[HN Gopher] OpenMW 0.50.0 Released - open-source Morrowind reimp...
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       OpenMW 0.50.0 Released - open-source Morrowind reimplementation
        
       Author : agluszak
       Score  : 257 points
       Date   : 2025-11-07 13:25 UTC (9 hours ago)
        
 (HTM) web link (openmw.org)
 (TXT) w3m dump (openmw.org)
        
       | evanjrowley wrote:
       | This project never fails to impress me.
       | 
       | If you scroll to the bottom of the announcement, you'll see maps
       | from Skyrim, Fallout: New Vegas, and Oblivion loaded into OpenMW.
       | 
       | Games people spend 1000 hours playing earn a level of cultural
       | significance that deserves protection from rent-seeking
       | publishers. Each time Bethesda announces an update to Skyrim or
       | Fallout 4, I cringe, because what the updates do above all else
       | is break the existing mods. OpenMW is solving this problem for
       | older Bethesda titiles, but I am pessimistic about Elder Scrolls
       | 6 and Fallout 5. Those two are years away and already lost causes
       | IMHO.
        
         | kqr wrote:
         | Not to mention the immense effort from the modding community.
         | 
         | The _Tamriel Rebuilt_ mod opens up much of mainland Morrowind
         | for exploration (the official game covers only the island of
         | Vvardenfell) and it is huge. It 's as if they had released a
         | Morrowind 2 but made it twice as big and still in the exact
         | same style as the original.
        
           | ndriscoll wrote:
           | Also:
           | 
           | * Graphics updates with shaders for improved water and fog
           | (which you can combine with much higher view distance),
           | godrays, HDR, etc, improved meshes, improved grass, high
           | resolution textures with normal maps and PBR.
           | 
           | * Modernized UIs
           | 
           | * Multi-mark (extra marks as you level mysticism)
           | 
           | * Turn the books into audiobooks and add full voice acting if
           | you're a mild heathen.
           | 
           | * Combat and leveling system overhauls if you're a full
           | heathen.
           | 
           | https://youtube.com/watch?v=iFZm4VZnHy0
           | 
           | https://youtube.com/watch?v=9Hv-46CCd9I
           | 
           | https://modding-openmw.com/
        
           | 4ggr0 wrote:
           | one of my favorite games i've ever played is Enderal:
           | Forgotten Stories[0], total conversion mod for Skyrim. liked
           | it way more than Skyrim, includes some new gameplay elements
           | and the story is absolutely phenomenal. while playing it i
           | was constantly in awe of the fact that this was a free
           | conversion made by a low amount of people. played it for
           | about 90 hours over a couple of weeks.
           | 
           | [0]https://en.wikipedia.org/wiki/Enderal
        
         | akerl_ wrote:
         | > Games people spend 1000 hours playing earn a level of
         | cultural significance that deserves protection from rent-
         | seeking publishers.
         | 
         | It's not clear to me what you're suggesting here?
         | 
         | 1. Are you saying that the developer shouldn't be able to ship
         | updates to their game if those upgrades break 3rd party mods?
         | 
         | 2. Why would a game's developer's rights be restricted after
         | they ship something based on how many people use it or how much
         | society likes it?
        
           | afavour wrote:
           | > Are you saying that the developer shouldn't be able to ship
           | updates to their game if those upgrades break 3rd party mods?
           | 
           | Reading between the lines I think OP is suggesting backwards
           | compatibility is retained when publishing updates.
           | 
           | > Why would a game's developer's rights be restricted after
           | they ship something based on how many people use it or how
           | much society likes it?
           | 
           | I'm assuming OP's answer is something along the lines of
           | "because it's good for society". Why shouldn't society do
           | things that are good for society, even if they increase a
           | burden on a profit making company? Obviously every case is
           | different but the principle is sound, IMO. Like copyright
           | expiry. At the very least it's an interesting thought
           | exercise.
        
             | aidenn0 wrote:
             | Consider books in the vein of _Hardy Boys_ [1]. Many of
             | these books get revised over the years by the publisher.
             | Imagine if the book on your shelf changed and when you went
             | to read it again, the prose differed from how you
             | remembered. People can disagree as to the extent to which
             | the changes are good or bad (some are clearly fixes for
             | "whoa, that was racist even for the year it was published"
             | others are claimed by the original authors to have stamped
             | out the small bit of originality they were able to slip
             | past the editors), but something is lost when you lose
             | things the way they were originally experienced.
             | 
             | 1: For those who don't know, this is a kids book series
             | with a single pen-name, but with each book written for-
             | hire. _Nancy Drew_ and _Tom Swift_ were created by the same
             | publisher in a similar manner.
        
