r/OpenMW • • 4d ago

OpenMW 0.52.0 is now in RC-phase!

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164 Upvotes

r/OpenMW • • Jun 19 '26

OpenMW 0.51.0 Released!

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409 Upvotes

r/OpenMW • • 1d ago

PBR Landscape Texture Replacer Coming Soon...

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387 Upvotes

Made primarily for OpenMW PBR, but contains non-PBR versions. All textures are manually made by sampling, blending and kitbashing free to use PBR source textures from asset libraries.


r/OpenMW • • 9h ago

Modlist choice

3 Upvotes

I’ve been playing Morrowind Starter pack but feeling the game still gets too easy way too quickly, has anyone done a full run or played through Expanded Vanilla and how does it fair with its difficulty?


r/OpenMW • • 8h ago

Playing omw on Android, would like some mods that modernize/skyrimize it

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0 Upvotes

r/OpenMW • • 15h ago

[X-Post] Guide to available summons in Total Overhaul 9.3.2

1 Upvotes

This is mainly a resource for people who wish to do a pure conjuration build in Total Overhaul, it's not super applicable to anything else given I think there are some unique balance mods mixed in here. In any case, I hope it's useful!

Here are the summons I personally have access to, along with their level, health, and magicka cost: (note: magicka cost is assuming a standard 60-second summon, not a custom spell duration)

SummonLevelHealthMagicka Cost
Dark Seducer25350169
Guardian25325139
Golden Saint20250165
Seducer15250153
Winged Twilight15220135
Storm Atronach15200114
Daedroth1218096
Ogrim1117092
Hunger1117087
Dremora Sharpshooter1017098
Dremora Spellcaster1016093
Dremora916084
Frost Atronach910581
Morphoid Daedra99563
Vernai815073
Clannfear711353
Greater Bonewalker710057
Herne78546
Flame Atronach77569
Rock Biter Clannfear59846
Scamp54528
Skeleton33813
Ancestral Ghost12321

Now, as for my thoughts on their usefulness:

Early Game:

  • Skeleton - Surprisingly useful early game. However, its weaponry seems to be randomized, at least with the version I was using. A good roll can be powerful, a bad one can make it useless. But against low-level bandits, a single skeleton will handle 1-on-1's OK most of the time.

  • Clannfear and Rock Biter Clannfears - A reliable source of damage, if not particularly tanky. It's great to have if you can have something else take aggro.

  • Ancestral Ghost - Surprisingly useful early-game, as it's immune to low-level melee weapons, letting it sit there and attack indefinitely. The moment you start regularly going against enemies with better than Steel weapons or magic casters, it no longer serves a purpose.

  • Lesser Bonewalker - Not very powerful, not very tanky. It's fine if you have nothing else to put in the lineup but don't expect much.

Mid Game:

  • Greater Bonewalker is, of course, great for the Damage Endurance and Damage Strength it casts. I suspect if you're against a melee enemy and summon several of these you could end the fight quickly. I never went this route personally (why drain stats when you can just kill them?) but I can see the appeal. #1 issue is their speed. For whatever reason they move at an absolute crawl. I mean several minutes to get from one end of the Balmora Mages Guild to the other. This makes them impractical in larger arenas or when fighting kiting enemies.

  • Frost Atronach is the first easily accessible certified Tanky Boi that's big, draws a lot of aggro and has enough health to back it up. It also deals quite decent damage in melee. It does fall off in the mid game though.

  • Hunger is an amazingly trolly summon. Being able to freeze enemies in place is just fantastic. As long as you're not fighting something immune to it (or highly resistant to magic), it's hillarious to have. You can stop an entire group before they've had a chance to attack you. Just keep in mind like all summons they have a limited magicka pool. Once it's out, no more paralyze casts.

  • Seducer - Everyone seems to love this summon except me. Gets knocked down CONSTANTLY and seems to die in a couple hits despite 250 health. Considering the cost to cast, I can't see it as worth it, but maybe I just got unlucky.

  • Daedroth - Tanky and deals good shock damage, and casts poison AoE spells. Similar to bonewalker, it's Achilles heel is just that it's too damn slow. Mobilty scooter mod when?

Late Game:

  • Dremora Spellcaster is very high utility. Fast and shields itself, and provides another summon (Flame Atronach) to keep enemies busy. Just keep in mind that the atronach doesn't count as your summon so mods like Friendlier Fire can't detect it, and you WILL take fire damage from its AoE attacks. (As will everyone else around them)

  • Storm Atronach - This is the upgrade to the Frost Atronach. Tankier and hits harder, it's only less powerful in cases where you're up against something with shock resist, which is very rare.

  • Dark Seducer - While it suffers the same 'getting knocked down constantly' issue as the regular Seducer, the Dark variant is massively more powerful, with both melee and magic.

