

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7 Upvotes

What are some functions that you would want on a Wii u style interface for open Morrowind? Trying to pull ideas for features from the community so it can be a robust companion app style interface.

We already have functioning inventory, polling and management as well as a preview of the character, including stance changes from magic to melee as well as their current equipment.


r/OpenMW • • 2d ago

Four of my frost giants for an upcoming mod adding them as new bosses!

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29 Upvotes

r/OpenMW • • 3d ago

No More Sorrow: One Last Blow for OpenMW Independence

307 Upvotes

Dear friends, I’m back again with another amateur video edit :) You may remember my post from last week about the lack of animations. Well, that problem is basically solved now. Thanks to a gold mine I found on GitHub, we finally have a real solution. Some of you may still remember Ryzom, the 2004 MMORPG. It was something of a cult game in its time and still has its own community today. After the original developer/publisher went bankrupt, the game’s source code and many of its assets were released in 2010 under CC BY-SA 3.0 and the Free Art License 1.3. At first, this 37-star repository didn’t really catch my attention, but once I realized what was actually inside, I honestly didn’t know where to start. Most of the files are in .max format, and I’m currently converting them to NIF and adapting them to the bodies used in the OpenMW Free Asset Library. So far, locomotion and combat are done. I’ve also converted 112 different creatures, together with their animations, into NIF format. There are 14 male animation families and 13 female animation families, with a total of 1,529 male and 1,280 female animation clips — 2,809 clips altogether. The animation families are: Aquatic, Combat, Crafting, Facial, Gathering, Idle, Interactions, Locomotion, Magic, Mounted, Reactions, Review, Social, and Transitions. I’m posting this today so more people can see what’s coming; during the week, I’m planning to finish the full animation conversion and publish it.

You may reasonably ask why I keep doing this kind of archival work. The simple answer is that I don’t trust AI when it comes to animation and 3D modeling. There have also been cases where some AI 3D generation platforms appeared to use other people’s assets and present the results as if they had created them themselves. I could hire a modeler, of course, but so far I haven’t found anyone who is genuinely interested in working on this project with me. You could also ask why I don’t simply use the many websites full of 3D models, but the problem there is that every asset has a completely different visual language. The real strength of the OpenMW Free Asset Library is that the assets actually feel like they belong together. With this upcoming update, I think we’ll finally reach the point where people can start building completely independent games from scratch in OpenMW without relying on Morrowind assets. Thank you all for the interest and support. I’m always open to technical help from anyone who wants to contribute. Take care!

https://github.com/ryzom/ryzomcore_graphics


r/OpenMW • • 2d ago

Almalexia missing.

0 Upvotes

I seem to be missing a rather big City running the Total Overhaul..


r/OpenMW • • 2d ago

Help running on android 16?

2 Upvotes

A couple years ago I got mw running on an android I had through omw. That phone had since died and id love to get it running on my new phone but I keep running into issues. Ive got all the things the walkthroughs say I need but I keep running into "not found" errors. Is there a trick to it like i need to have all the files in one folder or have the folder named a specific way? Or will it just not run on the latest android version?

Due to my housing situation I cant just run my goty edition on my Xbox or I would. 😆 but id love to get it running on my phone again, if possible.


r/OpenMW • • 2d ago

Openmw touch controls setup/ templates and use

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1 Upvotes

r/OpenMW • • 3d ago

Made a mod adding six new coloured flame spell effects!

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49 Upvotes

https://www.nexusmods.com/morrowind/mods/60659

They are unique spell effects distinct from the vanilla flame effect and can be used in spellmaking. They're distributed between npcs too, it should make magic fights most diverseand colourful. It also allows you to pick your favourite colour whie still using fire :p


r/OpenMW • • 3d ago

Immersive Boat Travel Test – OpenMW

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18 Upvotes

r/OpenMW • • 3d ago

Mods for a first time playthrough on Steamdeck?

