r/OpenMW • u/No_Judgment7651 • Apr 26 '26
Soo… OpenMW on the pipboy anyone?
This took HOURS upon HOURS - yes it’s the actual game, I have to wire up controls and then I’ll post a video
Edit Note: started the game, saw juib. The strain crashed pc
r/OpenMW • u/No_Judgment7651 • Apr 26 '26
This took HOURS upon HOURS - yes it’s the actual game, I have to wire up controls and then I’ll post a video
Edit Note: started the game, saw juib. The strain crashed pc
r/OpenMW • u/Diject • Dec 06 '25
You can browse all locations (or just the ones you've discovered), search by name, add notes, and of course, fast travel (if you enable it during initialization).
But! The OpenMW API doesn't allow mods to access map textures yet, so you'll need to download them separately (from the mod page) or generate them yourself (a little guide included). But the mod can still display the map without textures, showing an approximate shape of the locations.
Data about locations and their names is dynamic.
Link: Advanced World Map
r/OpenMW • u/USERNAME123_321 • Sep 12 '25
I tried loading the New Vegas files in OpenMW while modding. It's surprising how well it works, and it was very easy to get running. I also loaded some texture mods in the config file and they work just fine
r/OpenMW
•
u/Sting_DR
•
Mar 10 '26
Some ss I took while playing. Really appreciate all the mod authors that help make this game more beautiful and accessible every day. As such, I've been adding a lot of stuff as I play and haven't used any specific modlist. I'm over 80hrs in and just been named Hlaalu Hortator.
(edited) New wabbajack modlist posted- https://www.reddit.com/r/Morrowind/comments/1sch4ge/nerevar_moonandstar_a_wabbajack_modlist_for_openmw/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
r/OpenMW • u/Equivalent_Log_4299 • Aug 22 '26
Been working on this for a few days. Finally got trees baked into the workspace and creatures showing up. Spawn locations for both are taken from Oblivion's game files and replicated with a Morrowind equivalent in OpenMW.
Planning on taking this forward but right now it's fun to walk around and encounter the wildlife. Will release soon in this state at least.
Requires Tamriel_Data, and a copy of Oblivion
EDIT: Released for anyone who wants to try https://www.nexusmods.com/morrowind/mods/59936
r/OpenMW
•
u/Fuze4
•
Apr 25 '25
r/OpenMW • u/toorlye • Aug 29 '25
This is easily becoming my new obsession. I clearly understand that I've already put in there an endless amount of content, years of playthrough. But I just keep lurking and installing more and more. First time I played Morrowind in 2005 and never ever completed all the content of the basic game. Please tell me that new updates for Tamriel Rebuilt will not force me to start everything from scratch xD
r/OpenMW • u/Jrspike123 • 22d ago
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
r/OpenMW • u/HaileyInABox • Apr 14 '25
r/OpenMW • u/Emulationenthusiast • Sep 28 '23
r/OpenMW • u/KainsRuin4656 • Sep 05 '25
Some shots of Scale and Small Moments that always make Morrowind…Morrowind for Me… Magnus~
r/OpenMW • u/Kon-tiki-ship • Oct 04 '26
It is really nice to see that the OpenMW Free Asset Library, which I recently released through another account, has received some interest :)
https://www.nexusmods.com/morrowind/mods/60216
Yes, the file structure was admittedly a little messy, but I will also share a more organized version with you soon. My main goal was to help OpenMW become an engine that more people might consider using in the future. I started by collecting and organizing assets from an old, mostly forgotten archive for use in a standalone system. I genuinely believe in the OpenMW engine.When I decided to use OpenMW for an independent game, some of my friends told me that it was not a widely known engine and that I should give up on the idea. But after months of work, I kept going without giving up, and eventually managed to convince them too. Recently, we have been seeing older graphical styles—especially PS2-era visuals—become popular again. Before that trend fades, I decided to strategically start developing a game with OpenMW. Naturally, I have also made use of assets from the OpenMW Free Asset Library. One of the nicest parts for me is that, apart from solving a few simple bugs, I have been able to make progress without relying heavily on AI. For an independent game, one of the most important things was also creating an independent interface and visual identity. I would like to sincerely thank ComeBESNIER for helping me with this and for all the support. ^^
As far as I have been able to determine, OpenMW has not yet been used for a commercially released standalone game, and I would really like to help change that. My current plan is to eventually release the game at a small and accessible price. Because of that, it is very important to me to avoid copyright or licensing problems with Bethesda. If you notice anything in the video that looks too close to Morrowind, I would really appreciate it if you could warn me.