               | akerl_ wrote:
               | Nobody is coming into your house to change the bits on
               | your hard drive.
        
               | skotobaza wrote:
               | But publishers can restrict your access to the game if
               | you decline the latest update.
        
               | akerl_ wrote:
               | They can restrict your access to the server-side
               | infrastructure that they run, yes.
        
               | skotobaza wrote:
               | Which in turn makes some games unable to run anything
               | (even single-player modes).
        
               | afavour wrote:
               | Which is often required for the simple act of starting a
               | game, even if the game runs offline.
        
               | aidenn0 wrote:
               | It's been a while since I gamed, but auto-update on
               | launch was a thing even a decade ago.
        
               | jasonjayr wrote:
               | In a famous incident many years ago, Amazon "memory
               | hole'd" a copy of 1984 from people's _personal_ Kindles
               | when they lost the license to sell it.
               | 
               | https://www.npr.org/2009/07/24/106989048/amazons-1984-del
               | eti...
        
             | akerl_ wrote:
             | My pitch is that it's generally bad and dangerous for
             | society to make rules that retroactively apply based on how
             | the universe reacts to your action.
             | 
             | If I ship a game and my obligations about updates change
             | depending on how popular the game gets, that limits what
             | games I'm willing to release.
             | 
             | Sorry, No Man's Sky sold too many copies on day 1, so now
             | we can't ship any fixes that break backwards compatibility.
        
               | suddenlybananas wrote:
               | >make rules that retroactively apply based on how the
               | universe reacts to your action.
               | 
               | I'm struggling to understand what you mean. Almost all of
               | our rules depend on "how the universe reacts to your
               | actions".
        
               | akerl_ wrote:
               | Can you give an example?
               | 
               | To pick one of my own: defamation is something that is
               | determined based on your actions and the state at the
               | moment they happen. If I say something potentially
               | defamatory about you, it's judged based on what I knew at
               | the time, what I said, and how it would be understood by
               | a reasonable person at that time.
               | 
               | You can't rock up later and say "well looking back at
               | this thing you said 10 years ago, we now know it was
               | false" or that a reasonable person today would think
               | differently about it.
               | 
               | By contrast, if we made a rule saying that culturally
               | significant games are due some set of societal
               | protections, a game dev has no way to know if their game
               | would meet that threshold when they release the game.
        
               | why_at wrote:
               | I'm not the OP nor am I advocating for their point, but I
               | believe there are some cases, e.g. with car
               | manufacturers, where different regulations apply
               | depending on how many you produce. It's not too much of a
               | stretch to imagine something similar applying to how many
               | copies of a video game you sell.
        
               | akerl_ wrote:
               | Your example seems to agree with me?
               | 
               | Applying different rules based on how many of a physical
               | object a manufacturer produces is 100% something the
               | manufacturer knows at the time they take the action.
               | 
               | If the regulation says "manufacturers have a higher
               | standard for logging safety data for cars where more than
               | 10,000 were produced", the manufacturer knows the new
               | rule applies to them when they choose to build the
               | 10,000th car. They can opt to do or not do that.
               | 
               | The equivalent here would be if we said something like:
               | there are different regulations that apply to car
               | manufacturers if somebody drives one of their cars for
               | more than 10,000 miles. Because in this case, the person
               | making the car has absolutely no clue if or when that
               | will happen.
        
               | why_at wrote:
               | Yeah it's true that basing a regulation off of how much
               | any one customer uses the product seems impractical, but
               | I don't think that's necessarily what was being
               | suggested.
               | 
               | >Games people spend 1000 hours playing earn a level of
               | cultural significance that deserves protection from rent-
               | seeking publishers.
               | 
               | I just take this to mean that exceptionally popular
               | things should be subject to some protections and not
               | necessarily grant the original creators unlimited control
               | over them. One way of doing this would be to have some
               | regulation which forces companies to make their products
               | accessible to modders or open source projects like OpenMW
               | after they've reached a certain level of popularity.
               | Using copies sold as a proxy for popularity seems
               | reasonable to me.
        
