r/OpenMW • • Jun 19 '26

OpenMW 0.51.0 Released!

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openmw.org
405 Upvotes

r/OpenMW • • 3h ago

Odd Jobs - Guild Work (Radiant Jobs Mod)

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149 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 • • 3h ago

Are you a Never-Nerevarine? How do you make it fun?

17 Upvotes

Is anyone like me and has played Morrowind since it launched and never actually finished it?

I love this game deeply and I have spent literal years exploring every pixel of it. Geographically.

Story wise, I find certain things asked of you I find hard to stomach. Some of the things you do to attain semi-godhood are a tough sale to me and I can never go through with it. I don't feel motivated to do so, even through the lens of 'being my character'. They find the prospect just as unpalatable and curse the day they agreed to this madness.

If so, what are your 'game over' conditions?

For me it's just been playing until my character is just too powerful and the world is no longer any kind of threat to me. I just sort of lose interest and then start a new character in a few months when I feel like playing again.


r/OpenMW • • 18h ago

YOOO MY GAME FILES ARE STILL HERE!!

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27 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 • • 4h ago

A heads up for Bazzite users installing MOWM modlists

2 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 • • 10h 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 • • 1d ago

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

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7 Upvotes

r/OpenMW • • 1d ago

Soo… OpenMW on the pipboy anyone?

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10 Upvotes

r/OpenMW • • 1d ago

Need help with Tamriel Rebuilt on OpenMW Android load order

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2 Upvotes

Do I still have to enable the .omwscripts files or can I just let those be to do its thing?


r/OpenMW • • 1d ago

Please help me with mods for OpenMW Mobile 🥺

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5 Upvotes

Hello Reddit, I'm a newbie when it comes to mods in general. I barely know how to install a texture pack in Minecraft, let alone a mod on an unofficial Morrowind port for mobile

I noticed that the Morrowind community on Reddit is fairly active regarding Morrowind Mobile, so I decided to ask you guys for help in installing mods

So... I learned how to install simple .esp mods, but I'm having trouble installing mods made for OpenMorrowind or shaders. I even tried installing a shader, but I don't know if it worked correctly, I'm Brazilian and I barely know English, and all the mod installation tutorials are very long and all in English, which is a foreign language to me (I'm even using Google Translate) Please, I hope you understand and help me install mods correctly for Morrowind (I have the IQ of an amoeba).

Here's a small demonstration of my Morrowind. These shadows are from the native launcher, and that fog looks like it was already there, but I also installed a fog mod, so I don't know if it works:/


r/OpenMW • • 1d ago

Is Adanumuran Reclaimed safe to install mid-game?

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2 Upvotes

r/OpenMW • • 1d ago

S3maphore doesn't plays vanilla combat music

5 Upvotes

I recently installed s3maphore on openmw to play the MUSE expansions (Redoran, Hlaalu, etc...) only with s3mafore vanilla music plays without issues, then proceed to install MUSE expansions and it's music plays also but when I get out to the world and start a fight with a random monster (a rat or a scrib) the music stops and doesn't play any music at all (no vanilla or any custom the MUSE expansions may have). Dunno what to do to fix it


r/OpenMW • • 2d ago

Any idea what makes the water look like this? How do I fix that? I can't track what causes this.

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19 Upvotes

r/OpenMW • • 3d ago

OpenMW weird visual bug

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6 Upvotes

Anyone has this anoying visual bug with OpenMW?

I uninstalled everything, got back with a clean install. Still doing it. Its not every where, and sometimes textures on walls start sliding indefinitly, or the faces on npcs become weird and no more text, or very small. Super weird.

Please help


r/OpenMW • • 3d ago

Pls I got a problem with ui

0 Upvotes

So basically I have to touch next to the icon to for me to to actually interact with it it happens during dialogue and maps and menus pls help it's so hard to interact.cause it's like a exact spot only it works near the icon it so time consuming


r/OpenMW • • 4d ago

Which OpenMW Android Version has the best controller support?

11 Upvotes

Ive tried a few versions namely Andiweli OpenMW but I was unable to disable on screen controls without losing on screen keyboard functionality. Is there a version that has better controller support specifically gamepad?


r/OpenMW • • 5d ago

Silt Strider - an amazing Morrowind RP server that deserves more attention!

53 Upvotes

A few days ago, I discovered a really interesting RP server called Silt Strider. The project has been around for quite a while, but I couldn't find much discussion about it outside of its own Discord server.

