openmw

Games

OpenMW is an open-source open-world RPG game engine that supports playing Morrowind.

Latest 0.51.0 · by OpenMWWebsite

Release activity

Release activity — 2 releases across 2 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
MayJunJulAug
SundayNo releases on Apr 26, 2026No releases on May 3, 2026No releases on May 10, 2026No releases on May 17, 2026No releases on May 24, 2026No releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 2026No releases on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026
MondayNo releases on Apr 27, 2026No releases on May 4, 2026No releases on May 11, 2026No releases on May 18, 2026No releases on May 25, 2026No releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026
TuesdayNo releases on Apr 28, 2026No releases on May 5, 2026No releases on May 12, 2026No releases on May 19, 2026No releases on May 26, 2026No releases on Jun 2, 2026No releases on Jun 9, 2026No releases on Jun 16, 2026No releases on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 2026No releases on Jul 14, 2026No releases on Jul 21, 2026No releases on Jul 28, 2026No releases on Aug 4, 2026No releases on Aug 11, 2026
WednesdayNo releases on Apr 29, 2026No releases on May 6, 2026No releases on May 13, 2026No releases on May 20, 2026No releases on May 27, 2026No releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026
ThursdayNo releases on Apr 30, 2026No releases on May 7, 2026No releases on May 14, 2026No releases on May 21, 2026No releases on May 28, 2026No releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 2026No releases on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 2026No releases on Aug 6, 2026No releases on Aug 13, 2026
FridayNo releases on May 1, 2026No releases on May 8, 2026No releases on May 15, 2026No releases on May 22, 2026No releases on May 29, 2026No releases on Jun 5, 2026No releases on Jun 12, 20261 release on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 2026No releases on Aug 14, 2026
SaturdayNo releases on May 2, 2026No releases on May 9, 2026No releases on May 16, 2026No releases on May 23, 2026No releases on May 30, 2026No releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 2026No releases on Aug 1, 2026No releases on Aug 8, 2026No releases on Aug 15, 2026

2 releases in the last year

Patch notes

openmw-0.51.0Latest

OpenMW 0.51.0 Released!

Added 9
  • Modders can create magic effects through the scripting API
  • Terrain vertex painting support in the content file editor
  • Support for topic marking (MRK) files from Russian Morrowind to override keywords for implicit topic highlighting
  • Game settings iGreetDuration and fGreetDistanceReset are now used in voiced greeting logic
  • Hand to Hand Hit 2 sound is now used
  • More controller buttons can be used for actions
Fixed 11
  • Should Attack filter now passes for actors that are already in combat
  • Implicit topic highlighting supports single-character topics
  • Custom word separators required for Polish Morrowind topic highlighting
  • Mixed implicit and explicit topic highlighting is properly supported
  • Creatures that cannot equip items can use enchanted items
  • Restrictions on equipping weapons during an attack were lifted
Removed 2
  • Exclusive fixed-function pipeline rendering mode has been removed
  • Legacy lighting method has been removed

The OpenMW team is proud to announce the release of version 0.51.0 of our open-source engine!

This release allows modders to create magic effects through our scripting API and introduces terrain vertex painting to our content file editor. It also fixes many Lua-related crashes and addresses a few minor annoyances with gamepad menu navigation introduced in the previous release.

Note: this only lists the changes and common issues to be aware of. Read the full announcement on our website.

Known Issues

  • On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings.
  • [#7511] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, please share the freeze dump with us
  • [#8233] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
  • [#8255] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver
  • [#8464] Red tint on macOS. Some of it can be mitigated by enabling per-pixel lighting
Dialogue

New Features

  • [#7297] Support for topic marking (MRK) files from Russian Morrowind; they override the keywords used for implicit topic highlighting
  • [#8956] The iGreetDuration and fGreetDistanceReset game settings are now used in voiced greeting logic

Fixes

  • [#7340] The Should Attack filter now passes for actors that are already in combat; this concerns actors that are not normally hostile, like guards
  • [#8760] Implicit topic highlighting supports single-character topics
  • [#8978] Added support for custom word separators required for Polish Morrowind topic highlighting (brackets and parentheses)
  • Mixed implicit/explicit topic highlighting is properly supported
Gameplay

New Features

  • [#8731] Hand to Hand Hit 2 sound is now used
  • [#8801] More controller buttons can be used for actions

Fixes

  • [#7605] Creatures that cannot equip items can use enchanted items
  • [#8123] Various restrictions on equipping weapons during an attack were lifted (e.g., equipping ammunition)
  • [#8692] The above extends to switching between enchanted items while casting a spell
  • [#8765] Diseased actors may infect actors other than the player
  • [#8847] Stretched collision box detection is more accurate
  • [#8926] Weapon swish sound has been restored for thrown projectiles
  • [#8929] Old effects now stick around for a frame when they're re-cast; this makes Weakness to Magicka increase its own magnitude
  • [#8949] Instant effects are no longer applied twice
  • [#8975] Stat modifiers are reset when werewolf modifiers are applied
  • [#9062] Staggering an actor when they're unequipping a weapon and intend to re-equip it will no longer break their combat animation state
  • [#9078] Preview mode is disabled when the preview if stand still setting is disabled
Graphics
  • [#9001] Exclusive fixed-function pipeline rendering mode and the legacy lighting method have been removed

New Features

  • [#6885] BC6H and BC7 compression are now supported for DDS files, as long as our OpenSceneGraph fork is used; this requires driver support and may not apply to all platforms
  • [#8826] Sunlight direction is exposed to post-processing
  • [#9030] Camera projection offset is configurable through Lua, which allows implementing techniques such as temporal antialiasing

Fixes

  • [#6439] Fixed moon rendering: moon shadow colour and moon phase transparency are now used
  • [#8351] Malformed NIF models are much less likely to cause freezes or crashes and will instead be gracefully rejected
  • [#8657] Fixed a preloading-related crash on exit if startup was interrupted by non-graceful error handling (e.g., missing GUI layout files)
  • [#8820] Non-carriable light sources like the scripted Trueflame light are properly detected again (0.50.0 regression)
  • [#8854] Shaders from the post-processing chain that disable the sunglare will no longer disable it if post-processing is disabled
  • [#8864] At storm wind speed, rain and snow properly produce ripples and no longer follow the camera, while heavy wind no longer makes rain look chaotic
  • [#8884] Object paging no longer discards LOD centre data, making LOD level selection more reliable
  • [#8924] Unnecessary hand-to-hand transition is skipped when you run out of thrown ammunition
  • [#8930] Fixed a crash when a Gamebryo mesh has an extra data link that doesn't point to anything
  • [#8983] Unequipping ammunition when preparing a ranged attack no longer cancels it immediately
  • [#8985] Visual effects no longer make objects that use their model non-interactable
  • [#8988] Particles are inverted vertically to match Morrowind
  • [#8996] Fixed a crash when skinning data references a vertex that does not exist (the mesh will be rejected)
  • [#9026] Thrown projectiles are rotated towards their movement direction again
Scripting: mwscript

New Features

  • [#7830] Global script targets that don't come from a content file are now preserved (unlike Morrowind)

Fixes

  • [#6494] Global variable reading is more consistent between ARM and x86_64 platforms. This ensures Raven Rock buildings don't show up earlier than intended on Android and macOS
  • [#8129] Parsing of unquoted string literals as MessageBox button arguments is more consistent with Morrowind
  • [#8732] MessageBox formatting supports more notation specifiers and flags
Scripting: OpenMW-Lua

For a full overview of the current state of OpenMW-Lua, please consult the scripting API reference.

New Context

Scripts that use this work-in-progress context run once, immediately after all content files are loaded. It exposes the loaded records as mutable data. It is related to—but not to be confused with—the existing custom record creation functionality (world.createRecord). Records injected via the load context are not serialised into saves.

The API reference provides the full list of exposed types and the types createRecordDraft is implemented for. New in 0.51.0:

  • [#8791] Custom magic effect records (must be injected through the context)
  • Custom ingredients are currently also exclusive to the context
  • [#8342] Custom spells and enchantments can be created both via the context and during runtime
  • [#8911, #8998] Custom container, creature, door, probe and static records can also be created during runtime
  • Potion effect lists can be generated from a table

New Bindings

  • [#2903] Barter gold
  • [#8076] Dialogue filter conditions
  • [#8725] Localised cell names
  • [#8796] Potion autocalc flag
  • [#8816] Werewolf transformation
  • [#8841] Time advancement
  • [#8962] Various flags for magic effects, as well as projectile speed
  • [#9010] Object starting cell
  • [#9013] Actor reputation

New Events and Handlers

Other New Features

  • [#8644] Spawned visual effects that are not attached to an object can be referred to by name, looped, and removed
  • [#9002] Unrecognised widget and layout fields now trigger warnings to help prevent mistakes

Fixes

  • [#8110] sound.say respects the subtitles setting
  • [#8601] Very long script settings pages are no longer prone to crashes
  • [#8693] Extreme widget sizes and positions are now clamped to very large values to help prevent crashes
  • [#8699] Moving items should no longer produce orphan script references that cause crashes during processing
  • [#8718] Empty RefId fields are consistently exposed as nil
  • [#8769] Addressed more potential memory allocation crashes
  • [#8775] nearby.castRay will no longer crash when a table-like object is used as the ignore list
  • [#8779] Skill experience will no longer progress beyond 100% when the skill is maxed out and therefore cannot be increased
  • [#8789] Faction reputation requirement binding has been renamed from factionReaction to factionReputation; the old binding is deprecated
  • [#8802] Removing UI layout children will no longer leave orphan references in the layout that cause crashes upon reloading
  • [#8840] To prevent crashes, widgets will no longer accept table-like objects as properties
  • [#8917] Gold stacks are properly spawned
  • [#8955] Items moved from restocking stacks are properly turned into new stacks for the purposes of object identification
  • [#8980] Fixed a crash when the player is teleported while a menu is open
  • [#9018] Passing a thrust attack to actor controls no longer breaks the game
  • [#9048] Escort packages can be properly started through the AI interface
  • [#9085] Fixed a freeze when teleportation occurs while item unequipment is scheduled
  • Unequip handler properly unequips slots
User Interface

New Features

  • [#8705] Unexplored map colour palette is loaded from a texture that can be overridden
  • [#8774] Changing the active controller window in container views also changes the focused window
  • [#8788] Script settings window font and colours rely on relevant settings
  • [#8902] Controller navigation is now possible in the quick keys menu spell selection
  • [#8913] Gamma slider shows its value
  • [#8957] The iMaxInfoDist game setting is used as the menu mode activation distance

Fixes

  • [#8733] Controller trigger press thresholds for menu navigation are now configurable and lower by default to ensure compatibility with the Steam Deck
  • [#8770] When controller tooltips are visible for spells, the cursor is hidden
  • [#8771] Controller item focus is no longer reset inappropriately
  • [#8786] Fixed various issues with door marker update
  • [#8797] Equipping items with the relevant controller action will no longer cause two or three similar sounds to play at the same time
  • [#8799] Show Controller Tooltips By Default setting is now persistent: tooltips will always be enabled when you open a menu
  • [#8833] Resizing item and spell views when controller tooltips are on will no longer break the UI or crash the game
  • [#8946] Spell effect icon sorting and visibility is based on the earliest effect source
OpenMW-CS, Launcher and Tools

New Features

  • [#721] Editor: Right-to-left subview placement option
  • [#2316] ESSImporter: Script target conversion
  • [#5197] Editor: Terrain vertex painting
  • [#7152] Editor: Global search regular expression validation
  • [#7399] Wizard: Steam and GOG Galaxy installation auto-detection
  • [#7493] Launcher: Config directory list (Settings -> Miscellaneous)
  • [#8392] Editor: Selected objects are rotated around a shared centre
  • [#8874] ESMTool: Rotations for door destinations and cell references are printed
  • [#9027] Launcher, Wizard: Bulgarian translation

Fixes

  • [#4769] Editor: Edit ID action is disabled for IDs that don't correspond to a record
  • [#7595] Editor: Bump-mapped objects are properly rendered in the scene view
  • [#8270] Editor: Scene view is no longer inappropriately transparent on Wayland and handles scaling better
  • [#8345] Editor: Operations like global search and saving are faster and should no longer randomly crash, especially on non-Windows systems
  • [#8842] When the --load-savegame command-line option is used, the save’s character profile and slot will be detected based on file equivalence rather than an exact path match
  • [#8999] The wizard no longer adds every directory in the installation list to the config file and properly avoids duplicating existing directories
View originalPermalink
How openmw-0.51.0 went
openmw-0.50.0

OpenMW 0.50.0 Released!

Added 1
  • Quick item transfer feature
Changed 4
  • Gamepad experience overhauled
  • Combat system receives foundational dehardcoding steps
  • Lua scripting API further expanded
  • Setting files are now saved when you exit the settings window, rather than only when you exit the game
Fixed 15
  • When a Command effect stops, the affected actor will accept their new location as their new wander point
  • Hostile actors will no longer engage in combat with the player if the player is under the effect of >=75% Chameleon
  • Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience
  • Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile
  • Paralysed and knocked down NPCs can no longer use combat actions
  • Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible

The OpenMW team is proud to announce the release of version 0.50.0 of our open-source engine!