               | akerl_ wrote:
               | Again: that's contrary to how our laws and regulations
               | work.
               | 
               | Having a rule that applies to game developers after
               | they've done something, entirely unrelated to anything in
               | their control, is frankly horrifying. "Sorry, you can't
               | ship any more breaking changes, your game hit a
               | popularity threshold yesterday".
        
             | mnahkies wrote:
             | I think backwards compatibility is desirable, but really
             | the bigger problem is the way that stores like steam
             | essentially force auto updates.
             | 
             | If you could pick the time to update, after you've read the
             | patch notes and/or waited for your favourite mods to
             | confirm compatibility/update that would solve most problems
             | regarding updates.
        
             | thewebguyd wrote:
             | > Why shouldn't society do things that are good for
             | society, even if they increase a burden on a profit making
             | company?
             | 
             | I agree. Look at how many times since 2011 Bethesda has put
             | some "new" version of Skyrim up for sale. I myself probably
             | bought the game at least 3 separate times.
             | 
             | At this point, Bethesda has made their money off of it and
             | then some, what's the harm at this point in opening it up?
             | Give it to the community under some form of no-commercial
             | use/sale license, as an act of public good. Outside of
             | excess profit, there's little reason to continue to hoard
             | IP after a certain time.
             | 
             | Would be nice if all offline games followed something like
             | that, although I fear if such copyright expiry was the law
             | we'd never see fully offline games again.
        
           | pfix wrote:
           | Ohh, these are excellent questions!
           | 
           | I understand OPs sentiment fully - and the response is
           | probably "it depends" :D
           | 
           | Culture and Art is a volatile thing and let's assume a game
           | and it's mods are a piece of culture and art. Then an update
           | of the original that interrupts the original aspects is
           | basically the destruction of art.
           | 
           | In olden times, in those 90s, when games were offline, you
           | could mod to your hearts desire and nobody could take it
           | away. And by now it's recognized as cultural heritage - even
           | though those old games become less and less appealing to the
           | audience that is used to better game ux (This is a bold
           | statement by me. My generation grew up with those graphics
           | and love them - our grandchildren will ask us why we did that
           | like they will never understand why people used those loud
           | noisy typewriters when you can tell your phone to write the
           | text up)
           | 
           | Still - typewriters are still usable. But copyright law and
           | online only games and forced updates really destroy that game
           | you played 10 years ago as you cannot (legally) access it
           | anymore. Mods can be updated but that requires recreating
           | that art - if still possible with changed APIs.
           | 
           | But then game developers need to life off something and
           | updating and improving games should always be in their right,
           | see no mans sky and how it changed over the years to be a
           | completely different game in a way that would not have been
           | possible otherwise.
           | 
           | IMHO it would be simple to keep significant old versions
           | available for the general public like WoW did with their
           | Classic rollback (not sure if this is the best example) - or
           | like system shock, there's the rewrite and there's the
           | original and everyone can use that version they prefer
           | without preventing the original developer from publishing and
           | improving.
        
             | akerl_ wrote:
             | WoW classic is a really odd example, because the developer
             | chose to ship it and made many changes to the underlying
             | game when they did so.
        
           | flohofwoe wrote:
           | > 2. Why would a game's developer's rights be restricted
           | after they ship something based on how many people use it or
           | how much society likes it?
           | 
           | IMHO this should mostly kick in after the original developer
           | has stopped supporting the game. E.g. what's commonly known
           | as abandonware, such abandoned games should automatically go
           | into the public domain, so that copyright or IP disputes
           | can't hinder fans who want to preserve the game. The
           | abandonware deadline needs to be much shorter than copyright
           | deadlines. Something like 5 years after the publisher stopped
           | 'exploiting' the IP would make sense.
           | 
           | Of course especially Bethesda is infamous for milking their
           | IPs until the sun goes supernova.
        
           | prmoustache wrote:
           | My opinion is that while assets could be licensed
           | differently, proprietary licenses for code should be illegal
           | and only code released under an osi approved open source
           | license should be published, commercially or not.
           | 
           | This should apply to all softwares not only games. That would
           | make portability accross operating systems easier, and allow
           | consumers to enjoy and maintain the products they buy
           | forever, even if the original developers do not want to
           | support and provide updates anymore.
        
             | akerl_ wrote:
             | Oh. Well that's certainly an opinion.
        