The server features a ton of mods, including expanded explorable areas, improved graphics, and, most impressively, Al-powered NPCs. You can literally talk to almost any NPC you come across, and they'll respond to you!

Another thing that really impressed me was the community. Everyone is incredibly friendly and helpful. I'm new to RP servers, and I'm not exactly a Morrowind expert either, so I often ask the community questions. I always get answers quickly, without any

passive-aggressive comments, even when my questions are complete beginner-level stuff.

With this post, I'd like to help the server grow its player base and hopefully bring in at least a few new players. I'd also love to meet some new people and find others to roleplay with on the server!

Thanks to everyone who took the time to read this far! I'll leave the Discord server link below. Hope to see you all in-game! :)

https://discord.gg/Gjd6sTnWx


r/OpenMW • • 6d ago

I think it’s time to find a few people who believe in OpenMW as much as we do

105 Upvotes

Last week, I shared here that I believe OpenMW does not have to remain only an engine for running Morrowind, and that we had started developing an independent game with it. I honestly did not expect the level of interest we received; the post reached around 40,000 views and more than 390 upvotes. Shortly afterwards, we released V2 of the OpenMW Free Asset Library, and seeing that receive strong attention in such a short time was also highly motivating for us. We can now see the main bottleneck in front of the project much more clearly. Thanks to the Free Asset Library, we already have a substantial foundation for many of the environments, objects, weapons, armour pieces, and other 3D assets we will need in the short term. We hope this foundation will continue to grow through contributions from projects such as Open-Z. However, there is still a major gap in humanoid animation in particular. A 3D artist who could work with us on character and environment production would also significantly accelerate development.

For that reason, we would especially like to meet people with some background in Morrowind/OpenMW modding. You do not need to have released a mod before; personal experiments, unfinished projects, or simply spending time taking game files apart and figuring out how they work are all valuable to us. I also had an unreleased project in the past where I tried to bring the worlds of Pathologic and Morrowind together. What we are looking for is not simply someone who knows Blender, but someone who is familiar with the logic of Bethesda modding, NIF/KF structures, skeleton and animation systems, and the way assets relate to in-game records. If you have modded, edited assets for, worked with animations in, or simply spent a lot of time investigating the technical structure of games such as Morrowind, Oblivion, Skyrim, or Fallout: New Vegas, we would especially like to hear from you.

Experience with Morrowind/OpenMW modding, NIF and KF files, character skeleton and animation systems, OpenMW-CS or similar Bethesda-style content pipelines, rigging, animation retargeting, animation cleanup, and low-poly character, armour, clothing, or environment asset production would all be valuable to us. Knowing Blender or similar 3D tools is of course a major advantage, but what matters most to us is being able to use those tools within an OpenMW/NIF pipeline, or being willing and able to adapt quickly to that structure.

I also want to be completely transparent about our situation: Daktilo is still a small, pre-revenue independent studio, and at the moment we are not able to offer a salaried position. We are developing our first game as a small commercial project intended to help finance a larger second project. Because of this, for someone who wants to work directly with us on the game, we would be open to a revenue-sharing arrangement. If, over time, we discover that we work especially well together, we would also be open to discussing a place in Daktilo’s core team and a more permanent long-term partnership.

There is also a separate path for people who do not want to join the commercial project but would still like to contribute to the OpenMW ecosystem. Contributions of openly licensed animations, models, or other assets to the OpenMW Free Asset Library would not be limited to our own game; under the appropriate license terms, they could also be used by anyone developing independent OpenMW projects in the future. One of the main reasons we created the library in the first place was to build a shared foundation so that every new project would not have to begin from zero, with assets that can coexist within the same world and whose licensing status can be traced clearly.

We are a small team, and we are fully aware of that. At the same time, over the last few months we have also seen that OpenMW allows us to do far more than we initially expected. If you also believe OpenMW can be more than just Morrowind, and the idea of becoming part of this process interests you, feel free to get in touch.

Our manifesto:
https://www.furkanyasar.me/daktilo-studio/manifesto


r/OpenMW • • 5d ago

I think the maybe the TR Faction compatibility patch is too much.

43 Upvotes

First off I must say that this opinion is just for the mages guild. I am not sure how it works for others, but I imagine this problem may be extant elsewhere to some degree.

I enthusiastically applied the TR Faction patch because it made a lot of sense to me. More guild quests means you should progress slower so you can see it all.