This round number release overhauls the gamepad experience, makes foundational steps in dehardcoding combat, further expands our Lua scripting API and, among the host of user interface fix-ups, introduces the highly requested quick item transfer.

Note: this only lists the changes and common issues to be aware of. Read the full announcement on our website.

Known Issues

  • On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings
  • [#7511] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, share the freeze dump with us
  • [#8233] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
  • [#8255] On Intel GPUs, the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you may need to install an older version of the driver. We've had reports of something similar happening on recent AMD drivers; the same workaround should apply
  • [#8345] OpenMW-CS might crash randomly on Linux and macOS during global search or saving
  • [#8464] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that
AI and Pathfinding

Fixes

  • [#5331] When a Command effect stops, the affected actor will accept their new location as their new wander point
  • [#6029] Hostile actors will no longer engage in combat with the player if the player is under the effect of >=75% Chameleon
  • [#6029] Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience
  • [#7871] Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile
  • [#7979] Paralysed and knocked down NPCs can no longer use combat actions: to match Morrowind, they won't yell taunts or drink potions to get themselves out of their predicament
  • [#8433] Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible
  • [#8612] Actors will no longer harvest herbalism-enabled plants non-stop when the Activate package is used
Configuration and VFS

New Features

  • [#8077] Setting files are now saved when you exit the settings window, rather than only when you exit the game

Fixes

  • [#8599] Non-ASCII paths using native encodings are now supported in Morrowind format BSAs
  • Improved BSA archive reading stability in various cases, e.g., for corrupted files or files where directory hash collisions occur
ESM Format and Saved Games

Fixes

  • [#8333] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded
Gameplay

Fixes

  • [#6039] Next Spell now skips over items that belong to the same stack as the current item (it would previously get stuck if there were multiple copies)
  • [#7622] Ranged attacks will now hit underwater if you're up close to a target (this matches Morrowind)
  • [#7649] Sounds and visual effects of resisted effects no longer play
  • [#7693] Potions and ingredients no longer visually end up back in the inventory for a single frame before getting picked up again for convenient consumption (0.49.0 regression)
  • [#7996] Instant (zero-duration) effects can now act immediately. For example, instant Cure Poison can immediately cure the instant Poison preceding it
  • [#8303] Underwater spell projectiles cast by objects will explode rather than immediately disappear (this matches Morrowind)
  • [#8340] Multi-effect enchantment service price is now noticeably lower and should match Morrowind; it's now based on the accumulated strength of the final effect rather than the enchantment's overall strength
  • [#8371] Silence no longer affects powers
  • [#8383] Bound helm and boot effects cast on beast race characters are now interrupted immediately
  • [#8399] Jail-induced major/minor skill increases count as level progress
  • [#8404] Actors will no longer equip items to all slots when they want to replace their equipped light with a more appropriate shield. This allows the prevent merchant equipping option to work more intuitively for exterior merchants
  • [#8446] Travel prices are calculated more accurately when the player has multiple followers: instead of calculating the offered price based on the base price for one character and multiplying it, the base price is multiplied first and then used for the offer
  • [#8459] Spell prices are autocalculated properly for autocalculated spells
  • [#8485] Base diseases bypass disease resistance
  • [#8500] Fight rating change crime reaction accounts for the number of items in the stolen stack
  • [#8519] Pickpocket crimes will no longer be erroneously detected twice
  • [#8540] Effects with no magnitude can no longer be resisted partially
  • [#8557] Charm no longer influences the disposition clamping range
  • [#8606] Floating-point imprecision should be less likely to mess with container capacity
  • [#8615] Increased waiting/resting progress speed to better match Morrowind (tuned based on the expected framerate of 60 FPS)
  • [#8680] Permanent effects are no longer erroneously restored on dead actors, e.g., when the player rests
  • [#8710] Creatures can no longer break the game by casting an Absorb Skill spell
  • [#8734] Shield sheathing animations work properly (0.49.0 regression)
Graphics

Fixes

  • [#4437] Skinning base transformations and root bone are now used
  • [#7799] Harvesting herbalism-enabled plants will no longer trigger expensive object paging chunk regeneration
  • [#8176] Error marker loading is now thread-safe, preventing a potential crash when cell preloading and cell loading fail to find a model simultaneously
  • [#8341] Magic glow will no longer disable parallax on the affected geometry
  • [#8375] Moon phase cycle should now match Morrowind, e.g., "skip" days less often
  • [#8447] Non-vanilla threshold-based turning is no longer used for the player, fixing werewolf swimming turning animation getting stuck
  • [#8490] Water normals exposed to post-processing no longer sometimes disappear when refraction is disabled
  • [#8560] Global filtering settings are used for overridden textures of spawned magic VFX
  • [#8593] Mipmaps are properly generated for post-processing render targets
  • [#8598] Post-processing shaders can be loaded from BSA files
  • [#8610] Terrain normal maps now use the correct (DirectX or -Y) vertical convention
  • Parallax should behave correctly for flipped geometry
Scripting: mwscript

New Features

  • [#3769] GetSpellEffects now detects enchantments, similar to how the relevant Morrowind Code Patch option works
  • [#8509] FillJournal debug instruction, which adds all topics and journal entries into the journal

Fixes

  • [#4885] Disabling actors through dialogue scripting should no longer cause crashes
  • [#8245] ShowVars debug instruction now lists the global scripts
  • [#8318] Improved dialogue filtering: filters are handled more consistently for creatures, while missing global variables no longer break the dialogue window
  • [#8414] Water Walking effect no longer makes the player collide with water when collision is disabled
  • [#8432] Moving between an interior and an exterior properly spawns in the (postponed) collision shapes of objects spawned by scripting
  • [#8466] ShowMap now requires a non-empty argument
Scripting: OpenMW-Lua

For a full overview of the current state of OpenMW-Lua, please consult the scripting API reference.

Now Dehardcoded

  • [#8399] Jail skill impact
  • [#8642] Various mechanics triggered when attacks hit the target: armour condition damage and hit sound, damage adjustment due to difficulty and armour rating, blood spawning and miss sound playback. Shield hit redistribution tweak copied from Morrowind Code Patch is now optional

New APIs and Interfaces

  • [#6976] core.weather: weather API, which allows manipulating various built-in weather settings
  • [#7879] core.regions: region record bindings
  • [#7966] types.Player.journal: API for player journal entries for both topics and quests
  • [#8112] core.land: API for terrain, which currently lets you recover the terrain height and texture for the default exterior
  • [#8320] core.mwscripts: API for mwscript script records, which allows recovering their source
  • [#8642] Combat: interface for interacting with the combat system, primarily attacks (as a part of on-hit mechanics dehardcoding)

New Bindings and Utility Functions

  • [#8285] postprocessing.getChain(): the chain of active post-processing shaders
  • [#8334] types.Player.addTopic(player, topicId): mwscript AddTopic equivalent; adds a topic that the given player will be able to ask characters about
  • [#8355] Interfaces.UI.isWindowVisible(windowName): returns whether the given UI window is currently visible
  • [#8629] Cell.pathGrid: the path grid record relevant to the cell, i.e., the traversable path links and nodes

New Events

  • [#8597] AddVfx, PlaySound3d, BreakInvisibility, Unequip, Hit, ModifyItemCondition, ShowMessage, SpawnVfx, ConsumeItem, Lock and Unlock events (mostly self-explanatory, see documentation)

Other New Features

  • [#8654] Custom NPC records can now be created

Fixes

  • [#7693] ItemUsage interface returns the item to its original stack if it could not be equipped or consumed, instead of moving it to the player's inventory
  • [#8012] OnUpdate engine handlers are now called with a simulation time of zero for paused frames
  • [#8582] Local scripts started by another script no longer start out inactive
  • [#8614] Fixed a sol3-side memory leak when indexing user-defined types
  • [#8650] Checking if a container is resolved no longer initialises its contents, which could previously cause herbalism-enabled containers to be automatically harvested
  • [#8720] Fixed potential custom UI element corruption during error handling that could lead to instability
  • [#8757] Fixed a crash when the object type is accessed in a coroutine
  • [#8758] Fixed a crash when nested UI elements are created twice without destroying the original parent
Sound

New Feature

  • [#7813] The Doppler effect is now enabled for the 3D audio. The Doppler effect is a real-life phenomenon that shifts the sound's pitch depending on its velocity relative to the listener
User Interface

New Features

  • [#2522] Alt-clicking transfers items immediately in container menus
  • [#3740] Improved controller menu navigation with an alternative UI (find it in the launcher)
  • [#8290] Player gold is now shown in the spell creation menu
  • [#8313] Character name is shown in save info if it doesn't match the current profile
  • [#8580] Character save profiles are now sorted by date rather than filesystem order
  • [#8665] Polish translations for OpenMW-specific in-game lines

Fixes

  • [#2967, #8431] Container menus should always react appropriately to scripted item additions/removals without crashing
  • [#6792] Tweaked birthsign tooltip appearance. Descriptions are now printed in multiple lines
  • [#7371] Failing to equip an item plays a sound when it's moved back to the inventory
  • [#7740] Enchanted item backgrounds no longer overlap the selected weapon/enchanted item HUD boxes
  • [#8265] Topic hyperlink generation respects word separators and will no longer inappropriately highlight the middle of a word
  • [#8349] Non-existent destinations are no longer shown in the travel menu
  • [#8349] Exterior cells set as travel destinations by name are supported in the travel menu
  • [#8359] Quick keys menu looks more like Morrowind's
  • [#8359] Assigning an item to a quick key plays a sound
  • [#8359] Scripted items that are normally impossible to equip can no longer be assigned to quick keys
  • [#8385] Fixed Unicode handling problems in formatted strings that go through the YAML localisation system
  • [#8408] Both potential hindrances for waiting (enemies being nearby and the player not being on solid ground) can be reported by the rest menu
  • [#8436] Pinned spell window reacts to selected spell and enchanted item changes triggered by quick keys
  • [#8437] Pinned inventory window button remains visible when out of menu mode, like for other HUD windows
  • [#8551] Quick keys will remain bound to now-unavailable items when they're loaded, rather than "forget" them
  • [#8584] Reworked the appearance of various service menus to match Morrowind
  • [#8585] Increased padding between non-special dialogue menu topics to match Morrowind
  • [#8609] Reduced the size of the crosshair to match Morrowind
OpenMW-CS, Launcher and Tools

New Features

  • [#8113] Launcher: Subdirectory addition dialogue now supports extended selection
  • [#8139] Editor: Revamped instance selection markers for better look and usability
  • [#8579] Editor: Bulk indentation support in the script editor
  • [#8665] Polish localisation for the launcher and the wizard

Fixes

  • [#6573] Editor: Fixed cube/sphere selection behaviour on high-DPI displays and scaled windows
  • [#8587] INI Importer: Improved consistency with how the other tools handle config file editing
  • [#8620] Editor: Created and cloned instances should no longer erroneously reuse RefNums
  • [#8686] Editor: Fixed a crash when the terrain is smoothened in an undefined cell

Other

  • [#8578] Removed Qt 5 support
Beyond Morrowind

New Features

  • [#6000] Terrain texturing, finishing the initial terrain rendering implementation
  • Initial distant object rendering through the means of object paging
  • Door opening sounds
  • Faster decompression of files in zlib-compressed archives: quicker loading times for all games other than Skyrim Special Edition and Anniversary Edition
View originalPermalink
How openmw-0.50.0 went
openmw-0.49.0

OpenMW 0.49.0 Released!

Added 2
  • First release of OpenMW that goes beyond Morrowind
  • Substantial additions to Lua scripting API
Changed 1
  • Improved obstacle evasion with more movement directions used depending on the actor's animations
Fixed 14
  • Actors prioritize Bound and Summon spells more
  • Actors prioritize healing spells and potions much less
  • Actors no longer attempt pathfinding while playing scripted animations
  • Actors back up smoother during ranged combat
  • Actors don't yell taunts when engaging in combat against new allies of their current enemies
  • Friendly hit counter doesn't increment during combat and resets after it
Removed 4
  • Support for pre-0.45.0 saved games
  • Virtual filesystem case-sensitivity support
  • Broken 360° screenshot support
  • Script blacklisting used in the --script-all option and OpenMW-CS script verifier

After almost 3 years of development, we’re thrilled to release OpenMW version 0.49.0—our largest and most ambitious update yet!

This new release brings a hefty number of additions to our Lua scripting API, further polish to every single area of the engine—animations and lighting in particular—and it is the first one that goes beyond Morrowind! Be sure to read below for the full list of changes.