         | Pet_Ant wrote:
         | I've felt that properties that earn a certain threshold should
         | become public domain. You've made enough money, and now you are
         | part of the culture. The heft of having created a cultural
         | landmark or cornerstone ought to be enough weight to ensure
         | their other projects get enough of a boost.
        
           | FuriouslyAdrift wrote:
           | I keep hoping they'll release Cyberpunk 2077 for open
           | development. They abandoned the RedEngine and the city is
           | really well built.
        
             | throwaway314155 wrote:
             | Did they really abandon it after all that work? The engine
             | itself was basically the only interesting part of that
             | game! (ignoring gameplay-oriented engine stuff).
        
               | FuriouslyAdrift wrote:
               | They moved devlopment to Unreal 5
        
               | danso wrote:
               | Given how lackluster most everything was (beyond the
               | visual design of the city) -- e.g. physics, crowd
               | interaction, scripted events -- maybe the engine was what
               | held their creative vision back?
        
           | godshatter wrote:
           | I don't agree with respect to games that are still being
           | worked on by the dev studio, but I would like this for
           | abandoned games, where the studio no longer exists.
        
             | popcar2 wrote:
             | Absolutely. I was just reminiscing about a '97 game called
             | "Claw". The studio that made it shut down earlier this year
             | and I wish I could make a sort-of remake of it, but you
             | legally can't. It's not even clear who owns the rights to
             | it anymore.
        
               | Pet_Ant wrote:
               | This Claw?
               | 
               | https://en.wikipedia.org/wiki/Claw_(video_game)
               | 
               | I mean it's 2D platformer, you should be able to reverse
               | engineer the engine and reuse the assets. I mean the have
               | bit perfect decompiles of N64 games to C now. It's
               | doable.
        
           | ascagnel_ wrote:
           | My thought has been a 20- or 30-year term, with one or two
           | renewals at a nominal fee, would work wonders. Orphaned works
           | basically disappear overnight, and the vast majority of works
           | will have exhausted their useful commercial life within those
           | 20-30 years.
           | 
           | I'd also argue that works eligible for copyright must submit
           | a modifiable edition (eg: source code or a DRM-free copy)
           | that is made available to archivists immediately and the
           | general public once the copyright term expires.
        
             | djexjms wrote:
             | 20 to 30 years would ensure that abandoned media that was
             | formative to a person growing up will enter the public
             | domain within their lifetimes which would be a nice thing
             | to have in my opinion. It would also ensure that any work
             | done by an artist during the early phase of their career
             | (the phase where artists are most likely to agree to
             | lopsided contract terms) would stand a chance of reverting
             | back to the public domain before the end of that artist's
             | career. Very very few works are making any significant
             | revenue after 30 years. I think a system where initial
             | copyright is free for 20 years, with the option of renewing
             | for an additional 10 years for some fee, and then the
             | option to renew annually after that would be fair. For the
             | very small number of works that are still commercially
             | viable after 30 years, the publishers can figure out how
             | long it makes sense to keep renewing the copyright.
             | Otherwise it really is in the public's best interest to
             | have a robust public domain. Many fewer works would go
             | missing that way.
             | 
             | The way the copyright is structured right now is the result
             | of regulatory capture. The cost of these long terms of
             | copyright is the loss of books, movies, music, games, etc.
             | Millions upon millions of hours of creative labor have been
             | lost. These costs are born by everybody that will never
             | have to chance to have access to that media. The benefits
             | of these long copyright terms are only the publishers.
             | Having an annual renewal fee for copyrighted works
             | published 30 or more years ago would be something that
             | would be a visible cost in the books of large publishers.
             | As it is it is too easy for them to ignore the downsides of
             | long terms of copyright. I am not claiming that no media
             | would be lost if we had no copyright, but the efforts of
             | archivists are difficult enough as it is. Media that is no
             | longer being copied is destroyed eventually. Obviously
             | making it a felony to copy something will reduce the number
             | of people making copies of it. That's the whole point after
             | all.
        