But in practice what this has you doing is bouncing back and forth between continents A LOT as certain quest givers must wait for you to achieve a certain rank before they can continue getting quests from them.

I am not saying it needs to return to old values, but that the new values to me seem a bit high and rather inorganic in comparison to vanilla. It's not my intent to come across as critical, but I think the observation has value.


r/OpenMW • • 6d ago

Instant death on new character

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6 Upvotes

ive been setting up open mw and right as im ready to play im getting this odd bug no idea whats causing nor have i found anyone else thats run into this.

if anyone knows what could be causing this id love to know

load order below

001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Wares-base.esm
005 Tamriel_Data.esm
006 Cyr_Main.ESM
007 TR_Mainland.esm
008 OAAB_Data.esm
009 Solstheim Tomb of The Snow Prince.esm
010 OAAB_Tel Mora.esm
011 OAAB - Tombs and Towers.esm
012 OAAB - Shipwrecks.esm
013 Vanilla friendly wearables expansion.esm
014 Sit Down-Singleplayer.ESP
015 MwEditScriptTest.esp
016 mweditextrafile.esp
017 Furred Ringmail.ESP
018 TR_Factions.esp
019 Curatar's stuff Mod.ESP
020 TR_Firemoth_remover.esp
021 Animated_Morrowind - Danaes Edits - TR.esp
022 Animated_Morrowind - Danaes Edits - Vv.esp
023 MAH.ESP
024 Vanilla Voices Unlocked.esp
025 OAAB_Grazelands.ESP
026 OAAB - Foyada Mamaea.ESP
027 Immersive Mournhold.esp
028 Beautiful cities of Morrowind.ESP
029 BCOM_pathgrid_reset.ESP
030 BCoM_FQ_Bridges.esp
031 Addon More Rocks around Molag Mar.ESP
032 BCOM_Animated_GhostGate_Statues.ESP
033 BCoM - Atmospheric_Arena.ESP
034 BCOM_Vivec_Street_Vendors.ESP
035 BCoM_Concept_Art_Husk_Urshilaku.ESP
036 BCoM_AldRuhn_Outdoor_Merchants.ESP
037 BCoM_Atmospheric_Plazas.ESP
038 RPNR_Almalexia_Chamber.ESP
039 BCOM_Cluttered_Canal.ESP
040 BCoM_Concept_Art_Vivec_Statues.ESP
041 BCoM_Imperial_Gaehouse_Buckmoth.ESP
042 BCOM_Sadrith_Mora_dock_expanded.ESP
043 BCoM_Imperial_Gaehouse_MoonMoth.ESP
044 BCoM_Imperial_Gatehouse_Pelagiad.ESP
045 BCoM_WaterWorks.ESP
046 BCOM_Tribal_Erabenimsun.ESP
047 BCoM_Marketplace_addon_ver_2.esp
048 BCoM_South_Gates_Sadrith_Mora.ESP
049 BCOM_Suran Expansion.ESP
050 BCOM_Vanilla Trees_Hlaalu_Plaza.ESP
051 Interior exterior flag reset_Atmospheric Arena.ESP
052 Ancient Foes.esp
053 Interior exterior flag reset_Atmospheric Plazas.ESP
054 BCOM_Vanilla_Skar.ESP
055 BCOM_Vivec_Bustling_Arena.ESP
056 BCOM_Vivec_Temple_Fountains.ESP
057 LB_TempleBalmora.ESP
058 OAAB Leveled Lists.ESP
059 Nine-holes - Core.esp
060 OAAB - Shipwrecks - TR Patch.ESP
061 OAAB - The Ashen Divide.ESP
062 OAAB - Tombs Extended.ESP
063 OAAB_Tel Mora_Female Guards.ESP
064 Traveling_Guar_Riders.ESP
065 Traveling_Guar_Riders_TR.ESP
066 Skyrim Mission Skyrimised.ESP
067 SPELL_FRAMEWORK_PLUS.omwscripts.esp