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3 Upvotes

Essentially title; I’m wanting to do a first time playthrough, and I’m gonna set up openmw on my steamdeck. As I understand it, many mods don’t play nice with Linux, so I’ll be limited, but I don’t really know what will be or won’t be best/possible. I’ve heard of I Heart Vanilla, but I don’t know how to see which mods there work. To save me potential headache, has anyone been through a similar situation? I’d like to not entirely overhaul the game and keep the vibe, but fix some QoL things like slightly faster running speed, etc. Thanks in advance!


r/OpenMW • • 4d ago

Odd Jobs - Guild Work (Radiant Jobs Mod)

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416 Upvotes

So this is my fifth mod, and I think it's the one with the most potential. It's called Odd Jobs and Guild Work. (BETA) Excited to start work on a framework for custom jobs/open world dynamic events.

https://www.nexusmods.com/morrowind/mods/60635

A lot of the jobs happen out in the open world. Take one and the mod builds the scene for you, like smugglers landing on a beach at night or bandits holding up a road. When you're done it all gets cleaned up and the world goes back to normal.

I made it to give you another reason to wander. Morrowind is full of caves, ruins and little spots you walk right past, and I wanted notices that point you toward them and turn the trip into a small story. None of the jobs touch quest locations, so they're safe to take, and a lot of them send you places you probably missed on your playthrough. Work for the guilds also builds a bit of reputation with them, so it feels like you're actually part of things.

Notices get pinned on the outside walls of taverns, guild halls, Legion forts, East Empire Company offices and village inns. Nothing is hand placed. The mod finds real buildings, picks a wall by the door and pins the papers there, so it works across Vvardenfell and TR without me patching every cell. Click one and you get the board. Every paper looks like whoever posted it. A farmer's note is a stained scrap, the Fighters Guild has its own paper and seal, and the Legion posts proper orders. Take a job and its paper comes off the wall.

How the jobs work:

- enemies only show up after you take the contract. walk through a cave without the job and it's exactly how it normally is

- when you get there, the mod builds that job's group or open world scene right then. when you finish, drop it or let it expire, everything it added gets cleaned up. no leftover bodies and no permanent bandit camps from jobs you skipped

- some stuff only happens under the right conditions. smugglers and rituals come out at night, wreckage washes up after rain, and different regions post different trouble

- jobs don't scale to your level. each one shows its difficulty on the notice, one to four daggers. easy and normal stay fair for a modest character, dangerous gets you a named leader with backup, and elite is rare, only posted at big city guild halls, and a real fight

Kinds of work so far:

- clear out a cave, mine, ruin or tomb

- bring something back. sometimes it's in a chest, sometimes it's just sitting on a shelf and you have to look around (Detect spells can be useful here)

- bounties on named leaders, bring back their signet

- places you already cleared can get new tenants, and a champion you let go might come back tougher

- open world jobs: a wrecked cart missing its strongbox, bandits stopping people on the road, a beast taking herds, a lost guar you walk home, a smuggler drop on the beach at night, a ritual on a hill you have to stop in time, a stolen tax wagon, pirates holding a cove and more

- goods wanted. the Fighters Guild wants arrows and armour, the Mages Guild wants ingredients and soul gems with a specific soul in them, Legion forts put in supply orders. East Empire Company after bulk and rare goods, they pay the full value plus a bit, not the cut a merchant gives you

Jobs can take a turn too. A leader might surrender and offer you gold, a note might show the poster lied about who owns the thing, another adventurer might beat you there, or a letter on a leader points to another hideout and a follow up job goes up on the board.

Every system has its own toggle, so if you don't like something/buggy you can just switch it off. You can even set how exact the directions are, all the way down to nothing but what the notice says if you'd rather find it yourself.

The open world events are what I'm most excited about going forward. Down the road I want to release the core as a framework, so other modders can make their own jobs and events and just let it handle the spawning and cleanup.