         | Der_Einzige wrote:
         | The real red pill is to realize that everything Bethesda made
         | starting with fallout 3 is pretty bad.
         | 
         | Skyrim is one of the most overrated video games ever. The
         | combat and exploration from a 2005 game, Dark Messiah of Might
         | and Magic was infinitely better. Skyrim was "big" and had a
         | good soundtrack and that's about it.
         | 
         | If you don't believe me, see some gameplay:
         | 
         | 1: https://www.youtube.com/watch?v=-p3zj0YKKYE
         | 
         | 2: https://www.youtube.com/watch?v=yeRUHzYJwNE
        
           | skotobaza wrote:
           | > Skyrim is one of the most overrated video games ever
           | 
           | Agreed. Most of the systems do not work as intended, the
           | amount of content is very low compared to previous entries.
           | There is no excuse for it to be released in such poor state,
           | since Bethesda had already released two games for the same
           | generation prior to that. And they did what they always do -
           | ship a couple of updates and then just drop the game until
           | the DLC is release and then promptly drop all the support.
           | Even though there are still many bugs left in the game.
           | They've been doing that for years, yet people still praise
           | them for some reason. A very irresponsible developer.
        
             | thewebguyd wrote:
             | > They've been doing that for years, yet people still
             | praise them for some reason.
             | 
             | Because of the lore, setting, and the openness of both (and
             | the engine).
             | 
             | For a lot of ES fans (myself included), we aren't expecting
             | an engaging game as much as a fun world sandbox set in the
             | ES universe, with the ability to extend/mod it into
             | whatever we want. The games are less about defined goals
             | and more about roleplaying, exploration and world-building.
        
               | skotobaza wrote:
               | > The games are less about defined goals and more about
               | roleplaying, exploration and world-building.
               | 
               | And Skyrim lacks in each aspect, especially compared to
               | previous Elder Scrolls games. You have even less skills
               | than in Oblivion (which in turn had even less skills than
               | Morrowind). The dungeons (caves, forts etc.) do not offer
               | any meaningful rewards, so there is little incentive to
               | just randomly explore the world. The guild questlines are
               | much shorter which doesn't help roleplaying when you can
               | become a grandmaster in one evening of playtime.
               | Moreover, there are randomly generated quests thrown in
               | to pad the time, which is even worse.
        
               | thewebguyd wrote:
               | I agree with Skyrim, but at least the bones are there for
               | the modding community which ended up doing Bethesda's
               | work and turning it into a decent game. I didn't mind the
               | paring down of skills as much as I hated that they
               | butchered the magic system. But modded, it's still one of
               | my favorite games even if doesn't beat out Morrowind as
               | my all time favorite from the series.
        
           | Flere-Imsaho wrote:
           | Or was it that Dark Messiah of Might and Magic was criminally
           | underrated?
           | 
           | Skyrim was good in that it felt "epic", you could put so many
           | quality hours into it.
        
         | thatguy0900 wrote:
         | The real reason to be pessimistic about elder scrolls 6 is that
         | Bethesda has tried multiple times already to get paid modding
         | where they take a huge chuck of the profits to stick. They will
         | stop taking no for an answer at some point
        
       | saubeidl wrote:
       | On a related note, there's a fork of OpenMW that lets you play
       | the game multiplayer with your friends: https://tes3mp.com/
       | 
       | Unfortunately, it's a bit outdated (based on 0.47), but OpenMW
       | devs have announced their intention to add multiplayer to
       | upstream as well.
       | 
       | Additionally, one can't talk about Morrowind fan projects without
       | mentioning Tamriel Rebuilt, a 24-year-and-counting effort to
       | build _all_ of Tamriel within Morrowind. It 's not done yet, but
       | it already has twice as many quests as the base game [0], massive
       | landmasses, joinable factions and a city that's way bigger than
       | anything the base game has to offer, all while staying lore-
       | friendly and neatly integrated.
       | 
       | Times are good for Morrowind fans.
       | 
       | [0] https://www.tamriel-rebuilt.org/about/frequently-asked-
       | quest...
        
         | iberator wrote:
         | Why not rebuild whole morrowind and Skyrim i. daggerfall unity?
         | Map is already there hehe
        
           | saubeidl wrote:
           | You're welcome to start your own multi-decade project heh.
           | Seriously tho, TR is _amazing._
        
         | NeveHanter wrote:
         | Nit/Correction; Tamriel Rebuilt is not about adding all the
         | Tamriel but only Morrowind mainland. What you might be thinking
         | about is Project Tamriel [0] which tries to add Cyrodill,
         | Skyrim, High Rock and Hammerfell. They're working in
         | collaboration with Tamriel Rebuilt so they are all compatible
         | and share many resources.
         | 
         | [0] https://www.project-tamriel.com/welcome
        
       | mdtrooper wrote:
       | I love this kind of free software (or open source) project.
       | 
       | It is a hard work for several years.
       | 
       | I think that the goal or finish of this work is the engine and a
       | new (similar to old close game) set free assets (sprites, 3D
       | models, maps, music...). And I know few projects in this point,
       | OpenTTD and FreeDoom.
       | 
       | Are there more projects in this point?
        