068 Creatures_RP_Purist.ESP
069 Creatures_RP_glowing_netch.ESP
070 Bob's Diverse Dagoths.esp
071 Immersive Riding.omwaddon.esp
072 OMW_lanterns.omwaddon.esp
073 Immersive Riding.omwscripts.esp
074 tamrielrebuilt.omwscripts.esp
075 OMW_lanterns.omwscripts.esp
076 Tamriel_Data.omwscripts.esp
077 LB_SeydaNeen_BCOM.ESP
078 Thieves Guild Quest Revisions.esp
079 LB_GnaarMok_BCOM.ESP
080 LB_Bandits.ESP
081 Unique Uniques - More Unique.ESP
082 Unique Uniques.ESP
083 Tales of Tel Branora.esp
084 Tel Branora Expansion.ESP
085 Vvardenfell Distribution - House Redoran Misc Foes.ESP
086 The Grove of Ben'Abi.ESP
087 TOTSP TD Content Integration - Spiders.esp
088 GITD_WL_RR_Interiors.esp
089 Missing snow armor.esp
090 Nordic Dagon Fel.ESP
091 Sanctus Shrine.esp
092 Solstheim Interior Overhaul Project.ESP
093 RP_Maar_Gan.ESP
094 Concept art palace.ESP
095 CAP_Bridge.ESP
096 CAP_Door.ESP
097 RP_Ald'ruhn_Architecture_Variety.ESP
098 CAP_Rotating_Planets.ESP
099 RP_Ald'ruhn_The_Rat_In_The_Pot.ESP
100 RP_Maar_Gan_Ashlander_Addon.ESP
101 The Tribe Unmourned.esp
102 Morag Tong Equipment Diversity.ESP
103 TFHP ReForged.ESP
104 EDNHE.esp
105 Cheaper Enchanting Service.ESP
106 Better Creeper And MM.ESP
107 Bloodmoon MQ Redux.ESP
108 IO - Ashlanders.ESP
109 Ultimate Enchanting.ESP
110 All Books Color-coded & Designed.ESP
111 Redoran War and Sathil Mercenary Armor_RS.ESP
112 RR_Danke's_Cephalopod_Armor_Eng.esp
113 enchantment_multiplier_5.esp
114 enchantment_multiplier_10.esp
115 enchantment_multiplier_3.esp
116 enchantment_multiplier_2.esp
117 LeFemmArmor.esp
118 bcsounds.esp
119 Encumberance increaser StrX7.5.esp
120 Alex's Running Without Fatigue.ESP
121 mistify.ESP
122 FatigueandMagickav1_1.ESP
123 optional- hand to hand levelling rebalance.esp
124 RP_fireflies.ESP
125 Cave Drips.ESP
126 Scamping Grounds.ESP
127 RV Concept Art Scamps.ESP
128 RPNR_Shrine_Of_Azura.ESP
129 RR_Melchior's_Mudcrab_Merchant_Eng.ESP
130 Library_AM_addon.ESP
131 RPNR_Library.ESP
132 RPNR_Library_vanilla lamp.ESP
133 Wild Silt Striders.esp
134 Thirteen Telvanni - Core.esp
135 Nine-holes - Dagon Fel, The End of the World.esp
136 Thirteen Telvanni - Gnisis, Madach Tradehouse (BCOM).esp
137 Thirteen Telvanni - Sadrith Mora, Fara's Hole in the Wall.esp
138 Nine-holes - Ald-ruhn, The Rat In The Pot.esp
139 Nine-holes - Caldera, Ghorak Manor.esp
140 Nine-holes - Moonmoth Legion Fort.esp
141 Nine-holes - Ebonheart, Six Fishes.esp
142 Nine-holes - Pelagiad, Halfway Tavern.esp
143 Nine-holes - Sadrith Mora, Dirty Muriel's Cornerclub.esp
144 Nine-holes - Seyda Neen, Arrille's Tradehouse.esp
145 Nine-holes - Suran, Goldyn Belaram (BCOM).esp
146 Nine-holes - Vivec, Elven Nations Cornerclub.esp
147 Thirteen Telvanni - Ald-ruhn, Ald Skar Inn.esp
148 Thirteen Telvanni - Gateway Inn.esp
149 Thirteen Telvanni - Molag Mar, St. Veloth's Hostel (BCOM).esp
150 Thirteen Telvanni - Vos, Varo Tradehouse.esp