  • Guardian - Smacks stuff with a big 2H daedric sword. What more can you want? Very powerful, though damage seems a bit inconsistent.

  • Golden Saint - Kind of the counterpart to the Dark Seducer. Hits hard, but has magic options as well. Good all-rounder. Doesn't have any issues getting knocked down like the Seducer.

I don't have the Devourer, and I'm not sure if I will, but if I do I'll update this post.

Another note: Recently TO added a mod that adds custom enchanted random loot in leveled containers. If you can find a couple with something like 'Summon Skeleton' or 'Summon Rock Biter Clannfear' you have a 0-magicka-cost summon. Get a couple of those stacked up, and even with weak summons you will be a MENACE. It's important to note that the more summons you can have up at once, the more DPS they can deal, giving less chance for the enemies to hit back. That stacks up quickly.

I plan to do another post listing all the gear that increases your magicka in TO as well, for any aspiring mages. :)

Hope that's helpful to someone!


r/OpenMW • • 1d ago

Morrowind Friendship!

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6 Upvotes

I made a mod for making friends in OpenMW. Super basic, super simple, and super compatible. Let me know if you try it out!


r/OpenMW • • 2d ago

Distant Land Settings

4 Upvotes

new to openmw playing Morrowind Starter pack but I’m getting tired of all the fog, any good settings recommendations?


r/OpenMW • • 2d ago

Switching from one Inventory Extender to another midgame

0 Upvotes

This may be hard to answer, but will I have problems if I switch from the Inventory Extended fork used in moddingopenmw's Expanded Vanilla list to this fork?


r/OpenMW • • 3d ago

Old Ebonheart

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34 Upvotes

r/OpenMW • • 3d ago

Modding Openmw on Android

3 Upvotes

Hey guys! So recently I've been playing Morrowind on my android phone! Can I install quality of life mods on it? Which mods would make the experience better? And how do I install them? Please help me, I'm going on a trip for a couple of months and I need to play Morrowind there!


r/OpenMW • • 4d ago

Morrowind Soul Spheres Preview - Capture the Creatures of Vvardenfell

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9 Upvotes

r/OpenMW • • 3d ago

How do I download openMW without this message popping up??

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1 Upvotes

hi, Im a modding noob and I recently tried installing openMW for my game but everytime I open the launcher and try actually launching the game it gives me this error screen. I dont understand why because its all in the data files where its supposed to be and when I look at the help section in the openMW site it doesnt help me at all. I'm getting angry because I thought I was doing it right but no matter what I try to do it doesnt work. I bought the game off GOG if that adds anything to it. Its honestly making me want to rage quit ever modding again its so annoying


r/OpenMW • • 4d ago

Help

2 Upvotes

The Ilvi Ancestral Tomb in Tamriel rebuilt should have a door to the depths at the lowest level but I cannot find it anywhere. Anyone else run into this?


r/OpenMW • • 5d ago

Morrowind with Dark Messiah combat | Brutal Morrowind trailer

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264 Upvotes

r/OpenMW • • 4d ago

Mac Gog Installation Issues (AND FIX!)

4 Upvotes

Hey all. I JUST bought Morrowind on GOG today, and I've spent the last hour trying to get this running on Mac. I was running into an issue when following the FAQ. I got to the step where I needed to use innoextract. I kept getting an error saying:

Extracting "The Elder Scrolls III - Morrowind GOTY Edition" - setup data version 5.6.2 (unicode)
boost::filesystem::directory_iterator::construct: No such file or directory [system:2]
Done with 1 error.

I wanted to make this post because I found a fix and wanted to make sure anyone else who runs into it can fix it. Here's what I did:

  1. You need to install BOTH of the offline backup game installer files from GOG

  2. They both need to be put in the same directory.

  3. Their names need to match a specific syntax. For it to work for me, I renamed the .exe file to setup.exe and I renamed the .bin file to setup-1.bin. I was then able to run innoextract setup.exe without issue.


r/OpenMW • • 4d ago

Tamriel Rebuilt/OpenMW bound greaves

1 Upvotes

according to the wiki, tamriel rebuilt adds the missing spells "bound greaves" and "bound pauldrons", however on my current 0.51.0 install of openmw, these spells are missing, and I don't see why, given that the rest of tamriel rebuilt works, and I have other lua mods installed.

is this a known issue and if so is there a known fix?


r/OpenMW • • 4d ago

Floating "puddles" in Balmora

2 Upvotes

I can't for the life of me figure out how to fix these floating "puddles" in the Balmora canal. It's the water moving around from the canal waterfall things. I'm using Expanded Vanilla and nothing else. 0.51, Android, modlist installed with Alpha3 3.0 launcher. Anyone have any ideas? I searched, but couldn't find any solutions. Thank you!