Known Issues

  • On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings
  • [#7511] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless as it should eventually disappear, but if it doesn't, share the freeze dump with us
  • [#8012] Combat music does not start during pause (e.g., during the dialogue that is scripted to start combat)
  • [#8233] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD is yet to address
  • [#8345] OpenMW-CS might crash randomly on Linux and macOS during global search or saving; this is possibly a bug in Qt 6
  • [#8464] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that

Removed Features

  • [#6624] Support for pre-0.45.0 saved games. Saves made in 0.45.0 up to 0.49.0 RC remain compatible. Use 0.48.0 to convert older saves
  • [#7394] Virtual filesystem case-sensitivity support
  • [#7720] Broken 360° screenshot support
  • [#8214] Script blacklisting used in the --script-all option and OpenMW-CS script verifier, which served no purpose
AI and Pathfinding

Fixes

  • [#2623] Actors prioritise Bound and Summon spells more
  • [#4207] Actors prioritise healing spells and potions much less
  • [#5065] Actors no longer attempt pathfinding while playing scripted animations
  • [#5129] Actors back up smoother during ranged combat
  • [#5413] Actors don’t yell taunts when engaging in combat against new allies of their current enemies
  • [#5755] Friendly hit counter doesn't increment during combat and resets after it
  • [#6313] High Fight rating allies no longer become hostile when the player has multiple allies
  • [#6574] Navmeshes are no longer generated for very distant exterior cells, preventing a crash
  • [#6932] Actors will no longer give preference to unreachable/invisible enemies in combat
  • [#6964] Failed path smoothing can no longer cause the path to be rejected
  • [#7064] Assaulted actors will realise they were assaulted even if they didn't detect the player
  • [#7450] Improved obstacle evasion: more movement directions are used depending on the actor's animations
  • [#7548] Actors can open doors teleported from a different cell
  • [#7604] Creatures can properly use potions
  • [#7639] Weapons are now considered useless if the actor's relevant skill is 0
  • [#7646] Ranged attacks against allies make them hostile immediately
  • [#7646] Magical attacks no longer prompt vocal friendly fire responses
  • [#7647] Wandering interrupted by a greeting properly resumes
  • [#7661] AI package assignments interrupt combat
  • [#7685] Increased follow package activation distance to match Morrowind
  • [#7723] Legalised assault and murder of vampires and werewolves
  • [#7724] Guards attack NPC werewolves
  • [#7758] Water-walking actors now properly consider their ability when pathfinding over water
  • [#7959] NPC in-world book activations are handled as player book activations
  • [#8132] Actors no longer face the player for greetings they won't deliver
  • Absorb Skill/Attribute effects, like Drain and Damage effects, are no longer used when the relevant stat is zero and are prioritised based on how important the relevant stat is
  • Alternate bound weapon spells aren't cast if a bound weapon is already in use
  • Bound weapon spell priority takes weapon skill and ammunition into account
  • Combat taunts are suppressed for On Self and On Touch spellcasting
  • Escort packages terminate immediately when no destination is provided
  • Wander AI properly supports crossing cell boundaries
  • Weapon enchantments no longer receive spell priority multipliers when rated as weapons
Animations

New Features

  • [#6009] Animation blending: optional, moddable animation transition smoothing for both NIF and Collada files
  • [#6823] Animation layering support for Collada files (previously erroneously attributed to 0.48.0)

Fixes

  • [#4127] Segments of attack wind-up and release are played continuously and are thus less choppy
  • [#4610] Weapons can no longer be unequipped during an attack, which ensures bound weapons appear after spellcasting animation ends
  • [#4742] Finished scripted animations no longer cause the same animations played afterwards as non-scripted animations to get stuck
  • [#4743] Scripted animations that can't loop are no longer automatically disabled
  • [#4822] Individual NPC body parts can have their own animations
  • [#5062] Accumulated animation movement is no longer discarded in favour of manual movement
    This makes movement match Morrowind more closely, e.g. third-person camera sways for beast race characters
  • [#5066] Playing an ongoing scripted animation group with a script no longer restarts it
  • [#5371] Animations are no longer enabled for x prefix NIF files without their own x prefix NIF files when they are used as models
  • [#6723] Collada files support head tracking and turn to movement direction and smooth movement options
  • [#6992] Crossbow reloading animation is played on the entire body again
  • [#6993] Shooting the last round of ammunition is no longer interrupted abruptly
  • [#7042] Unexpected hit triggers are no longer processed – this stops some weapon animations from applying damage multiple times
  • [#7611] Manual movement mode is no longer stuck after turning or jumping – this prevents idle sliding
  • [#7636] Scripted animations persist through view mode changes
  • [#7637] Scripted animations always restrict movement
  • [#7641] Scripted animation loop count matches Morrowind
  • [#7886] Ready Weapon transitions can reuse the animation
  • [#7980] Paralysed actors no longer play blinking and talking animations
  • [#8191] Re-enabled sheathed melee weapon animations
  • [#8223] Movement takes priority over weapon animations for non-bipedal actors, allowing them to react to player movement when they're trying to attack
  • [#8237] Spellcasting stance transitions are disabled again for non-bipedal actors (for now)
  • Recoil/reloading weapon animation choice matches Morrowind
Configuration and VFS

Fixes

  • [#6085] Replaced the remaining usage of Boost filesystem library with C++ standard filesystem library
  • [#6876] Improved setting validation with automatic value adjustment
  • [#7092] Archive files of the same name are no longer overridden in reverse order
  • [#7924] On Windows, crash catcher now generates a full memory dump if the OPENMW_FULL_MEMDUMP environment variable is set
  • [#8567] Paths passed to the applications through the command line support token replacement
  • [#8567] Passed relative paths are relative to the current working directory
ESM Format and Saved Games

New Features

  • [#2566] Proper NAM9 subrecord handling for item stack counts
  • [#7477] Magic effect negative light flag support. Not to be confused with normal negative lights, this flag merely inverts the effect's colour
  • [#7608] Saved game dependency warning now lists the missing dependencies
  • [#7618] Saved game info includes the game day and player health

Fixes

  • [#5977] Removed pre-0.43.0 save knockdown state handling, which had side effects in newer saves
  • [#6025] Subrecords can now overlap the records that follow them, allowing some plugins to load properly
  • [#6754] NPCs that use default skeleton models use the skeleton requested by their race record
  • [#7134] Saves with invalid last generated RefNum some OpenMW builds could export can no longer be loaded
  • [#7204] Missing actor script links are discarded upon loading to prevent runtime problems
  • [#7553] If multiple faction reactions are defined for a faction, the lowest reaction is used
  • [#7654] Invalid enchantment effect data is discarded upon loading
  • [#8021] Fixed incomplete player cell reference reset when a new game is started during an active game session
  • [#8252] Restored file dependency loading requirement
  • Broken dialogue response filter conditions are discarded upon loading
  • NPCs with missing races fall back to the first race loaded
  • You no longer need to press Sneak twice to leave the stance when a save made while sneaking is loaded and toggle sneak option is enabled
  • Terrain texture records are overridden based on ID rather than both index and ID and can be deleted
Gameplay

New Features

  • [#1415] Infinite fall failsafe for interiors

Fixes

  • [#3438] Overhauled melee hit target selection to match Morrowind much closer
  • [#4204] Only actors with a base health of 0 are prevented from floating up upon cell reloading
  • [#4508] Identical enchanted items' effects can stack
  • [#4683] Temporary crime disposition changes are properly applied
  • [#4754] Ammunition can now be equipped partially
  • [#5057] Melee hit success evaluation now occurs at weapon release rather than apparent target impact
  • [#5714] On Touch range effects cast by non-actors always explode
  • [#6156] On Touch spells explode from the correct position
  • [#6894] To match Morrowind, picked-up ammunition is no longer automatically stacked with equipped ammunition
  • [#6949] Sun Damage is applied in quasi-exteriors
  • [#6974] Beneficial effects are reflected
  • [#6977] Sun Damage properly accounts for sun and cloud visibility
  • [#7034] Key flag is assigned automatically to items that are used as keys
  • [#7044] Autocalculated NPCs use service flags from their class
  • [#7122] Teleporting to a location where Water Walking cannot be active removes the effect
  • [#7163] Ingredients that do not have the first effect assigned can no longer be consumed instead of breaking the UI
  • [#7284] Your weapon has no effect message of normal weapon resistance shows up regardless of hit success
  • [#7413] Creatures are now spawned in generated ocean exterior cells
  • [#7415] Unbreakable lock behaviour matches Morrowind more closely, e.g. they can be unlocked using Open spells
  • [#7428] Enchantment cost and charge is auto-calculated when the relevant flag is set in the record
  • [#7472] Fixed the number of items used to calculate the enchantment price
  • [#7573] Drain effects can bring stats below zero again
  • [#7630] Charm effect can no longer be applied to creatures
  • [#7631, #7794] Fleeing actors can now be activated (with varying results)
  • [#7643] Any effect is allowed to be used in constant effect enchantments regardless of range support
  • [#7660] Failed ingredient consumption no longer breaks invisibility
  • [#7660] Item recharging and repairing and potion brewing break invisibility
  • [#7676] Ingredient order affects the potion effect order
  • [#7712] Spells and enchantments are no longer required to have effects to be cast
  • [#7728] Attempting to use a controller that cannot be used no longer causes a crash
  • [#7742] Governing attribute training limit now checks modified attributes rather than base attributes
  • [#7744] Fixed a crash when the player's starting inventory contains a weapon
  • [#7796] Absorbing enchantments properly restores Magicka
  • [#7859] Potion value is auto-calculated when the relevant flag is set in the record
  • [#7970] Magic effects removed during resting are no longer active throughout the remainder of resting
  • [#7997] Paralysis blocks camera perspective changes
  • [#8018] Potion effects of any range now apply, and they apply exclusively to the drinker
  • [#8064] 360° movement mode camera zoom can be properly disabled by scripting
  • [#8124] NPCs no longer resist normal weapons twice
  • [#8171] Items with above 100% condition can no longer be repaired to 100% condition
  • [#8187] Intervention spell destination logic now uses cell grid-based Chebyshev distance instead of Euclidean distance
  • [#8204] Storm wind makes you faster when you move away from its origin
  • Containers that only contain unresolved levelled items can be properly harvested
  • Directional movement controller bindings have been unbound from the DPad and can be rebound
  • Diseases cast as spells can no longer be resisted
  • If one of multiple active bound effects of the same type expires, a bound item will be properly re-equipped
  • Only On Self range constant and permanent effects are applied
  • Scripted effect explosions cannot be reflected
Graphics

New Features

  • [#3537] Shader water ripples
  • [#5492] Precipitation occlusion
  • [#5926] Water transparency is based on vertical depth rather than the distance to the camera
  • [#6188] Specular lighting for all light sources
  • [#6447] Improved object paging LOD node handling
  • [#6979] Object paging automatically uses meshes intended for MGE XE LOD generation
  • [#7129] Restored non-adaptive vsync option, which, unlike adaptive vsync, is not disabled when the frame rate gets too low
  • [#7180] Water shader normal map is now overridable
  • [#7292] Support for Rain Ripples and Snow Ripples Morrowind.ini settings, which control the visibility of ripples emitted by precipitation
  • [#7318] You can now opt out of terrain-occluded water culling
  • [#7792] Support for Timescale Clouds Morrowind.ini setting, which links cloud movement speed to game time scaling
  • [#7795] Support for MaxNumberRipples Morrowind.ini setting, which controls water ripple quantity for non-shader water
  • [#7932] Two-channel normal map support
    This allows BC5-compressed normal maps to be used that come with improved quality and memory efficiency on compatible hardware
    Note to third-party maintainers: RGTC-compressed DDS support is exclusive to our OpenSceneGraph fork
  • [#8067] Added macOS Game Mode support
  • Distortion shader effect (see documentation)
  • In-game per-pixel lighting toggle
  • Water shader sunlight scattering and wobbly shores are now optional
  • Weapon and shield sheathing support for Collada models

Fixes

  • [#3842] The first rather than the last instance of every bone found in an object's subgraph is used for skinning
  • [#4898, #7585] Sunlight direction in exterior and interior cells now matches Morrowind, which improves accuracy and hides some vanilla asset lighting seam issues
    Indoor shadows continue to align with the sunlight and might look more conspicuous
  • [#5280] Non-skinned geometry is no longer included in skinned body parts
  • [#5883] Idle actors now also emit water ripples
  • [#6190] Sunlight ("moonlight") specularity is no longer disabled for objects and terrain during nighttime
  • [#6190] Water specularity is no longer subdued harshly during the morning and the evening
  • [#6240] The same texture file can now be reused for different texture types without them getting confused on enchanted items
  • [#6657] Diffuse-specular terrain textures (or any terrain textures with an alpha channel) are no longer considered "transparent" by distant terrain (or any non-shader terrain rendering)
  • [#6665] Creatures should no longer be inappropriately rescaled by turn to movement direction setting
  • [#7040] Geometry rendered at the same depth as previously rendered geometry is drawn over it, which is important for some modded assets
  • [#7051] Object paging no longer separates animated Collada models from their collision shapes
  • [#7102] Shadow maps no longer take up texture slots used for normal textures
  • [#7229] If the error marker provided by content fails to load, the engine will fall back to the built-in error marker instead of crashing
  • [#7298] When projectiles hit water, their hit position is now used instead of their current position to emit water ripples, which should prevent ripple rendering issues
  • [#7309] Sunlight scattering accounts for sun visibility
  • [#7322] Shadows are properly applied to groundcover when the shadow scene bound calculation method is primitives
  • [#7353] Fixed a crash when normal maps are assigned to geometry with no UV
  • [#7505] Terrain samples used to generate distant terrain are now allowed to cover an area larger than a cell
  • [#7535] Bookart images can be used as regular object textures and vice versa
  • [#7557] Terrain preloading should no longer attempt to generate and cache terrain that is not going to be used
  • [#7633] Legacy groundcover now only attempts to instance normal geometry
  • [#7696] Fixed a potential freeze during distant terrain texture generation
  • [#7737] Rendering debug stats are now reported for loading screen frames
  • [#7931] Individual light contribution is no longer capped
  • [#7931] Light selection is now view-independent, significantly reducing pop-in
  • [#7931] You can now opt out of the early light cutoff. Classic falloff is more accurate to Morrowind but also more prone to seams/pop-in, especially when active grid paging is enabled
  • [#8002] Light sources held by creatures properly emit light
  • [#8172] Generating extremely complex path grid geometry for TogglePathGrid or OpenMW-CS views no longer causes a crash
  • [#8439] Fixed a variety of crashes when a creature doesn't have a model
  • [#8462] Fixed crashes when the window is resized or a setting is changed on macOS builds using SDL 2.24.0 or newer
  • Fixed blizzard wind and particle effect direction mismatch
  • Herbalism switch nodes no longer change state when a compatible container is reloaded and herbalism switch node support is disabled
  • Skinned models properly support switch node-based harvesting
  • Water will no longer sometimes turn invisible due to interior water level changes
  • Water waves are no longer flipped whenever you change water settings
NIF Format