         | saubeidl wrote:
         | There's a whole lot! Here's a list I found:
         | https://github.com/radek-sprta/awesome-game-remakes
        
         | NoboruWataya wrote:
         | OpenRA (Command & Conquer), CorsixTH (Theme Hospital), ET:
         | Legacy (Wolfenstein: Enemy Territory) and FreeCiv
         | (Civilization) are the examples I have spent the most time
         | playing. I know there are others targeting games like Age of
         | Empires and Heroes of Might and Magic but I haven't played them
         | and I'm not sure if they are as mature.
        
           | saubeidl wrote:
           | VCMI (the Heroes of Might and Magic 3 one) is amazing!
        
         | klaussilveira wrote:
         | https://osgameclones.com
         | 
         | Also: https://freegamer.blogspot.com/
        
         | NortySpock wrote:
         | I've been enjoying and contributing patches to Beyond All
         | Reason, which traces its inspiration back to the Total
         | Annihilation real time strategy game.
         | 
         | It's truly incredible what a community can achieve over the
         | course of ~20 years of open-source contributions.
        
           | Lapsa wrote:
           | BAR is a surprisingly good game
        
         | rhdunn wrote:
         | Widelands is based on/inspired by Settlers II.
        
       | NoboruWataya wrote:
       | Still my all time favourite game, and the work the OpenMW team
       | are continuing to do is incredible. Really breathing new life
       | into an old game while remaining faithful to the original vision.
       | I didn't even realise they are aiming to support later game
       | engines, that is very exciting.
        
       | agluszak wrote:
       | If you have some spare time, please consider contributing! The
       | community is really nice, I have sent a few PRs myself :)
        
       | boriskourt wrote:
       | The Lua integration has grown massively over the last couple of
       | years. Can really get up to some very cool stuff now. Its been
       | fun to see how it contributes to a lot of the dehardcoding in the
       | C++ codebase too.
        
       | Caius-Cosades wrote:
       | OpenMW my beloved.
        
       | sys32768 wrote:
       | I want to play again so long as there's a mod to reduce the cliff
       | racers.
        
         | FuriouslyAdrift wrote:
         | I used to hear that screeching in my dreams...
        
         | thinkingtoilet wrote:
         | There is. As well as a mod to turn off the assassins that try
         | to kill you when you rest.
        
           | phantasmish wrote:
           | Oh hell no, I need those guys to give me free, good early-to-
           | mid-game light armor. Saves me from having to think about
           | armor at all until I can get ahold of some glass (except
           | subbing in the odd enchanted piece).
        
             | Lapsa wrote:
             | farm vivec guards and sell to crab dude
        
       | accrual wrote:
       | Wow, congrats on the significant release, OpenMW team!
       | 
       | > In out-of-combat situations, Morrowind updates awareness only
       | every so often, and characters don't have superhuman (or
       | superelvish) reaction time while observing your... exploits
       | 
       | I laughed. This reminded me of playing Oblivion, carefully
       | stealthing my way through an NPC's belongings, only to pick up 1
       | gold and hear "STOP! You've violated the law!".
       | 
       | > As the 0.49.0 release announcement boasted, running Oblivion
       | and later Bethesda open-world engine games is in the engine's
       | eventual scope.
       | 
       | So cool! I see the demo Oblivion screenshot. I would adore
       | playing Oblivion on a Morrowind-like engine. Both games have
       | their merits but I always liked the more retro/polygonal charm of
       | Morrowind.
        
         | yard2010 wrote:
         | "I've heard someone saved king kassimir" "Really? Any idea who
         | it was? I want to buy this person an ale" "DRAGONS? in our own
         | homeland?" "Come on help us out here! We can't stand here all
         | day!"
        
       | Aardwolf wrote:
       | I enjoyed openmw in 2020 with many settings and mods for super
       | far rendering and other better graphics. I can't imagine how many
       | improvements it must have had in those 5 years, it was already
       | perfect then :)
        
         | phantasmish wrote:
         | It also crashes a hell of a lot less than the official binary.
         | I did a play through a couple years ago, with plenty of mods,
         | and saw _zero_ crashes in tens of hours of play, which is
         | practically unachievable with the official .exe.
         | 
         | It'd be a must-have for that quality alone, even if it improved
         | nothing else.
        