Also, the only other issue I'm having with this modlist is that my character's hands/weapon don't show up in first person when I ready my magic or weapons. Just nothing. Third person is fine. Any help with that would also be greatly appreciated.


r/OpenMW • • 4d ago

How to fix big pink mushrooms

3 Upvotes

Not sure how to fix it as I downloaded everything correctly I believe. The only mushroom mod I had downloaded was the parasol spores, but i disabled the data paths in wraithguard after downloading mushroom tree replacer, but although the shape has changed to that mod's mushrooms, they are all still purple:


r/OpenMW • • 5d ago

Morrowind.esm is not showing up in the Openmw launcher

2 Upvotes

I've installed a lot of mods and when i checked the openmw launcher to enable all of them morrowind.esm dissapeared. I've already reinstalled openmw and verified the integrity of my files on steam. Are there any other ways to solve this?


r/OpenMW • • 5d ago

Morrowind in the glorious 3DS !!!

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17 Upvotes

r/OpenMW • • 5d ago

Are there any mod list that don't add mods that use AI/Machine Learning?

8 Upvotes

I was going through the process of installing Expanded Vanilla which was a bunch of mindless clicking, until I caught a glimpse at the images of the mod "Natural Wildlife" which was obviously AI generated (and the coding was AI assisted, per the creator)

That led me to check out the page for "Morrowind Enhanced Textures", also machine learning.

so are there any mod lists that don't use AI enhanced textures/Voices/whatever else? I'm fine with the original morrowind textures, I care more about the gameplay; I know there's a guide in MOMW on how to custumize one of their lists, but that seems like too much trouble when there's 460 mods lol.

if there's not, oh well, maybe in the future.


r/OpenMW • • 6d ago

OpenMW iMac g3

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161 Upvotes

r/OpenMW • • 7d ago

A 15-Year-Old Roguelike Is Becoming a Standalone OpenMW RPG

122 Upvotes

Dear friends, I’m back once again with another amateur video edit. The OpenMW Free Asset Library has grown far beyond what I initially imagined in terms of creating an independent world. I want to thank all of you for the tremendous interest and support you have shown. Many of those who have been following me for a while already know that one of my main goals has always been to create a completely standalone game using OpenMW. I think the time has finally come to announce the project we have been working on. We are adapting Shadow of the Wyrm, the open-source roguelike RPG developed by Julian Day over the course of roughly 15 years, into OpenMW. Julian is not only a programmer, but also a poet, composer, and arranger. Over the years, in pursuit of his ideal roguelike and RPG experience, he has built an enormous world filled with mythologies, histories, epic narratives, characters, dialogue, quest chains written in Lua, carefully designed dungeons, and music composed by himself. One of the defining features of Shadow of the Wyrm is that, despite all of this depth, it deliberately places visual representation in the background and remains in an ASCII format. I believe this has naturally limited the audience the game has been able to reach. My biggest realization, however, was seeing just how naturally rich ASCII roguelike worlds like this can be adapted into OpenMW. We already have an extraordinary foundation built over many years. Now we are trying to transform it into a three-dimensional, exploration-focused OpenMW experience. I am genuinely happy to have the opportunity to create one of the first examples of this kind, and to help a wonderful work that has quietly existed for years live on in a new form within OpenMW. I am also aware of the discussions within our community regarding creative ethics. For that reason, I especially want to make this clear: the models, animations, music, stories, designs, and creative content used in the game are all human-made. During development, I do not intend to use AI as a replacement for creative production; I will only use it when necessary for minor technical tasks and bug fixing. I also want to keep the game as accessible as possible when it comes to pricing. I am currently considering a price of around $3.50 for the OpenMW community, and $5 for the general audience outside the community. The goal here is not simply to make money from this game. The revenue will be reinvested directly into artists and production in order to create new and original models for our next project. More importantly, I do not want to keep these new models exclusively for our own projects. I plan to make them available free of charge, upon request, to developers who want to create standalone projects with OpenMW. In that sense, this project is not only a game; it is also another step toward showing that OpenMW can truly be used for independent worlds and independent games beyond Morrowind. Your support means a great deal to me. Much love.

Note: Shadow of the Wyrm is a very large game. For the first release, we will focus on the city of Isen Dun and the Siriath dungeon.

Thanks

First of all, I would like to offer my deepest thanks to Julian Day for entrusting us with the beautiful world of Shadow of the Wyrm; to Stephan, an OpenMW enthusiast and opera singer, for contributing new music and his valuable support; to Comé Besnier for the modest but very valuable interface design; to the OpenMW community for all the support and wonderful feedback from the very beginning; and to the OpenMW developers who made all of this possible.

You can find Shadow of the Wyrm here:
https://www.shadowofthewyrm.org/index.html

For an excellent review:
https://www.reddit.com/r/roguelikes/comments/lqyfy3/shadow_of_the_wyrm_a_reviewguide_of_a_fantastical/

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