New Features

  • [#5173] NiFogProperty support. It is a property often used to disable fogging for parts of the model
  • [#6945] S3TC-compressed and BGR format NiPixelData embedded image support
  • [#7634] NiParticleBomb support. It is a particle effect used to simulate explosions

Fixes

  • [#6550] Environment maps are assigned to the affected node's immediate children to ensure certain armour meshes can properly use them
  • [#7380] NiZBufferProperty can really disable depth testing this time
  • [#7763] Extra data flags are no longer handled for nested nodes
  • [#7780] Non-ASCII NIF strings are properly handled
  • [#8231] NiCollisionSwitch nodes should no longer be accidentally optimised out by active grid object paging or in general
Physics

Fixes

  • [#6027] Collision shapes are no longer merged for the entire object and are generated in a more optimal way
    This improves the performance of very complex meshes and prevents breakage when objects have more than 21 thousand triangles
  • [#7009] Falling actors no longer teleport to the ground without taking any damage when their cell is reloaded
  • [#7077] Empty Collada collision shapes no longer cause a crash
  • [#7763] Collision shapes track the scale of animated nodes
  • [#7763] Bounding box nodes are detected based on the node name rather than unused flags
  • [#7763] Detected bounding boxes no longer override non-actor collision shapes
  • [#7950] Fixed a potential crash when an object is removed from the scene in the middle of physics simulation
  • [#8048] Invalid extent bounding boxes are replaced with autogenerated bounding boxes
Post-Processing

New Features

  • Dropdown menus as shader setting control type
  • API version shader uniform
  • Frame number shader uniform
  • Sky and ambient colour shader uniforms
  • Render targets can be persistent across frames, which allows temporal effect support

Fixes

  • [#7145, #7146, #7202] Fixed various problems with exposed normals
  • [#7168] Average luminance is now based on a rescaled power-of-two resolution render target, which gives more accurate results
  • [#7354] Disabling post-processing in-game will no longer cause a crash when reverse Z depth buffer and soft particles are disabled
  • [#7364] Post-processing is reflected in saved game previews
  • [#7487] Shader compilation errors caused by intentionally unsupported Clamp wrap mode are more informative
  • [#7587] Invalid dynamic shader entries should no longer cause crashes upon reloading the game
  • [#7652] Inactive post-processing shaders are now sorted alphabetically
  • [#7679] Average luminance is no longer hard reset every time you configure a shader that uses it
  • [#8295] Fixed a crash when the post-processing chain refers to an existing shader file in a different case
  • [#8295] Fixed a crash when the post-processing chain includes an existing shader file nested into a subdirectory of the shaders directory (which is going to be unusable)
  • [#8465] Fixed broken rendering on macOS when hardware antialiasing is enabled
  • GLSL versions above 1.20 are properly requested on setups that don't support UBO rendering (such as macOS)
  • GLSL versions above 3.30 are no longer handled as legacy versions
  • Sun uniforms are properly set when you enter interiors
Scripting: mwscript

New Features

  • [#6983] Get/Set/ModPCVisionBonus functions, which interact with the base value of the Night-Eye magic effect
  • [#7058] TestModels (T3D) instruction, which is used for testing the loading of every single model used by your game content
  • [#7194] OutputRefInfo (ORI) debug instruction now also prints the object's currently bound textures. Missing textures are not bound
  • [#7609] AllowWerewolfForceGreeting variable, which controls whether 'ForceGreeting' works if the player is in werewolf form
  • [#7625] AddItem, RemoveItem, StartScript, StopScript and AddTopic provide more helpful warnings if the relevant records are not available

Fixes

  • [#3846] Unquoted string arguments that start with a period or a minus are supported in more cases
  • [#4289] Disabling objects that have no placed instances is now allowed
  • [#4816] GetWeaponDrawn starts returning 1 when the weapon is attached, rather than the moment you enter combat stance
  • [#4996] Redundant function arguments are ignored in a generalised way (but not yet ignored in expressions)
  • [#6716] Comparison operator parsing is more restrictive in terms of white space and less restrictive in terms of allowed special characters
    This means combinations such as >!<<= and > = are now parsed as greater-than
  • [#6807] Special characters at the start of the line are ignored
  • [#6987] Set/ModBlindness instructions, which interact with the base value of Blind magic effect, no longer have a visual effect
  • [#7053] Collision detection functions such as GetCollidingPC work properly again
  • [#7084] Resurrect and levelled creature respawn now recognise if the relevant base records have changed and use the updated records
  • [#7148] Significantly improved script execution performance due to optimised string literal lookup
  • [#7416] ModPCCrimeLevel can clear crimes and can no longer make the bounty negative
  • [#7770] Various script functions and instructions that work with actor stats such as GetMagicka and AddSpell can now be used on objects (to no effect)
  • [#7770] GetItemCount can now run on objects without an inventory
  • [#7770] GetItemCount and GetSoundPlaying will return 0 instead of interrupting script execution when they have no instance to run on
  • [#7943] Add/RemoveSoulGem and Drop instructions now work on creatures that cannot equip items
  • [#8097] GetEffect can detect active effects that have 0 magnitude
  • DisablePlayerControls no longer disables controller camera movement while DisablePlayerLooking now does
  • GetHealthGetRatio now returns a ratio of 1 for actors that have a maximum health of 0
  • OutputRefInfo (ORI) command can be used in its unabbreviated form
  • SetAngle alternative ZYX rotation order axes are ordered properly
  • --script-all-dialogue option no longer attempts to compile dialogue result scripts for actors that do not use the relevant responses
Scripting: OpenMW-Lua

For a full overview of the current state of OpenMW-Lua beyond the limits of the comprehensive yet brief list below, please consult the scripting API reference.

Now Dehardcoded

  • [#7538] Skill and level progression
  • Player input controls
  • Exploration, combat, and death music

New Interfaces and Packages

  • [#6726] Object manipulations: creation, teleportation and removal
  • Custom Activator, Armor, Book, Clothing, Light, Miscellaneous, Potion and Weapon records can be created and spawned
  • [#7142] Overhauled mwscript bindings, previously limited to local variables; the new API supports global scripts
  • [#7648] Saved game interactions
  • [#7805] New script context: menu scripts, which can run when no game is loaded and interact with main menu functionality
  • [#8109] Crimes: allows triggering built-in crime events
  • Animations (openmw.animation): various controls for actor and object animations that are also used internally
  • Custom input actions as a part of overhauled input package (openmw.input)
  • Factions: access to NPCs' faction-related mechanics
  • Magic: access to spells and individual effects active on every actor
  • Music and sounds (openmw.ambient): allows scripts to play music and sounds
  • Quests: journal access and interaction API that exposes functionality previously reserved to mwscript
  • UI stack interaction: allows adding and removing the original UI windows as well as unpausing individual GUI modes
  • Virtual filesystem (openmw.vfs): read-only access to loaded data directories
  • YAML file loading and decoding (openmw.markup)

New Bindings

  • [#6727, #6795, #7468, #7964] Armor, Birthsign, Class, Clothing, Dialogue, Enchantment, Faction, Levelled Creature, Light, Magic Effect, Race, Spell and Static records
  • Skills, attributes and magic schools as non-standard ESM records
  • Imported and validated Morrowind.ini settings as game setting records
  • [#7916] Active AI package distance, duration, repeat flag, and Wander package idle chances (all assignable to new packages)
  • Global AI, god mode, collision and mwscript scripting debug toggles (toggleable)
  • [#7860] Actor AI ratings (writable)
  • Actor and container encumbrance and capacity
  • Actor barter gold, offered services and travel destinations
  • Actor death process flags
  • [#8087] Actor essential and respawn flags
  • Actor fleeing status
  • Actor record IDs
  • Cell "can rest" flag
  • Cell water level
  • Cell, player and typed record lists, which replace record binding as the preferred way to locate records
  • Container and door lock and trap data (writable)
  • [#8038] Container organic and respawn flags
  • Container resolution status (writable)
  • Controller cursor (toggleable)
  • [#8087] Creature movement, bipedal and weapon use flags
  • Creature skills, soul values and type
  • Door state and interaction
  • Ingredient and potion effects
  • Inventory item holding container
  • Item condition (modifiable)
  • Item restock and carriability status
  • Miscellaneous item souls (writable)
  • NPC disposition (the base disposition is modifiable)
  • NPC models
  • Object initial position and rotation
  • Object world-space bounding boxes
  • Object ownership data and scale (writable)
  • Player bounty (modifiable)
  • Player teleportation block (toggleable)
  • Real (unpaused) frame duration

If not otherwise noted, the exposed information is read-only.
Interfaces listed above provide bindings not listed here.

New Utility Functions

  • [#6971] Number remapping and rounding
  • Closest navmesh position based on provided object position and parameters
  • Deep UI element update and destruction
  • Unicode handling library
  • Whether AI is currently being processed for a specific actor
  • World-to-view coordinate conversion

New Events and Engine Handlers

  • Actor death
  • Object activation (in global scripts)
    Standard activation can now be overridden
  • Object teleportation
  • Mouse input

New packages and interfaces provide other events and handlers not listed here.

Other New Features

  • [#7091] Local script attachment now supports custom initialisation data
  • [#7245] New AI package assignments no longer have to cancel previous assignments
  • Camera toggling source tag support
  • In-game profiler (second page of F10 debug window)
  • Storage data lifetime can be set manually
  • Events can contain object lists
  • Table setting value support
  • Teal declarations
  • UI elements can be implemented as layout children, allowing for better optimisations and state tracking
  • You can now reload all scripts
  • You can now reset the actor's currently selected enchanted item/spell. Selecting a new spell also resets the currently selected enchanted item
  • Rendering ray casts can now ignore certain objects
  • Vector swizzling

Fixes

  • [#6146] Item equipment properly sets the relevant mwscript variables
  • [#6893] Disabled and deleted objects are handled in a way consistent with mwscript
  • [#7449] Fixed type validation in cell:getAll
  • [#7469] Fixed a potential crash when an orphan UI element is destroyed
  • [#7546] To improve lore accuracy, Morrowind now starts on Fredas in the Lua calendar
  • [#7627] Internal content library execution failures should no longer cause crashes
  • [#7787, #8099] Script memory allocation and compiled byte code loading errors should no longer cause crashes
  • [#7823] Empty Lua storage files no longer cause a crash upon loading
  • [#7912] Rendering raycasts now report if they hit the terrain
  • [#8503] Camera and timescale bindings no longer accept infinities and NaN as input, preventing hardlocks
  • [#8541] Fixed incorrect util.color:asHex results for colour channels darker than 0x10
  • Actions finish applying before a save is made or loaded to prevent mid-action world state issues and crashes
  • Invalid 'select' renderer setting values are now visually apparent
  • Inactive object script data is serialised and deserialised on demand, significantly reducing runtime memory usage
  • TextEdit widget text length is now unlimited
  • Fixed thick border UI template textures
  • self:isActive() binding properly returns false for inactive objects
  • UI layer bindings work properly
  • Unassigned enchantment and script IDs are exposed as nil values rather than empty strings

Other

  • [#6149] Lua documentation now shows the relevant Lua API revision
  • Contents of containers (exposed as content) are now additionally exposed as inventory for consistency with actor inventories
  • Control switch bindings have been moved from input API to player API (input API counterparts are deprecated)
  • Deprecated cell isQuasiExterior flag binding (use cell.hasTag("QuasiExterior"))
  • Object rotations are now exposed as quaternions rather than Euler angles
  • The toggle sneak setting has been moved to the in-game settings for the dehardcoded input controls, OMWControls
  • Various getter functions now have a get prefix; the original bindings are deprecated
Sound and Media

Building OpenMW with FFmpeg 5.1.1 and above is now supported.