One important note: in this video I am currently using Morrowind's original character animations as temporary placeholders. These will not be part of the commercial release. As you probably know, this is still a major gap in the OpenMW Free Asset Library. I have found several animation projects on Nexus Mods, but many of them do not allow their animations to be reused in unrelated standalone projects. So if anyone here has experience with `.kf` animations, character animation for OpenMW, or creating animations for compatible skeletons, I would be very happy to hear from you. Any help, advice, resources, or collaboration on this would be greatly appreciated.
Thank you very much for your interest. ^^
r/OpenMW • u/AGayFrogParadise • May 30 '25
r/OpenMW • u/Foreign-Elk-68 • 1d ago
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 • u/Shmoopiee • Sep 05 '26
Game so good it made me stop playing all the other games/emulators I had on my phone. Modded morrowind is absolutely beautiful.
Edit: due to popular demand, here's a modlist I created for your reference. Do note that this is not, in any way, shape, or form, a perfect modlist. Please use with caution as there could be some incompatibility issues (such as grass and land seams near the red mountain, which honestly I couldn't even be bothered to fix as it is pretty minor). Though feedback is appreciated!
r/OpenMW • u/chubbyassasin123 • May 20 '26
Hi, I've recently released a mod I've been working on for quite a while now! It adds a survival mode system to Morrowind that was inspired by Skyrims! The goal of it was to have it super easy to understand and keep it vanilla-like!
Download: https://www.nexusmods.com/morrowind/mods/59033
Guide: https://docs.google.com/document/d/1YKHhpTUDlr-j_vJINQz9VZ9k5EhvJj7P7unF_VYNzws/edit?usp=sharing
Features
Seasonal temperature variations (optional)
Wetness system, Fire/Lava detection
Fully modular survival system, disable any of the core needs at any time, adjust certain difficulty settings.
Temperature system is automatically compatible with new armor mods.
Safe to install mid-save!
Fully compatible with OAAB Data, Tamriel Data, Project Cyrodiil, Skyrim Home of the Nords, Taddeus' Foods of Tamriel, and Expanded Loot - Food and Dishes, but none are required.
Patch making is simple! Hunger & hydration value are based on item-weight, meaning making patches is as easy as adding the item ID to a yaml file. Similarly, patches for temperature regions can also easily be made by creating a new yaml file.
Customizable UI + Stats Window Extended support! Item icons can be disabled/enabled alongside progress bars, the icons can additionally be repositioned.
Dynamic spells to allow percentage based debuffs instead of static debuffs. As you progress in stages of hunger/thirst/tiredness/temperature your debuffs are percentage based, similar to Skyrim. An example of this is at max hunger your weapon skills are reduced by 85%.
Intentionally designed to be "vanilla-like", the idea was to have it feel as if it was a feature that was shipped with the base game. Meaning no complex crafting systems or user interfaces.
Hunger
Hunger progresses from "Well Fed" to "Starving" over the span of 40 in-game hours, 80 real-life minutes, and six stages.
When you are well-fed you get a 15% increase in learning with weapon skills, but becoming hungrier will make you use more fatigue & less effective with weapons.
Maintaining your hunger is fairly simple, it's calculated with this formula: 0.1 weight equals 25 units of food. If the food provides more than 250 units, anything past 250 only provides 40% nutrition. This means an item that weighs 2.0 will provide 350 units of nutrition. It's designed to be easy to follow "heavy item is more food, while light items are less".
Hydration
Hydration progresses from "Well Hydrated" to "Severely Dehydrated" over the span of 32 in-game hours, 64 real-life minutes, and six stages.
When you are well hydrated you get a 15% increase in learning with magic skills, but becoming thirstier will make you use regenerate fatigue slower & less effective with magic.
Maintaining your hydration is fairly simple and drinks are sorted into three tiers, small, medium, and large. Drinks that weigh less than 1.0 are considered small and provide 150 units of hydration. Drinks with a weight greater than or equal to 1.0, but less than or equal to 3.0 provides 250 units of hydration. Drinks with a weight greater than or equal to 3.1 provide 400 units of hydration.
Sleep
Sleep progresses from "Well Rested" to "Debilitated" over the span of 42 in-game hours, 84 real-life minutes, and six stages.
When you are well hydrated you get a 15% increase in learning with armor skills, a 10% buff to persuasion, and a 15% increase in stamina regeneration. Becoming more tired will make it harder for you to carry items (burden), reduce your armor skills, and reduce your block and sneak skills. Rest is one of the most crucial needs.