       | beepbooptheory wrote:
       | Don't follow closely but immediately looked for and was happy to
       | find:
       | 
       | > As you may have heard, the headline feature of this release is,
       | undeniably, the improved gamepad support introduced by our
       | talented new contributor enoznal. By enabling the Controller
       | Menus option in the launcher, you will be able to use the
       | controller action buttons to navigate more conveniently through
       | the slightly altered in-game UI. You are no longer limited to the
       | combination of emulated mouse and A button use available
       | previously. For example, you can brew potions and enchant items
       | entirely without using the emulated mouse. While the alternative
       | UI is not at all reminiscent of Morrowind's famous official Xbox
       | port, it should be intuitive enough for those familiar with it.
       | 
       | I read: I can play on my steam deck now :).
        
       | AdmiralAsshat wrote:
       | So it's interesting that I never hear much about the Morrowind
       | modding community.
       | 
       | Daggerfall has a huge one because of how archaic it is by modern
       | standards. Oblivion and Skyrim had mods since day 1 (in fact I
       | think some of my favorite New Vegas mods were Oblivion mods
       | first).
       | 
       | But I rarely hear about Morrowind mods. Is the consensus just
       | that it doesn't need them?
        
         | zabzonk wrote:
         | Morrowind has zillions, largely because the original CD version
         | (the one with the big colour map) came with its own mod editor,
         | used by bethesda to develop the game. I remember using it to
         | cut down on the cliff-racer count.
        
           | AdmiralAsshat wrote:
           | Ah, so the StarCraft Map Editor approach.
        
         | ecshafer wrote:
         | Did you play a lot of Morrowind? I am shocked you haven't heard
         | of Morrowind mods. The biggest most popular mods are Tamrield
         | Rebuilt, which builds the mainland. There are also mods for
         | graphics and drawing distance, new houses, a lot of mods around
         | balmora, new guilds, new armors, ones that change how unarmored
         | and unarmed work, how enchanting work, etc. I think Morrowind
         | Vanilla is fine, but there are a few I like, personally I like
         | mods that make enchanting your own items worthwhile, unarmed
         | and unarmored are broken vanilla, and a few bug fixes mods, but
         | I prefer a vanilla like experience.
        
           | AdmiralAsshat wrote:
           | No, I didn't! That's part of what informs my question.
           | 
           | I had the original Morrowind on Xbox and never got anywhere
           | with it (I think I spent like 30 minutes creating my
           | character, opened a chest in the first room in the game
           | because apparently I wasn't supposed to do that, got
           | beaten/arrested, and then I put the game down).
           | 
           | I did buy the PC version specifically for OpenMW use--because
           | until Proton that was the only way to play it on Linux, but
           | I've not gotten around to doing a full playthrough. I wanted
           | to know about mods because those usually can help provide
           | some QoL adjustments that can ease the learning curve if you
           | didn't grow up with the game.
        
             | dangus wrote:
             | Some nice resources here: https://modding-openmw.com/
             | 
             | OpenMW is definitely the way to go for a fresh game.
             | 
             | There's a lot of random advice I could give but here's my
             | important ones:
             | 
             | - Replace the vanilla leveling system.
             | 
             | - If you are playing a modpack with relatively vanilla
             | mechanics, you want a magic-based character. Being bad at
             | magic is a huge disadvantage in the vanilla game, it's
             | heavily biased toward glass cannons.
             | 
             | - Make sure you have a teleportation (mark/recall) mod.
             | Many of them are balanced so that they don't feel like
             | cheating, but the vanilla game makes fast travel and
             | traversal too tedious.
        
               | bobim wrote:
               | Teleportation? That would kill the hiking simulator vibe!
        
               | kqr wrote:
               | There's a "signpost fast travel" mod that lets you
               | teleport to any town mentioned on signposts as long as
               | you have visited it before, while paying a small fee for
               | an imaginary guide. That's a decent compromise, given how
               | tricky actual real-time pathfinding can be in Morrowind.
               | 
               | (Otherwise my favourite system comes from Daggerfall
               | Unity, where there is a mod that lets your character
               | automatically, in real time, follow roads until the next
               | fork/intersection. With an option for time compression
               | that really hits the sweet spot of being explicit travel
               | without being tedious.)
        