Fixes

  • [#4382] Default sound output device changes are now tracked
  • [#5849] Landing sound will no longer constantly restart due to paralysis
  • [#5944] In third-person view, the camera can now optionally be used as the sound listener
  • [#6402] Thunder sound effects are now interrupted indoors
  • [#6645] Shield hit sound now plays when the shield is hit rather than based on an unused animation text key
  • [#6986] Sound magic effect makes a noise
  • [#7172] Empty Explore playlist is allowed to interrupt Battle music
  • [#7568] Combat music no longer interrupts scripted music
  • [#7675] Successful Lock magic effect cast plays a sound effect
  • [#7761] Ambient and rain weather sound effects can now play simultaneously
  • [#7872] Region sound chance rolls are no longer independent and sounds that come later in the list are less likely to play
  • [#8063] Menu videos that have audio should no longer freeze the game
  • [#8207] Critical hit sound now only plays when the target is hurt
  • [#8441] Menu videos are paused when the window is minimised to prevent freezes
  • Battle music ends when the last hostile's death ends rather than when it starts
  • Region sounds now play in quasi-exteriors such as Mournhold
User Interface

MyGUI 3.4.3 is now the minimum requirement for building OpenMW.

New Features

  • [#6933] High-resolution cursor replacer support
  • [#6995] Duration strings used in effect and light source duration (show effect duration setting) are now localised
  • [#7125] Console command history is preserved across game sessions
  • [#7130] MyGUI logging verbosity is now configurable (matches global logging verbosity)
  • [#7214, #7248] In-game console search
  • [#7554] Shoulder buttons of controllers can now be used to navigate menus
  • [#7923] Nameless higher ranks are no longer shown in faction tooltips
  • [#7971] Time Played is now displayed in a more intuitive format and is no longer behind a setting
  • F10 window dimensions and position are now preserved across sessions
  • System-scaled high-DPI support
  • Localisation files can refer to string game settings
  • Various lines used in the main menu, loading screens, saved game dialogue and settings window, as well as disabled post-processing and screenshot notifications are now exposed to YAML localisation

Fixes

  • [#4710] Fixed focus tooltip position for partially offscreen objects
  • [#5870] Selected object is reset in the console if it turns unavailable
  • [#6222] Global map cell size is capped at 50 pixels as excessive cell size can cause problems
  • [#6427] Actor health bar is kept visible when damage is dealt continuously
  • [#6661] Saved games that do not have a valid preview image no longer cause crashes or break the saved game dialogue
  • [#6758] The Settings window is now rendered over the main menu and its video
  • [#6985] Built-in Mystic Cards font now aligns non-punctuation characters by width and includes Latin letters with diacritics
  • [#6973] Training time advancement now happens after the screen fades out
  • [#7013] The local map should no longer become corrupted due to object movement affecting interior cell bounds
  • [#7054] Quests are now sorted alphabetically
  • [#7065] Big versions of magic effect icons now support forward slash-separated paths
  • [#7087] Resolution changes are disabled for windowed full-screen mode
  • [#7088] Deleting the last saved game of the only remaining character resets the character drop-down menu
  • [#7131] Shader uniform edit widget no longer defines an invalid padding property
  • [#7307, #7698] Names of attribute/skill effects no longer specify whether they affect an attribute or a skill
  • [#7459] It is now guaranteed only one item stack can be dragged at a time
  • [#7475] Equipping constant effect items properly updates active effect icons in the spell window
  • [#7531] Bitmap font Windows-1252 character substitutions are now accurate to the original game
  • [#7582] Skills should now always be displayed in the correct specialisation column of the custom class creation dialogue
  • [#7603] Scripts menu visible area is properly resized when page contents are updated
  • [#7617] Death save loading prompt now lets you load the last save you've saved or loaded like in Morrowind rather than the most recent save overall
  • [#7619] User marker text is now shortened on the global map like in Morrowind
  • [#7623] Full help text has been moved below the rest of the item tooltip
  • [#7642] Items are now sorted alphabetically in repair and recharge dialogues
  • [#7665] The alchemy menu allows picking and deselecting the apparatuses
  • [#7832] Fortify Maximum Magicka effect magnitude is no longer shown for ingredients
  • [#7875, #7914] UI windows can no longer be moved out of the visible area and are no longer snapped to the edge of the screen
  • [#7908] Shown key names no longer depend on their name in the currently used keyboard layout
  • [#8005] F3 profiler lines are now generally ordered chronologically
  • [#8364] The dialogue menu scrollbar no longer crashes the game upon use when the text area is exactly 1 pixel longer than the scroll area
  • [#8378] Partial bitmap font textures no longer prevent the game from running
  • [#8378] Bitmap font kerning is now accurate to the original game
  • [#8378] Non-breaking space glyph is always rendered in dialogue and books
  • [#8576] Fixed a potential crash on exit when a container with scripted items is open
  • English in-game text specific to OpenMW uses title case where applicable to improve stylistic consistency with Morrowind's lines
  • Displayed region names are substituted with their IDs if they are unavailable
  • Topic colouring is no longer temporarily reset if you talk to a creature after talking to an NPC or vice versa
  • Topic colouring reacts to mouse focus
  • Saved game loading interruption should no longer cause UI issues
  • User-defined nearest-neighbour filtering can now be properly changed to bilinear/trilinear in the settings window
Launcher and Wizard

Building the Qt tools and the editor under Qt 6 is now supported (#6491) and our first-party packages use Qt 6. Building under Qt 5.15 is still possible but it is deprecated due to its standard support ending.

New Features

  • [#6411] Localisation support
  • [#6922, #7709] Revised and optimised launcher UI
  • [#7606] Extended selection in archive and data directory lists
  • [#7936] Built-in icons have been converted to SVG format and are now scalable
  • [#7985] Windows 11 Dark Mode support
  • [#8130] New context menu option: copy the selected data directory paths
  • [#8130] New context menu option: open the selected data directory
  • [#8286] openmw.cfg will no longer be overwritten if it already contains all the settings that were going to be written
  • [#8287] Removed unintuitive special handling for commas in openmw.cfg setting values when comments are preserved

Fixes

  • [#6846] Launcher, bulletobjecttool and navmeshtool properly support portable OpenMW configurations
  • [#7103, #7733] Content files are once again properly overridden based on data directory priority
  • [#7502, #8085] Data directory autodetection and insertion should be much less unreliable
  • [#7840] The default viewing distance is no longer inappropriately rounded
  • [#7891] User-provided shadow map resolutions are no longer overridden
  • [#7993] Tribunal is no longer force-enabled if Bloodmoon is enabled
  • [#8080] Fixed various problems with non-user openmw.cfg handling
  • [#8189] INI importer checkbox states are now saved
  • [#8200] Fixed a crash when the loaded content list attempts to define a BSA multiple times
  • [#8208] Added a lower limit to the viewing distance spin box
  • [#8445] Fixed a crash on exit due to start cell list generation being interrupted
  • Equivalent data paths no longer cause the content list to be duplicated
  • Relative paths are no longer overridden with canonical paths
OpenMW-CS

New Features

  • [#3501] Axial locking support for instance movement/rotation (X, Y and Z shortcuts)
  • [#7161] Dragging a topic to the topic responses table instantly creates a new response to that topic
  • [#7499] Dragging a record to a table generates a record filter relevant to that record
  • [#7985] Windows 11 Dark Mode support
  • Terrain height equalisation brush
  • Reference snapping: you can now pick a snap target for the instances you move (see documentation)
  • Instance cloning: Shift-C duplicates the selected object instances
  • Magic effect projectile speed can now be edited (admittedly, it does not currently affect anything in-game)
  • Spell, potion, and ingredient effect verification
  • Object instance verifier reports duplicate RefNums, which are known to sometimes happen and cause problems
  • Tab cycles the camera mode
  • Ctrl-<number> shortcuts create groups of selected instances that can be re-selected using <number> shortcuts
  • G, V and R shortcuts toggle move/scale/rotate submodes
  • Space resets the current selection
  • H temporarily hides the selected instances (Alt-H makes them visible)

UX Improvements

  • [#7160] Topic response text column has been moved closer to the left
  • [#7953] Icons are now scalable and support using colours from alternative colour schemes
    Tables and the script editor also react better to rescaling and alternative colour schemes
  • [#8141] The four instance snap-down modes have been combined into the most useful one (originally Drop to Collision Separately)
  • Improved Preferences window and operation progress bar layout
  • Left Click was swapped with Middle Click in default selection, navigation and Open action shortcuts

Fixes

  • [#5859] User openmw-cs.cfg no longer claims that it is settings.cfg
  • [#6939] Table subview columns are automatically resized based on their contents
  • [#7447] Fixed a crash when a cell of a different type is dragged into the scene view
  • [#7707] Terrain flags are properly handled and saved, ensuring exported terrain Morrowind/Construction Set compatibility
  • [#7721] Any printable character is allowed to be used in created record IDs, like commas and apostrophes often used in cell IDs
  • [#7753] NPCs in the scene view are scaled based on their height and weight
  • [#7765] Fixed stability problems of undoing/redoing the changes of the Touch command introduced in 0.48.0
  • [#7785] Affected skills and attributes are reset if a spell effect that cannot affect the relevant stat is assigned
  • [#7841] Cell water height is no longer saved unless explicitly changed or originally included in the record
  • [#7861] Dialogue type is now copied to topic response records to improve compatibility with tools that expect it to be there
  • [#7887] Script bytecode size reported by the script is recalculated based on the actual provided bytecode, preventing crashes during saving
  • [#7896] Parent file indices are now resolved and saved correctly, preventing some issues when multiple files modify the same object instance
  • [#7898] Object instance scale is clamped to [0.5; 2.0] range to mirror engine behaviour
  • [#7899] Locks can be properly unlocked
  • [#7901] Unusable teleport data is no longer shown when you are not working with a teleport door
  • [#8181] Generated topic response ID format has been changed to improve saved topic response compatibility with Morrowind/Construction Set
  • [#8299] Fixed a crash when smoothing terrain at the border with an undefined cell
  • Follow and Escort package duration is no longer handled as Wander package duration and no longer corrupts the package when edited
  • NPC verifier no longer complains about attributes set to 0
  • Object instance verifier now recognises body part records as valid objects
  • Regions can be dragged from their table to the region map
  • Sound generator records are now saved after creature records so that their creature references can work properly in Morrowind/Construction Set
  • Topic response records are now saved after quest records so that their quest filter conditions can work properly in Morrowind/Construction Set
  • Training service can no longer be enabled for creatures since they do not have skills and cannot provide training
  • Wander package idle chance columns are now numbered correctly
  • Water is displayed using a different brush on the region map
The Elder Scrolls IV and Beyond

Leveraging community research, we’ve begun prototyping support for Oblivion (2006), Skyrim, Fallout 3, Fallout: New Vegas and Fallout 4, games based on later revisions of Bethesda's open-world game engine. Their game files can be enabled as "mods" for Morrowind or the OpenMW Example Suite in the launcher. The console can then be used to teleport to their locations. Early support includes very basic "walking simulator" functionality.

Extended NIF support currently requires the load unsupported nif files setting to be added to the [Models] section of settings.cfg and set to true. OpenMW-CS does not currently support newer NIF formats or loading TES4 format content files.

Archives

  • [#7292] BA2 reading support; 0.49.0 can read Fallout 4, Fallout 4 next-gen update and Fallout 76 BA2s
  • Significant optimisations to compressed BSA loading

ESM and Scene

  • Initial engine integration of the TES4 ESM file format reader: world loading and terrain heightmap rendering
  • Various objects are loaded into the scene: statics, light sources, items, doors, containers, flora, etc.
  • Initial NPC rendering; currently very primitive and exclusive to Oblivion, 2011 Skyrim and Fallout 4
  • Basic book reading and door interaction mechanics

NIF and Rendering

  • Complete parsing of all official NIF files from Oblivion, Skyrim, and Fallout 3/NV/4/76 based on the research by NifTools contributors and ousnius
  • Basic textured geometry rendering support for the official files: includes diffuse mapping, normal mapping, glow mapping and Oblivion diffuse parallax mapping, as well as soft effect and refraction flag support and [#7777] basic support for shader material files used in Fallout 4 and 76
View originalPermalink
How openmw-0.49.0 went
openmw-0.48.0

OpenMW 0.48.0 Released!

Added 21
  • Lua scripting API
  • Post-processing shader framework
  • Fonts and GUI layout files are now overridable through the VFS
  • TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation
  • GUI localisation support in French, German, Russian and Swedish
  • Character's head can be rotated in the preview area using the mouse wheel during character creation
Changed 13
  • EXTRA SPELL spell effect expiry now triggers re-equipment
  • Commas are treated as whitespace in scripts
  • Ignored ESM record flag is now respected
  • Directory configuration files can be read from a manually specified location to produce portable OpenMW distributions
  • Every object instance in the game can now be uniquely identified
  • Exponential fog support

The OpenMW team is proud to announce the release of version 0.48.0 of our open-source engine!

So what does another fruitful year of diligent work bring us this time? The two biggest improvements in this new version of OpenMW are the long-awaited post-processing shader framework and an early version of a brand-new Lua scripting API! Both of these features greatly expand what the engine can deliver in terms of visual fidelity and game logic.

As usual, we've also solved numerous problems major and minor, particularly pertaining to the newly overhauled magic system and character animations. Read the full list of changes below!