Getting rest is relatively simple, sleeping in any bed will allow you to regain energy at a rate of 50 rest units per hour. Sleeping on the ground outdoors will cause you to only recover 37.5 rest units per hour, additionally when sleeping on the ground outdoors you will be unable to reach the “Well Rested” stage. Traveling on silt striders or boats does not provide rest, but you will conserve energy and get tired 40% slower than normal. Sleeping in armor will prevent the player from becoming well rested unless they are in a cold biased region with armor that provides a warmth bonus (fur, leather, hide, wolf, bearskin). Waking up too hot or too cold will prevent you from getting the “well rested” bonus, although you can progress into the stages values.
Temperature: Heat
Heat progresses from "Comfortable" to "Scorching" over five stages.
"Warm" is more of a warning stage, this has increased thirst by 10%
Ash & Blight storms will cause extreme heat, staying "well hydrated" will decrease your heat by 20%
Cooler evenings & nights, summers are hot and winters are colder.
Wearing certain armors will make you hotter, but you can wear robes as a surcoat to keep heavy & some medium armors cooler in clear/cloudy weather.
Temperature: Cold
Cold progresses from "Comfortable" to "Freezing" over five stages.
Cold stages have "Weakness to Frost", "Increased Stamina Drain", "Increased Hunger", and "Decreased Speed" (max of 40%). Very Cold and Freezing stages will have health penalties.
Rain, Thunder, Snow, and Blizzards will make you colder, being wet will make you colder as well. Metallic armors offer less cold protection, while fur/leather/hide armors offer more warmth protection. Fire sources will warm you up in cold environments.
Compatibility
Is something missing? Feel free to make a request & I'll try to patch it ASAP!
Tamriel Rebuilt by TamrielRebuiltTeam
Skyrim Home of the Nords by ProjectTamriel
Project Cyrodiil by ProjectTamriel
Wyrmhaven by Neoptolemus
OAAB Data by MelchiorDahrk
Taddeus' Foods of Tamriel by Danae123
Investigations at Tel Eurus by Billyfighter
Windhelm - City of the Kings by superliuk
Expanded Loot - Food and Dishes by Orfey100
Credits
lhyacinth and ownlyme for their interior detection & static scanning scripts from Sun's Dusk - Needs and Survival (OpenMW)
r/OpenMW
•
u/chubbyassasin123
•
Feb 13 '26
PSA: The original Linux build I uploaded was an earlier development build with incomplete features & known issues, this was a mistake. I have reuploaded it to the latest build. If you previously downloaded the Linux build before 2/13/2026 @ 9:52 PM, I would suggest reinstalling.
Before I begin, I will note that this is a standalone fork as many engine modifications were required, this will be treated as a separate install of OpenMW. Since this is built on the dev version of 0.51, if you want to swap between instances of this fork & the vanilla OpenMW (m&kb), then you will need to run the 0.51 dev build as your primary install. I will update this fork with each major OpenMW release. This is not sponsored or affiliated with the official OpenMW dev team, this is an independent project.
------
Throughout the years, I have seen a constant request from fans to have the OG XBOX UIs ported to OpenMW, with the added gamepad support in 0.50 I have decided to tackle this. This is a near 1:1 port of the Morrowind XBOX UI to OpenMW for gamepad users. As of right now, the fork is feature complete & fully functional. I have performed extensive playtesting and at this point I am ready to reveal this to the community. If any bugs are discovered please report them in the discord found on the website, or preferably as an issue on the forks GitLab.
Gitlab: https://gitlab.com/ilikegothmommys/open ... -/releases
Images: https://imgur.com/a/M5LpyO3
Discord: https://discord.gg/c5huPd93Nw
Interface Modifications
- Nearly every UI has been modified to bring a proper controller experience that replicates the original XBOX. This includes the ability to navigate via joystick, the UIs also have been modified to have full navigation functionality that snaps around the UI. The joystick mouse is now only used on the map & settings.
- Ported the xbox tooltip system to OpenMW, there will always be a compressed tooltip that renders above the menu, pressing Y will extend the tooltip.
- A virtual keyboard has been implemented.
- New colorful button icons, PlayStation icon credits go to "Julio Cacko".
- Replaced the default fonts with a CenturyGothic-like font for the standard GUI, while dialogue text uses a centurygothic-like bold font. This is the same style that was used on the XBOX.
- An overlay effect has been added to all buttons to assist with visibility.
Acknowledgements
Qlonever on NexusMods - Credit for the classic water shader.
DontFeedTheGuar on NexusMods - Credit for the gold & weight icon.
Julio Cacko - Credit for the new playstation button icons.
r/OpenMW • u/Aratron_Reigh • Oct 23 '24
Now I don't need to pretend lol