It's still a beta. I'd try it on a new save or one you don't mind messing up, not your main character. If something breaks or a fight feels way off for its difficulty, tell me which job and where, that helps a ton. Also bind a key for the contract log in Options > Scripts > Odd Jobs, it doesn't have one by default.

Needs OpenMW 0.51, Tamriel Rebuilt, Tamriel Data and UIToolkit. Economy Plus is optional, if you have it the goods orders use its prices.

https://www.nexusmods.com/morrowind/mods/60635

if you're into this kind of stuff I've made a few other openmw mods too:

Economy Plus

https://www.nexusmods.com/morrowind/mods/60369

OpenMW Immersive Eyes-Body Reactions

https://www.nexusmods.com/morrowind/mods/60045

OpenMW NPC Personality - Dynamic Gestures

https://www.nexusmods.com/morrowind/mods/60121

OpenMW Immersive Sounds - 1st Person Body

https://www.nexusmods.com/morrowind/mods/60196


r/OpenMW • • 4d ago

Error with Openmw-ds

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7 Upvotes

Any ideas?


r/OpenMW • • 3d ago

Mods on OpenMw-VITA

1 Upvotes

im so tired of trying to add mods on my morrowind-ps vita, i tried what they said on the github but nothing works... even asked on a big discord server but nobody knew how to. Anyone knows someone who did ? I'm only trying to add a mod which adds follower npcs (not even adding npcs, just the possibility of asking npcs to follow you.) I've been trying everything, from putting the esp in the openmw/mods/<nameofmod> folder to trying to add it in the data files cfg doc by name.esp.... (the second one makes my game crash when i boot it) my main menu is also telling me to "press select when boot to add mods" which doesn't work either.
Love this game and this port but i feel like my problem is very niche and nobody ever asked that on the internet aha


r/OpenMW • • 3d ago

my character sheet disappeared??

1 Upvotes

help?? I'm in the middle of the main quest. killed gothren for the telvanni hortator quest. open menu to make sure I didn't get a bounty in the process and well... the character menu is just gone?? I loaded a save, restarted the game, it's just missing?? how can I fix this????


r/OpenMW • • 4d ago

OpenMW - Map Mod: Quest Map Markers

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1 Upvotes

r/OpenMW • • 4d ago

A heads up for Bazzite users installing MOWM modlists

5 Upvotes

Due to the nature of Bazzite, you'll run into lots of library errors while trying to run the configuration tool for a standalone OpenMW installation. This can be rectified by putting the following in front of your command:

LD_LIBRARY_PATH="path_to_lib_folder${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"

So, in my case it was LD_LIBRARY_PATH="/home/bazzite/Documents/OpenMW/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}" ./momw-configurator-linux-amd64 config --verbose --run-navmeshtool --run-validator morrowind-starter-pack

What this does is tells everything that gets loaded by the configurator not to ask the OS for libraries but to instead get them from the designated directory. This fixes ALL the problems and it runs smooth as butter. I'm now playing the Morrowind Starter Pack on my Bazzite console mini-PC.


r/OpenMW • • 5d ago

YOOO MY GAME FILES ARE STILL HERE!!

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36 Upvotes

So I recently updated my pc from windows 10 32 bit to 64 bit and I had openmw .46 and I thought my game would be deleted but I still have my saves!


r/OpenMW • • 4d ago

NCG + Skill Evolution Heavy Armor Leveling

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3 Upvotes

Whenever I gain a point in Heavy Armor naturally (e.g. by getting hit while wearing heavy armor), the skill's extra base modifier increases instead of the base value increasing as expected. Not sure it the same happens with any other armor type. Leveling skills like long blade and destruction seems normal.

These gains do not contribute to my leveling, slowing it down. However, training heavy armor with trainers does seem it increase normally, without any modifier shenanigans.


r/OpenMW • • 5d ago

Playing Morrowind for the first time as a Skyrim lover and holy shit

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6 Upvotes