Known Issues:

  • On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings
  • Performance of enchanted ranged weapons (e.g., darts) isn’t as good as other projectiles’ performance
  • [#7354] If reverse Z depth buffer and soft particles are off or unsupported, disabling all post-processing in-game will trigger a crash
  • Rarely, quitting the game may crash it on some setups for an unclear reason. If you encounter such an issue, please send us feedback regarding its circumstances

New Engine Features:

  • by ptmikheev, uramer and others
    • [#5996] Lua scripting API
  • by akortunov
    • [#4974] Fonts and GUI layout files are now overridable through the VFS
    • [#4975] TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation
    • [#6867] GUI localisation support. Most of the previously hardcoded strings have been localised in French, German, Russian and Swedish
    • [#6925] In the character creation widget, the character's head can be rotated in the preview area using the mouse wheel, as if you scrolled the slider below it
    • [#6941] TrueType font settings can be changed in the launcher
  • by Assumeru/Evil Eye
    • [#1465, #6177] 'Repeat' flag is supported for AI package script commands.
    • [#2780] 'Help' console command, which prints OpenMW's version string and every available command
    • [#4297] The remnants of 'APPLIED_ONCE' spell effect flag have been properly implemented
    • [#4414] EXTRA SPELL spell effect expiry now triggers re-equipment
    • [#5198] Spell effect expiry is now tracked
    • [#5454] Active spell effects are cleared from actors that are removed from the scene for any reason
    • [#5489] Telekinesis also extends the activation range of activators, like in Morrowind Code Patch
    • [#6380] Commas are treated as whitespace in scripts, heavily loosening the restrictions on their use
    • [#6699] 'Ignored' ESM record flag is now respected
  • by Capo
    • [#6541] Gloss-mapping support
  • by Cédric Mocquillon
    • [#3616] Optional: You can now zoom the in-game map in and out
    • [#6248] A default error marker model is now embedded into the engine
  • by Dominique Martinet
    • [#6631] FFmpeg 5 support
  • by elsid
    • [#6189] Generated navigation meshes are now cached on your storage device
  • by Eris Caffee
    • [#2766] Wizard will warn the user if the used version of Morrowind is unrecognised and potentially too old using the known size of English Morrowind BSA
    • [#6706] The dimensions of the in-game settings window are saved and loaded
  • by fr3dz10
    • [#2858] Data directories can be set up and BSA archives can be registered through the launcher
    • [#6496] 'No Camera Collision' flag is properly implemented for NIF nodes
  • by myrix
    • [#6419] Topics will not be considered exhausted if they can produce a hyperlink to a new topic
    • [#6888] Optional: Creature damage damages armour
  • by ptmikheev
    • [#2491] The directory configuration files are read from can be specified manually, allowing you to produce portable OpenMW distributions
    • [#4595] Every object instance in the game can now be uniquely identified
    • [#6161] In-game log viewer (assigned to F10)
    • [#7434] Exponential fog
    • [#7435] Sky blending
  • by unelsson
    • [#5701] Optimised Collada model skinning
    • [#6249] Alpha testing support for Collada models
    • [#6823] Animation layering support for Collada models
  • by uramer
    • [#6557] Controller gyroscope support
  • by Vulpen
    • [#6019] Alpha-to-coverage can be toggled on through the launcher
  • by wareya
    • [#6360] Raindrop ripples have been visually revamped
  • by wazabear
    • [#4067] Post-processing shader support
    • [#5928] Time of day-dependent node switching can be disabled
    • [#6032] Support of reverse-Z depth buffer, which reduces the flickering of distant objects tremendously
    • [#6078] The depth buffer is no longer cleared before rendering first-person models
    • [#6128] Support for soft particles
    • [#6199] FBO rendering support
    • [#6443] NIF stencil buffer manipulations are supported, completing NiStencilProperty support
    • [#6534] Decal texture blending using vertex/material colours is now simulated in shader pipeline
    • [#6592] Geometry-based particle emission support
    • [#6600] NiSortAdjustNode record type support
    • [#6700] Windowed fullscreen support. In this mode, the game is played in a borderless window that matches the display resolution
  • by Wolfgang Lieff
    • [#6684] Support of NiFltAnimationNode NIF record type, which represents an animated sequence of nodes.
  • by AnyOldName3 and Capo
    • With the bump of the minimum required version of OpenSceneGraph to 3.6.5, the following older improvements of OSG are brought over to every possible build of OpenMW:
      • [#3180] Support of uncompressed colour-mapped TGA files
      • [#3668] Support of palettised DDS files

New Editor Features:

  • by cc9cii
    • [#2554] Modifying an instance in the scene widget will scroll the instances table to that instance
    • [#5737] Moved instances are properly deleted from their original cell
    • [#6017] Persistent and temporary instances are properly distinguished upon saving a file to improve compatibility with the original ESM format
    • [#6288] 'Blocked' record flag support
  • by pi03k
    • [#890] Table columns can now be hidden using a new menu or with a middle-click
  • by SaintMercury
    • [#6721] Record subviews can be opened in an exclusive window as an option
  • by unelsson
    • [#6251] Instance movement now follows the mouse cursor
  • by VidiAquam
    • [#3245] Instance editing grid and snapping

Engine Bug Fixes:

  • by akortunov
    • [#5913] Self-targeted line-of-sight checks no longer cause issues
    • [#6276] 'Deleted' flag is properly supported for groundcover instance records
    • [#6347] Scripts can now spawn levelled creatures
    • [#6519] Duration is no longer displayed for ingredient magic effects
  • by Andreas Stöckel
    • [#6129, #6131] Character doll coordinates are properly calculated for large window sizes and non-1.0 UI scaling factor
    • [#6354] Sounds that are being culled due to being too far away will fade out instead of getting cut off
    • [#6386] Fixed screen-space coordinate computations for water reflections, preventing them from becoming a pixelated mess as you get close to the water surface on some video cards
  • by andrew-app
    • [#5434] Pinned windows no longer cover the remaining breath bar
  • by anikm21
    • [#6303] Going to jail makes the player cancel their current attack and sheathe their weapon
  • by AnyOldName3
    • [#6718] Throwable weapons’ enchantments will no longer break the rendering of their target in unpredictable ways
    • [#7251] Shader rendering is properly enabled for nodes that don't have any rendering state set
  • by Assumeru/Evil Eye
    • [#1751] Birthsign abilities increase base stat values
    • [#1930] When an actor stops fighting a target, the actor’s allies stop fighting that target as well
    • [#2036] 'SetStat' and 'ModStat' group instructions behave much more like Morrowind, which allows Galsiah’s Character Development to increase stats beyond the cap of 100
    • [#3488] AI will not attempt to attack before finishing aiming
    • [#3737] If a script’s execution fails on one target, it will still run on other targets, as it could have failed due to target-specific factors
    • [#3737] 'Equip'’s behaviour of implicitly adding an item if it’s missing will no longer make the actor equip anything else
    • [#3792] Magicka is recalculated immediately after Intelligence is changed instead of doing so a frame later
    • [#3846] Scripts now support unquoted string literals that start with a hyphen
    • [#3855] AI will avoid casting identical Bound item effects
    • [#3855] AI will also avoid casting Bound Shield if it can’t make use of the shield
    • [#3867, #5318] An actor’s allies that are already in combat will not join combat with the actor’s potential new targets
    • [#3905] 'GetDistance' that has no target will still “work”, preventing a problem in Great House Dagoth
    • [#4203] Overriding an object’s inventory will close that object’s looting window, preventing issues or crashes if an actor is resurrected during looting
    • [#4376] Levelled creatures that moved out of their original cell will properly respawn in their original cell, instead of being duplicated
    • [#5054] Spellcast equip/unequip animations are supported for non-bipedal creatures
    • [#5100] Temporary disposition changes can no longer bring an actor’s disposition below zero
    • [#5120] Scripted object spawning no longer automatically inserts the object’s physics model – it will be inserted when the scene is reloaded, when the object is enabled or when any object in the scene is disabled
    • [#5207] Summoned creatures are properly cleared if their caster is removed from the scene
    • [#5377] Keyboard focus is only restored to widgets with visible parents, preventing MenuTest from messing with the console input field focus
    • [#5596] Using multiple identical Summon effects in permanent spells can summon multiple creatures of the same type like temporary spells can
    • [#5621] Restore effects can restore drained stats
    • [#5801] The order of teleportation effects in a single spell matters; the last effect will take priority
    • [#5842] Temporary disposition change from the currently active dialogue will not affect GetDisposition result for any other actor
    • [#5842] 'ForceGreeting' updates disposition change target
    • [#5842] 'SetDisposition'/'ModDisposition' applies the current temporary disposition change permanently
    • [#5863] 'GetEffect' returns 1 for teleportation spell effects only after the teleportation is complete
    • [#5937] All portable light sources are rotated by 90 degrees when they’re attached to the character, while body parts that have a BoneOffset node are not
    • [#6051] Invalid water levels are handled more gracefully
    • [#6066] Quoted keywords can be used as string literals
    • [#6087] Manually added bound items no longer conflict with bound item effects and won’t disappear when they end
    • [#6107] Fatigue recalculation after attributes are updated can properly bring its current value above the maximum, like Magicka recalculation, if necessary
    • [#6123] Scripts assigned to voiced greetings that cannot be compiled will no longer break the game: their local variables are cached, fixing problems in Traveling Merchants
    • [#6172] All weapon-wielding creatures can open doors
    • [#6184, #6255] Illusion school and Reflect effects work more like vanilla
    • [#6197] Scripted spellcasting commands will no longer stack, and instead either override the previous packages (if casting hasn’t started yet) or do nothing (if casting is in progress)
    • [#6253] Reflect effects are now multiplicative
    • [#6273] The rotation of actors that have been respawned is reset to the original rotation
    • [#6282] Fixed parsing of unquoted string literals that start with a digit
    • [#6283] 'GetCurrentAIPackage' returns -1 for non-actors and dead actors
    • [#6291] Local variables that are named the same as a script command will be used instead of that command
    • [#6302] Only enabled objects are added to the scene after teleportation
    • [#6321] On-self projectile enchantments are applied to the projectile’s target instead of the caster
    • [#6323] 'StayOutside' script variable now only blocks a follower’s teleportation from an exterior to an interior
    • [#6324] 'Rotate' script instruction always rotates the player on the Z axis regardless of the axis argument
    • [#6326] Detect Enchantment/Key effects can detect items in containers the contents of which weren’t resolved yet
    • [#6333] Werewolf stat bonuses are now considered magical in nature instead of affecting the base stats
    • [#6363] Integer arguments can be passed as string arguments and treated as names in unambiguous contexts
    • [#6376] All creatures can equip portable light sources at night
    • [#6396] Various instances of non-ASCII character handling have been made more reliable
    • [#6493] Magically unlocking owned containers and doors that have never been locked is no longer illegal
    • [#6493] However, magically unlocking owned doors that have already been unlocked is now illegal as was the case for containers
    • [#6523] Disintegrate Weapon effect is resisted by Sanctuary instead of Resist Magicka
    • [#6606] All quests with the same name are restarted when one of them is restarted
    • [#6670] Dialogue ordering matches Morrowind behaviour more closely
    • [#6682] 'HitOnMe' script function will only reset the hit object if there was a match
    • [#6717] Broken scripts should no longer cause interpreter stack corruption
    • [#6655] Creating constant effect Absorb Attribute/Skill enchantments no longer breaks the game
    • [#6730] Scripted animations will no longer prevent wandering actors from playing idle animations after the animations finish
    • [#6753] Dialogue response records without a DATA subrecord are loaded properly
    • [#6799] Class-less NPCs fall back to the default class instead of causing crashes
    • [#6913] Equipping constant effect enchanted items cancels invisibility
    • [#6923] Loading a save where a corpse was disposed no longer prevents the actor’s respawning
  • by Bo Svensson
    • [#4602] Attaching a non-skinned body part that is potentially shared between multiple instances of a model always copies it, preventing crashes with Robert’s Bodies
    • [#6142] Groundcover mods no longer override cell flags
  • by Capo
    • [#4227] Spellcasting animation will still play even if the casting fails due to insufficient Magicka
    • [#4310] Spell and enchanted item effect list is aligned left instead of centre
    • [#4374] Mouse movement events happening during a loading screen are discarded
    • [#4389] Lip animation timer source will override any other timer source in the head model, fixing the animation of head models that have Autoplay animation flag set on the root node
    • [#4744] Invisible particles are always processed to prevent visual glitches with some creature animations
    • [#5192] Base actor turning speed is about 57% faster, increased from 10 radians (~573 degrees) per second to the original value of 900 degrees per second
    • [#5453] Fixed magic effect VFX position and scale calculations to be in-line with Morrowind
    • [#5592] Fixed many instances of idle animation seemingly restarting at the wrong time
    • [#5976] An attack will cancel invisibility when it’s released, not when it’s started
    • [#5978] Actors will not talk with or look at a magically invisible player character
    • [#6049] Pre-menu video audio will play at the same time as the title music, like in Morrowind, making Arktwend intro – which has a silent audio stream which would previously prevent the title music from playing – behave as expected
    • [#6054] All quick keys actions will be delayed while an important animation is playing, not just weapon equipment
    • [#6109] Multiple videos playing at the same time will no longer crash the game
    • [#6115] 'ShowMap' script instruction will enable map markers for all locations whose names start from its argument, not just those that match the argument
    • [#6118] Creature landing sound is considered an Effect type sound, not a Footstep type sound
    • [#6154] Levitating/swimming actors will be snapped down upon teleportation into an inactive cell
    • [#6174] Clicking on the free area in spell effect creation sliders increments the values instead of shifting the sliders to an unpredictable position
    • [#6307] Actors with a Travel package will stop if they have been close enough to the destination for a bit of time like in Morrowind, preventing them from getting stuck on their destination if they can’t quite reach the final position and fixing Infidelities quest in Tribunal expansion
    • [#6327] Blocking no longer prevents movement
    • [#6343] Magic projectile velocity is affected by NPC casters’ Weight
    • [#6416] In morph geometry, morph target zero is considered to be the target geometry instead of being ignored
    • [#6417] Movement accumulation node choice now takes into account whether the animation source references either of the possible nodes
    • [#6429] Any AI script commands are no-op on non-actors instead of stopping script execution
    • [#6473] NIF strings are only parsed up to their first null terminator
    • [#6517] Empty Euler/XYZ rotation key groups are properly read
    • Alternative Euler rotation orders are now supported
    • [#6545] Actor momentums are discarded upon worldspace changes
    • [#6559] Weapon condition is consistently damaged before damage bonuses are applied
    • [#6579] OSG builds with double precision bounding sphere type are supported
    • [#6653] Console and maximised window dimensions are closer to Morrowind’s
    • [#6869] Stagger animation is cancelled when an attack animation is completed
    • [#6890] SDL input event errors are properly handled
    • [#6895] 'RemoveItem' with a negative count argument will overflow like 'AddItem' instead of stopping script execution
    • [#6896] Sounds are no longer stopped when their emitter leaves the worldspace, until the player leaves the cell
    • [#6898] Quick keys menu can be opened when a different GUI window is active
    • [#6909] Enchanted item casting aligns the first person character model to the direction of the casting for a single frame
    • [#6910] Portable light sources are no longer extinguished under water when they are not held
  • by cc9cii
    • [#3246] Various actor stats potentially not included in converted ESS files will be loaded from the ESM file, preventing actors from being dead for no apparent reason
    • [#6067] Moved instances can now be loaded from any point in the instances list of a cell record
  • by elsid
    • [#5508] Binaries that don’t depend on Qt won’t be linked to Qt
    • [#5858] Giant objects no longer cause the navigation meshes to be generated based on everything within such objects’ bounds
    • [#6143] Screenshot capturing no longer freezes the game while it’s in progress
    • [#6143] Optional: Screenshot saved message can be shown again
    • [#6256] Enabling shadows should no longer cause a crash on exit with a statically linked OSG
    • [#6711] Log time always matches the real time
    • [#6849] The textures of textured buttons are properly scaled if their height is not a multiple of the original height
    • [#6860] Actors may no longer try to evade an obstacle when there isn’t an obstacle due to their destination position changing
    • [#6937] Wander package destination can no longer be outside of the Wander radius, fixing 'Divided by Nix Hounds' quest
    • [#7008] Reserved node name list handling is now thread-safe
    • [#7121] Making the game time settings invalid will no longer cause instability
  • by Eris Caffee
    • [#5279] Console text selection no longer breaks auto-scrolling
    • [#6667] Pressing Escape during waiting properly cleans up the wait dialogue
  • by Kindi
    • [#6191] Encumbrance messagebox works more like in Morrowind, with only one message appearing at a time and with the semi-broken delay removed
    • [#6258] Changing the offered price in the barter window may no longer cause the UI to confuse the seller and the buyer
    • [#6322] Barter offer price is properly reset when no items are getting exchanged
    • [#6358] 'ChangeWeather' script instruction will report a warning if the used region doesn’t exist
    • [#6433] Items assigned to quick keys are updated when their quick key is activated in case they become unavailable to prevent them from becoming unavailable until the quick keys menu is reopened
    • [#6451] Weapons summoned by Cast When Used enchantments will have their name set in the HUD properly
  • by Léo Peltier
    • [#5483] Spells that have 'Autocalc' flag set have their cost calculated automatically
  • by myrix
    • [#6901] Equip instruction prefers equipping filled soul gems
    • [#6901] Trying to use an empty soul gem shows a message
  • by NeveHanter
    • [#6133] The player’s allies no longer react to the crimes the player commits
  • by Nuri
    • [#6165] Paralysis, knockout and death prevent the player from picking up items from the ground through the inventory window
  • by psi29a
    • [#4175] OSGoS: Double precision transformation matrix type is used by default again, preventing objects far from the world origin from vibrating
    • [#4526] Bumping the minimum required OSG version to 3.6.5 prevents crashes when out-of-bounds UV sets are used for multitexturing
    • [#5379] Loaded actors are no longer snapped down until all objects in the scene are loaded
    • [#5766] Fixed an object paging culling issue, preventing some objects in the active grid from disappearing
  • by Simon Meulenbeek
    • [#6037] The choice of the content language in the launcher properly replaces the previous choice
  • by Skeevert
    • [#6101] Disarming trapped unlocked owned objects is considered illegal
  • by Tetramir
    • [#6289] Keyword highlighting no longer assumes all the text is ASCII
    • [#6395] Long in-game setting tab titles will cause the window’s minimum size to be recalculated
  • by unelsson
    • [#6680] Objects with malformed root nodes should no longer cause memory corruption
  • by uramer
    • [#6395] Left and right arrow skins were added to tab control widget, allowing you to scroll in-game settings tabs if their titles get too long
  • by wazabear
    • [#4949] Spell VFX now have a white light attached like in Morrowind, fixing the dullness of some VFX when shaders are used
    • [#5088] During weather transitions, sky rotation is separate for each weather
    • [#5394] Windows Aero snap works properly with a borderless window
    • [#5989] Simple water respects texture filtering settings
    • [#6168] Weather particles will no longer briefly disappear at the beginning of their animation
    • [#6389] Maximum light distance setting now affects water reflections
    • [#6544] Physics interpolation no longer causes objects to vibrate while the camera is still
    • [#6697] Per-vertex lighting clamping works properly again
    • [#6794] When 'AttachLight' node is missing, light sources are attached to the mesh origin instead of the centre of the object’s bounds