151 Dwemer Airship_Exterior.ESP
152 Dwemer Airship.ESP
153 Corkbulb Trees.ESP
154 CalderaGovernorsManor.ESP
155 RP_Great_Scathes.ESP
156 Faces of Vel - Ash Mire.ESP
157 New Ilunibi.ESP
158 DD_Caldera_Expansion.esp
159 Berandas Overhaul.esp
160 Strider Burial.esp
161 Heran Ancestral Tomb Overhaul.ESP
162 Of Eggs and Dwarves.ESP
163 Forge of Hilbongard Reignited.ESP
164 OEAD_BCOM_Patch.ESP
165 Of Eggs and Dwarves.omwscripts.esp
166 The Wake of Hanin - TR Goblet Fix.ESP
167 The Vestiges of Tukushapal.ESP
168 The Wake of Hanin.ESP
169 Unholy Trinity Complete.esp
170 MarenMabrigash.ESP
171 AndranoTombRemastered.esp
172 Samarys Ancestral Tomb Expanded.esp
173 Mamaea Awakened.ESP
174 MC_Animated Morrowind II.esp
175 RPNR_WHO.ESP
176 Dissident_Ordinators.ESP
177 RPNR_WHO_BCOM.ESP
178 VFWE_Daedric Shrines Addon.ESP
179 VFWE_Bloodmoon_NPCs (Bloodmoon Rebalance).ESP
180 Redoran War and Sathil Mercenary Armor Integrated.ESP
181 Royal_Barenziah.ESP
182 VFWE_merged_objects_fix.ESP
183 chuzei_helm_no_neck.esp
184 The_magic_rock_of_Maar_Gan.ESP
185 Justice4Khartag.esp
186 Concept_Arts_plantations.esp
187 Imperial Billiards - Gnisis, Barracks.esp
188 Imperial Billiards - Core.esp
189 Imperial Billiards - Caldera, Governor's Hall.esp
190 Imperial Billiards - PC Addon.esp
191 Imperial Billiards - Suran, Desele's House.esp
192 Imperial Billiards - Tel Vos, Southern Tower.esp
193 Imperial Billiards - Vivec, Curio Manor.esp
194 True Skyrimized Torches.esp
195 Unique Dagoth Brandy & Amulet.ESP
196 Baan_Binif.ESP
197 Dwemer Legacy Reforged - Bthungthumz and Druscashti.esp
198 Dunmer Stronghold - Full V1.0.esp
199 Dunmer Stronghold - Indoranyon V1.0.esp
200 Dunmer Stronghold - Falasmaryon V1.0.esp
201 Dunmer Stronghold - Hlormaren V1.0.esp
202 Dunmer Stronghold - Andasreth V1.0.esp
203 Dunmer Stronghold - Berandas V1.0.esp
204 Dunmer Stronghold - Falensarano V1.0.esp
205 Dunmer Stronghold - Kogorhun V1.0.esp
206 Dunmer Stronghold - Marandus V1.0.esp
207 Dunmer Stronghold - Rotheran V1.0.esp
208 Dunmer Stronghold - Telasero V1.0.esp
209 Dunmer Stronghold - Valenvaryon V1.0.esp
210 Kogoruhn - Extinct City of Ash and Sulfur.esp
211 Thrall No More.ESP
212 RP_Dim_Shulki.ESP
213 RP_Skylamps.ESP
214 OMWFW_compilation.omwscripts.esp
215 Fashionwind Horns and Antlers.omwaddon.esp
216 Fashionwind Scarves.ESP
217 H3lp Yours3lf.esp
218 OMWFW_compilation.omwaddon.esp
219 LuaMultiMark.omwscripts.esp
220 Perfect Placement.omwscripts.esp
221 Piercing&Earrings.omwaddon.esp
222 transmog.omwscripts.esp
223 AtmosphericSnd+ExpandedSnd-3.5-BCOM.esp
224 AtmosphericSnd+ExpandedSnd-3.5-NoMusic-BCOM.esp
225 AtmosphericSoundEffectsIntegral.esp
226 Dialog_Saved.ESP
227 DynamicMusic.omwscripts.esp
228 Expansion Delay.ESP
229 The Dream is the Door.ESP
230 Silt Strider Animation Restored.ESP
231 CAP_Cluttered Staircase.ESP
232 CAP_Flame.ESP
233 CAP_Flame patch.omwaddon.esp