             | saubeidl wrote:
             | I would suggest playing with a modlist like Path of the
             | Incarnate [0] - it'll give you QoL improvements, graphics
             | improvements, quest and landmass mods all integrated into
             | one tested setup.
             | 
             | The Morrowind modding scene is huge and was a big part of
             | my teenage years. It's nice to see it's still going strong.
             | 
             | [0] https://www.modlists.net/docs/6poti/Home
        
         | omnibrain wrote:
         | Morrowind had (and still has) a huge modding scene. Especially
         | because it's even more mod friendly as its successor. A big
         | plus back in the day was that the Construction Kit came with
         | the original game disks. So you had direct access to the real
         | dev tools. Like Unreal came with UnrealEd but with access to an
         | Open World RPG instead of "just" a shooter.
         | 
         | Nexus Mods started as portal for Morrowind mods.
        
         | phantasmish wrote:
         | I started using mods in Morrowind from basically my second
         | play-through, way back around the time it was released.
         | 
         | Mods to make plants either vanish or (even better) switch to a
         | different model when they're "harvested" instead of acting like
         | static containers is a must. And I think most consider some
         | kind of mod to at least chill out the cliff racers a little bit
         | to be a must-have.
         | 
         | My usual mod set back in the day also included some light
         | improvements to graphics (some of the later, heavier fixes
         | involving wrapper-binaries and such didn't exist yet, or
         | weren't stable), NPC schedules, and an Imperial Library just
         | outside Vivec that would pay a little gold to be allowed to
         | copy any books you provide that it doesn't already have (it
         | starts empty) which would then spawn neatly organized on its
         | shelves, mostly to give me a low-effort outlet for my book
         | hoarding tendency in those games.
        
       | zeagle wrote:
       | I wish there were one click or download large mod packs to
       | modernize the game. I find for this, new vegas, oblivion I spend
       | two evenings getting everything to play nice/give up then run out
       | of steam and don't actually plan anything.
        
         | Night_Thastus wrote:
         | There are. These days there are OpenMW-specific mod packs. You
         | run one command to download everything, another command to
         | install and configure it. The instructions are really good,
         | it's hard to mess up.
         | 
         | See here: https://modding-openmw.com/lists/
        
           | zeagle wrote:
           | That's helpful. I'll take a look. Thank you!
        
       | Night_Thastus wrote:
       | I recently completed a playthrough on 0.49, with the Total
       | Overhaul pack.
       | 
       | It's remarkable what modders have done. They've breathed a lot of
       | life into such an old game.
       | 
       | Don't be fooled though, even with OpenMW it still runs quite
       | poorly at times. Any water reflections cause effectively the
       | whole scene to be rendered twice, and it just kills the
       | framerate. Many of the shaders like volumetric clouds can kill it
       | too.
       | 
       | And if you have one of those mods that messes with waterfalls,
       | that'll do it as well. Or if you allow the sun to get _really_
       | close to the horizon all the sudden the shadows are super long
       | causing a bunch of extra stuff to be rendered.
       | 
       | It needs a lot of technical work like proper occlusion culling,
       | draw call batching, LOD, shadow culling, etc.
       | 
       | I'm hopeful though, it's an amazing project!
       | 
       | EDIT: Also dear god give me a proper UI for filtering and sorting
       | in things like shops and (mainly) containers. It's so painful
       | right now.
        
       | Lapsa wrote:
       | best mod: "All Khajiit are Garfield"
       | https://www.nexusmods.com/morrowind/mods/50731
        
       | stasm wrote:
       | Thanks to OpenMW, my SteamDeck has become a "Morrowind machine"
       | -- it runs so well and it's so convenient to have all that world
       | with me on the go. You can use https://luxtorpeda.gitlab.io which
       | registers as one of the runtimes Steam uses to launch games --
       | Proton being one of them -- and behind the scenes Luxtorpeda will
       | download and run OpenMW instead of Morrowind.exe.
        
         | lawlessone wrote:
         | question, do you use the Linux native version of OpenMW or the
         | Windows native version via Proton?
         | 
         | Anecdotally i've heard some of the windows/proton versions of
         | games have better performance than linux natives of the same
         | game?
         | 
         | So theres this weird situation now where some windows native
         | versions of games run better on linux than on windows and also
         | run better than the linux native versions lol.
        
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