Editor Bug Fixes:

  • by Capo
    • [#6705] Improved nested table column naming for levelled list subviews
  • by cc9cii
    • [#3514] Moved instances should no longer disappear for no reason
  • by unelsson
    • [#4700] Undo command implementation should be more reliable
    • [#5788] Fixed various problems with the parsing of land texture indices
    • [#6285] Optimised terrain editing and selection

Miscellaneous:

  • by psi29a
    • [#5534] As mentioned, the minimum required version of OpenSceneGraph has been bumped from to 3.6.5 and the support for OpenSceneGraph 3.4 has been dropped
  • by SaintMercury
    • [#6435] Visual Studio 2022 support has been added
  • by wazabear
    • [#6161, #6162] Sky and GUI can now be rendered using shaders
View originalPermalink
How openmw-0.48.0 went
openmw-0.47.0

OpenMW 0.47.0 Released!

Added 20
  • Failed scripts are flagged as inactive and ignored rather than being removed until the game is reloaded or restarted
  • NPC service refusal can be filtered by service type to allow more complex NPC reactions
  • Arrows can be attached to an actor's skeleton instead of the bow mesh to allow left-handed bows and actor-dependent shooting animations
  • Improved handling of groundcover mods via grass instancing
  • Alpha-to-coverage anti-aliasing improves the look of alpha-tested objects
  • Show default icon if an item's icon is not found

Another year of busy and fruitful development lies behind us — and the OpenMW team is proud to announce the release of version 0.47.0 of our open-source engine! Grab it from our Downloads Page for all supported operating systems.

With over 180 solved issues and a plethora of new features, this release is on par with the enormous 0.46.0 release we had last year. Brace yourself for object paging which allows OpenMW to finally display distant statics, proper support for groundcover mods, an improved lighting system, more efficient and robust physics, the new, optional over-the-shoulder camera, and much, much more!

In addition, countless bugs have been solved — both for the vanilla game and for a variety of mods to ensure even better mod compatibility in the new version.

Check out the release announcement video by the hacking Atahualpa and the slashing johnnyhostile, and see below for the full list of changes. There are also a German release video and a German changelog available.

Known Issues:

  • On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings
  • Lighting of spellcasting particles looks dull
  • Pathfinding during the “Tribunal” expansion quest “Infidelities” is broken and the journal may not get updated because Taren Andoren hasn’t yet reached his target spot; as a workaround, waiting for one hour will allow Taren to reach his target spot and the journal to be correctly updated
  • Performance of enchanted ranged weapons (e.g., darts) isn’t as good as other projectiles’ performance

New Engine Features:

  • by akortunov
    • [#5524] Failed scripts are flagged as ‘inactive’ and ignored rather than being removed — until the game is reloaded or restarted
    • [#5580] An NPC’s service refusal (e.g., for training, trading, or enchanting) can be filtered by service type to allow more complex NPC reactions instead of the vanilla “all or nothing” behaviour
    • [#5642] Arrows can be attached to an actor’s skeleton instead of the bow mesh to allow implementing left-handed bows and actor-dependent shooting animations
    • [#5813] Improved handling of groundcover mods via grass instancing
  • by AnyOldName3
    • [#4899] Alpha-to-coverage anti-aliasing — this improves the look of alpha-tested objects, e.g., foliage from “Morrowind Optimization Patch”
    • [#4977] Show default icon if an item’s icon is not found
  • by Assumeru
    • [#2404] Levelled lists can be placed in containers
    • [#2798] Base records are mutable, i.e., modifying an instance of a base record (e.g., a guard NPC) will now affect all instances sharing the same base record (e.g., all other clones of that guard NPC)
    • [#5730] Add option to support graphic herbalism to ‘Advanced’ tab in the launcher
    • [#5771] ‘ori’ console command displays the mesh’s data source as well as whether the x-prefixed version is used
  • by bzzt
    • Proper underwater shadows when refraction is enabled; disabled if ‘refraction scale’ setting is not 1.0 [additions by AnyOldName3 and madsbuvi]
    • [#2386] Optional: Render distant static objects via object paging, i.e., by merging objects which are close to each other; ON by default but ‘Distant land’ needs to be enabled [corrections and polishing by psi29a]
    • [#2386] Optional: Object paging in active cells (3×3 grid around player character); ON by default [corrections and polishing by psi29a]
  • by Capostrophic
    • [#5362] Dialogue for splitting item stacks displays the name of the trapped soul for stacks of soul gems
    • [#5445] Handle ‘NiLines’ property of NIF meshes
    • [#5545] Optional: Allow the player character to steal from unconscious (knocked-down) NPCs during combat; OFF by default
    • [#5579] Support for inverse-order rotation (z, y, x) in ‘SetAngle’ function
    • [#5649] Support Skyrim SE’s compressed BSA format
    • [#5672] Setting ‘Stretch menu background’ which makes background images fit the full screen is also available in the launcher
  • by CedricMocquillon
    • [#1536] Show current level-up attribute multipliers in ‘Level’ tooltip
    • [#4486] Handling and logging of crashes on Windows
    • [#5297] Search bar in the launcher’s ‘Data Files’ tab
    • [#5486] Optional: Determine a trainer’s offered skills and their respective limits by evaluating base values instead of modified ones; OFF by default
    • [#5519] Reorganised and expanded ‘Advanced’ tab in the launcher to integrate most MCP-like settings
    • [#5814] ‘bsatool’ can add to or create new BSA archives (supports all BSA types)
  • by elsid
    • [#4917] Objects too small to change the navigation mesh no longer trigger updates of that mesh which improves performance
    • [#5500] Scene loading ends only when enough navigation mesh tiles around the player character have been generated
    • [#6033] Automatically add existing path grid to navigation mesh to further improve pathfinding
    • [#6033] Partially remove fallbacks to old pathfinding to avoid, e.g., actors following other enemies into lava
    • [#6034] Calculate optimal navigation paths based on an actor’s individual movement speed on land and in water
  • by fr3dz10
    • [#2159] Optional: Grey out dialogue topics which are — at least in that moment — exhausted and highlight newly added topics; OFF by default (colours are customisable)
    • [#4201] Projectile-projectile collision, including targeted spells (a successful hit cancels both projectiles); emulates vanilla behaviour
    • [#5563] Optional: Physics are run in one or several background threads to improve performance; OFF by default
  • by glassmancody.info
    • [#5828] New, shader-based, customisable lighting system which removes the limit of eight light sources per object
  • by jefetienne
    • [#5692] Filter in the spell window also displays items and spells with matching magic effects — not only those with matching names
  • by ptmikheev
    • Improved vanity mode in third-person view
    • [#390] Optional: New over-the-shoulder look in 3rd-person view; OFF by default
    • [#390] Optional: Auto-switch shoulder in narrow passages; ON by default but ‘View over the shoulder’ needs to be enabled
    • [#2686] Logged info in ‘openmw.log’ displays timestamps
    • [#4894] Optional: NPCs avoid collisions when moving; OFF by default
    • [#4894] Optional: NPCs give way to moving actors if they are idle; ON by default but ‘NPCs avoid collisions’ needs to be enabled
    • [#5043] Optional: Customisable head bobbing in first-person mode; OFF by default
    • [#5457] Optional: More realistic diagonal character movement; OFF by default
    • [#5610] Optional: Actors move and turn smoother; OFF by default
  • by simonmeulenbeek
    • [#5511] Add audio settings to ‘Advanced’ tab in the launcher
  • by TescoShoppah
    • [#3983] Installation wizard provides link to FAQ section regarding buying Morrowind.
  • by unelsson
    • [#5456] Basic support for ‘Collada’ animation format
  • by wareya
    • [#5762] ‘Movement solver’ is now much more robust
    • [#5910] Fall back to true delta time if needed to prevent physics death spirals in game