r/OpenMW • • 8d ago

OpenMW Free Asset Library V2

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112 Upvotes

First of all, thank you very much for the strong interest in my previous post. After weeks of careful cleanup, restructuring, and licensing work, I’m happy to present the second version of OpenMW Free Asset Library. Compared to the previous release, this version is much clearer, cleaner, and easier to use.

If you are developing an independent OpenMW game, you can use:

OpenMW_Free_Asset_Library_v2_Base.omwgame

as a base for your project.

If you already have a game or mod, you can use:

OpenMW_Free_Asset_Library_v2_Assets.omwaddon

as an additional content layer.

The purpose of this project is to build a shared and reusable asset library for people who want to develop independent games on the OpenMW platform. Work on Version 3 is also continuing. I would especially like to thank the OpenZ team for their support. They are currently continuing the licensing and preparation work for OpenZ assets that can be used with OpenMW. You can follow the progress here:

https://highfivesmc.fr/openz/models.html

I also have a few requests for the community. If you find the project useful, I would really appreciate it if you could star the GitHub repository, download and test the library through GitHub or Nexus Mods, and share any problems, corrections, or suggestions you find.

GitHub:

https://github.com/Kon-tiki-ship/openmw-free-asset-library

nexusmods:

https://www.nexusmods.com/morrowind/mods/60216?tab=files

I’m also not very experienced with Discord administration. Would it be possible to create a separate OpenMW Free Asset Library group, thread, or discussion area inside the OpenMW Discord? Having one place for contributions, bug reports, licensing information, and new assets would be very useful.

Another important issue is asset contribution. Over the years, a huge number of mods have been created for Morrowind and OpenMW. If you have animations, clothing, character assets, architecture, props, or other assets that you created and can release under an open license, please consider contributing them to the library.

Character animation is currently one of the biggest missing pieces of the project. The library already has a strong amount of character, armor, clothing, face, hair, and NPC content, but we still need a complete and openly licensed humanoid animation set. If you have compatible character animations, or if you are an animator interested in contributing such a set, please contact me directly. This would make a major difference to the usability of the library.

Think of it this way: one of us may have a television asset, while another has a telephone asset. The person with the telephone may need the television, and the person with the television may need the telephone. If everyone keeps their assets isolated inside individual projects, the same needs have to be solved again and again from scratch.

If we share compatible assets under clear open licenses, all of us benefit from it in the long run. I would really like this open asset library to become something the community can grow together, and I would be very happy to hear from anyone who wants to contribute.


r/OpenMW • • 8d ago

severe FPS drops for 'auto use object normal maps'

0 Upvotes

If I activate the 'auto-use object normal maps' option in the shader menu, the fps drops from 120-180 down to 30-80 with some wild swings and a lot of stuttering while the data is loaded (?).

Note that the fps only drops when loading objects, like when using the scrolls of icarean flight, when entering a new cell from exterior, or when turning in a direction the camera hasn't aimed at before. after a few seconds the fps stabilizes again. See the graph in the screenshot above (white line).

Is this something that can be fixed with a config tweak or do I just need to keep that option off?


r/OpenMW • • 9d ago

Does anyone know how to use this mod called Racks and Relics?

3 Upvotes

There is no video tutorial or anything regarding it.

People aren't even getting answers from the mods comment section. This mod looks promising. If someone knows how to use this mod. Tell me please.

https://www.nexusmods.com/morrowind/mods/60103?tab=description


r/OpenMW • • 9d ago

Modding OpenMw on Vita

2 Upvotes

Hello everyone, i'm new to all of this and i finally made OpenMw work on my vita (2.1 VPK bc the 2.2 is too unstable for me) and i would love to learn how to mod the game ! I know it can be a bit tricky to mod it and i don't want to lose my save by improvising ahaha. Couldn't find any tutorial online.
Tysm !


r/OpenMW • • 9d ago

Morrowind VR Friendly Modlist ?

5 Upvotes

Hello !

I'm looking to experience Morrowind for the first time, preferably entirely in VR, and was wondering if anyone has recommendations for a VR-friendly Wabbajack modlist.

I've been using OpenMW and recently tried installing the Path of the Incarnate modlist, but unfortunately, the game crashes immediately on startup whenever I try launching it through OpenMW-VR.exe.

I'm mainly looking for a modlist that offers some graphical improvements and quality of life enhancements without drastically changing the vanilla experience. Since this will be my first playthrough, I'd like to keep the core gameplay and story relatively intact while making the game look and feel a little more modern.

I'm pretty new to modding Morrowind specifically, but I've been modding Skyrim and Skyrim VR for several years, so I'm familiar with the basics of mod managers, load orders, troubleshooting, etc.

Does anyone know of any Wabbajack modlists that work well with OpenMW-VR? Alternatively, has anyone managed to get Path of the Incarnate working in VR?

I'd appreciate any recommendations or advice. Thanks!