New Editor Features:

  • by Atahualpa
    • [#6024] Customisable primary and secondary selection modes for ‘terrain land editing’ mode (see #3171)
  • by olcoal
    • [#5199] Improved and configurable colours in 3D view
  • by unelsson
    • [#832] Proper handling of deleted references
    • [#3171] Instance drag selection with the following modes: ‘centred cube’, ‘cube corner to corner’, ‘centred sphere’
    • [#3171] Configurable actions for instance drag selection: ‘select only’, ‘add to selection’, ‘remove from selection’, ‘invert selection’

Engine Bug Fixes:

  • by akortunov
    • [#3714] Resolved conflicts between ‘SpellState’ and ‘MagicEffects’ functionality of the engine
    • [#3789] Fixed a crash which could occur when updating active magic effects
    • [#4021] Attributes and skills are now stored as floating-point values
    • [#4623] Improved implementation of the Corprus disease
    • [#5108] Prevent save-game bloating by using an appropriate fog texture format
    • [#5165] Active spell effects now use real-time updates instead of timestamps to avoid problems with time scale and scripted daytime changes
    • [#5387] ‘Move’ and ‘MoveWorld’ commands now correctly update the moved object’s cell
    • [#5499] Game logic for rank advancement now properly considers the two favoured skills of a faction
    • [#5502] Dead zone of analogue sticks can now be configured in the ‘openmw.cfg’ file
    • [#5619] Key presses are now ignored during savegame loading
    • [#5975] Controllers for “sheath” meshes (used by weapon sheathing mods) are now disabled to prevent, e.g., accidentally playing shooting animations for bows in “HQ Arsenal” mod
    • [#6043] An NPC’s ‘shield’ animation is now cancelled when a light source is equipped instead of a shield
    • [#6047] In-game mouse bindings can no longer be triggered when controls are disabled, e.g., when loading a savegame
  • by AnyOldName3
    • [#2069] ‘NiFlipControllers’ now only affect the base texture which, e.g., solves issues with the fireflies in the “Fireflies Invade Morrowind” mod
    • [#2976] Fixed issues with the priority of OpenMW’s local and global config files
    • [#4631] GPUs which don’t support an anti-aliasing value of 16 now always fall back to a lower value if ’16’ is set in the settings
    • [#5391] Bodies from “Races Redone” mod are now correctly shown on the inventory’s paper doll
    • [#5688] Water shader no longer breaks in interior cells when indoor shadows are disabled
    • [#5906] Sun-glare effect now works with ‘Mesa’ drivers and AMD GPUs
  • by Assumeru
    • [#2311] Targeting non-unique actors in scripts is now supported
    • [#2473] Selling respawning items to vendors now increases the amount that respawns
    • [#3862] Random contents of containers are now determined in a similar way as in the original engine
    • [#3929] Random loot in a container no longer respawns when the player character takes the loot and trades with the container’s owner afterwards
    • [#4039] Followers no longer form a train of actors but rather follow their leader at the same distance
    • [#4055] If a script is running as a global script, newly triggered local instances of that script will now be initialised with the global script’s variable state
    • [#5300] NPCs carrying torches now switch to using a shield when they enter combat [inspired by Capostrophic’s work]
    • [#5423] Bigger creature followers — e.g., Guars — no longer bump into their leader
    • [#5469] Scripted rotations or displacements of large objects no longer reset the local map’s fog of war
    • [#5661] Region sounds now use fallback values to determine the minimum and maximum time between sounds
    • [#5661] There now is a chance to play no region sound at all if the sum of all sound chances for the current region is below 100 %
    • [#5687] Bound items covering the same equipment slot no longer freeze the game if they expire at the same time, e.g., while resting
    • [#5835] Scripts can now set AI values (‘AI Hello’, ‘AI Alarm’, ‘AI Fight’, ‘AI Flee’) to negative numbers
    • [#5836] Dialogue conditions containing negative AI values now work
    • [#5838] Teleport doors to non-existent wilderness cells no longer break the local map
    • [#5840] NPCs being hit due to attacking an enemy with an active ‘fire/frost/shock shield’ effect now trigger the corresponding damage sound effect
    • [#5841] Free spells can now be cast even if the caster has no magicka left
    • [#5871] Users with Russian keyboard layout can now use ‘Ё’ in input fields without opening the console
    • [#5912] ‘Summon’ effects that failed to summon anything are no longer removed
    • [#5923] Clicking on blank spaces in the journal can no longer open topics on the next page
    • [#5934] Morrowind legacy madness: The item count in ‘AddItem’ commands is now transformed into an unsigned value, i.e., negative numbers will overflow and result in a positive number of items being added
    • [#5991] Scripts can now open books and scrolls in the inventory
    • [#6007] Corrupt video files no longer crash the game
    • [#6016] Sneaking or jumping NPCs no longer stop and turn to greet the player character
  • by Capostrophic
    • [#4774] Guards no longer ignore attacks of invisible player characters but rather initiate dialogue and flee if the player resists being arrested
    • [#5358] Initiating dialogue with another actor without closing the dialogue window no longer clears the dialogue history in order to allow, e.g., emulation of three-way dialogue via ‘ForceGreeting’ command
    • [#5363] ‘Auto Calc’ flag for enchantments is now properly treated as flag in OpenMW-CS and in OpenMW’s ‘esmtool’
    • [#5364] Scripts which try to start a non-existent global script now skip that step and continue execution instead of breaking
    • [#5367] Selecting already equipped spells or magic items via hotkey no longer triggers the ‘equip’ sound to play
    • [#5369] ‘Scale’ argument in levelled creature lists is now considered when spawning creatures from such lists
    • [#5370] Morrowind legacy madness II: Using a key on a trapped door/container now only disarms the trap if the door/container is actually locked
    • [#5397] NPC greetings are now properly reset when leaving and re-entering an area
    • [#5403] Visual spell effects affecting an actor now also play during that actor’s death animation
    • [#5415] Environment maps now properly work for equipped items, e.g., those of the “HiRez Armors” mod
    • [#5416] Junk non-node root records in NIF meshes are now handled more gracefully to allow certain modded assets to be loaded
    • [#5424] Creatures now head-track the player character
    • [#5425] Magic effects which are not applied once now have a minimum duration of 1 second
    • [#5427] ‘GetDistance’ function no longer stops script execution when there is no object found for the given ID
    • [#5427] ‘GetDistance’ function and the engine’s object search now log improved warning messages regarding missing objects of a given ID
    • [#5435] Enemy attacks can now hit the player character when collision is disabled
    • [#5441] Fixed the priority of certain animations to allow enemies to push the player character in first-person view if the player just holds the attack button
    • [#5451] Magic projectiles now instantly disappear when their caster vanishes or dies
    • [#5452] Auto-walking is no longer included in savegames, i.e., the player character will stand still again after loading
    • [#5484] Items with a base value of 0 can no longer be sold for 1 gold
    • [#5485] Successful intimidation attempts now always increase an NPC’s disposition by at least a minimum margin
    • [#5490] Hits to the ‘left carry’ slot are now redistributed to the ‘left pauldron’ slot or the ‘cuirass’ slot if the actor has no shield equipped
    • [#5525] Case-insensitive search in the inventory window now also works for non-ASCII characters
    • [#5603] When switching to constant-effect enchanting in the enchantment window, all effect ranges are now reset to ‘self’ if possible and incompatible effects are removed
    • [#5604] OpenMW’s NIF loaders can now correctly handle NIF files with multiple root nodes
    • [#5611] Repair hammers with 0 uses can now be used only once before they break, while lockpicks and probes with 0 uses do nothing at all — thanks, Bethesda!
    • [#5622] Fixed the priority of the main-menu window to prevent the in-game console from becoming unresponsive
    • [#5627] Book parser now considers images and formatting tags after the last ‘end of line’ tag to correctly display certain in-game books and scrolls added by mods
    • [#5633] Negative spell effects received before switching to god mode no longer continue to harm the player character
    • [#5639] Tooltips no longer cover message boxes
    • [#5644] Active summon effects on the player character no longer cause crashes during game initialisation
    • [#5656] Characters no longer use the standing animation when blocking attacks in sneak mode
    • [#5695] Actors casting a target spell at themselves via script now aim for their feet rather than casting the spell in their current target’s direction
    • [#5706] AI sequences — e.g., for patrolling NPCs — no longer stop looping when a savegame is reloaded
    • [#5758] Paralysed actors who are underwater now float to the surface
    • [#5758] Levitating actors who get paralysed now fall to the ground
    • [#5869] Guards now only initiate the arrest dialogue if the player character is in line of sight
    • [#5877] Transparency of magic-effect icons is now properly reset to prevent “empty” icons from appearing in certain situations
    • [#5902] ‘NiZBufferProperty’ now handles ‘depth test’ flag
    • [#5995] UV offset in ‘NiUVController’ — which is used in vanilla Morrowind to simulate liquid movement — is now properly calculated
  • by ccalhoun1999
    • [#5101] Hostile followers no longer follow the player character through teleport doors or when they use travel services
  • by davidcernat
    • [#5422] The player character no longer loses all spells if resurrected via the ‘resurrect’ console command
  • by elsid
    • [#4764] Synchronise main thread and rendering thread to avoid errors with particles, e.g., in the water-ripple effect
    • [#5479] Fixed an issue with pathfinding that led to NPCs standing rooted to the ground instead of wandering about
    • [#5507] Sound volume settings are now always restricted to the range [0.0, 1.0] and are no longer potentially unclamped in response to in-game volume changes.
    • [#5531] Fleeing actors are now correctly rotated which, e.g., prevents cliff racers from diving underwater when fleeing
    • [#5914] ‘Navigator’ now builds “limited” paths for actors with far-away destinations to ensure pathfinding even over greater distances (outside the navigation mesh)
    • [#6294] Fixed a crash caused by an empty path grid
  • by fr3dz10
  • [#3372] Magic bolts and projectiles now always collide with moving targets
  • [#4083] Doors now mimic vanilla Morrowind’s behaviour when colliding with an actor during their open/close animation [partially fixed by elsid]
  • [#5472] Zero-lifetime particles are now handled properly and a related potential zero division in ‘NiParticleColorModifier’ that caused crashes on non-PC platforms, e.g., when using Melchior Dahrk’s “Mistify” mod, has been fixed
  • [#5548] ‘ClearInfoActor’ script function now removes the correct topic from an actor
  • [#5739] Saving and reloading the savegame prior to hitting the ground no longer prevents fall damage
  • by glassmancody.info
    • [#5899] Exiting the game without having closed all modal windows no longer leads to a crash
    • [#6028] NIF particle systems now properly inherit the particle count from their ‘NiParticleData’ record which, e.g., solves issues with the “I Lava Good Mesh Replacer” mod
  • by kyleshrader
    • [#5588] Clicking on an empty journal page no longer triggers topic entries to show
  • by madsbuvi
    • [#5539] Resizing of the game window no longer breaks when switching from lower resolution to full-screen resolution
  • by mp3butcher
    • [#1952, #3676] ‘NiParticleColorModifier’ in NIF files is now properly handled which solves issues regarding particle effects, e.g., smoke and fire
  • by ptmikheev
    • [#5557] Moving diagonally using a controller’s analogue stick no longer results in slower movement speed compared to keyboard input
    • [#5821] OpenMW now properly keeps track of NPCs which were added by a mod and moved to another cell, even if the mod’s load-order position is changed
  • by SaintMercury
    • [#5680] Actors now properly aim magic projectiles which, e.g., prevents bull netches from shooting over the player character’s head
  • by Tankinfrank
    • [#5800] Equipping a constant-effect ring no longer unequips a cast-on-use ring which is currently selected in the spell window
  • by wareya
    • [#1901] Actors’ collision behaviour now more closely replicates vanilla Morrowind’s behaviour
    • [#3137] Walking into a wall no longer prevents the player character from jumping
    • [#4247] Actors can now walk up certain steep stairs thanks to the usage of AABB (“axis-aligned bounding box”) collision shapes
    • [#4447] Switching to AABB collision shapes also prevents the player character from looking through certain walls
    • [#4465] Overlapping collision shapes no longer cause NPCs to twitch
    • [#4476] Player character no longer floats in the air during scenic travel in abot’s “Gondoliers” mod
    • [#4568] Actors can no longer push each other out of level boundaries when there are too many of them in one spot
    • [#5431] Prevent physics death spirals in scenes with a huge amount of actors
    • [#5681] Player characters now properly collide with wooden bridges instead of getting stuck or passing through them

Editor Bug Fixes:

  • by akortunov
    • [#1662] OpenMW-CS no longer crashes if there are non-ASCII characters in a file path or in a configuration path
  • by Atahualpa
    • [#5473] Cell borders are now properly redrawn when undoing/redoing changes made to the terrain
    • [#6022] Terrain selection grid is now properly redrawn when undoing/redoing changes made to the terrain
    • [#6023] Objects no longer block terrain selection in ‘terrain land editing’ mode
    • [#6035] Circle brush no longer selects terrain vertices outside its perimeter
    • [#6036] Brushes no longer ignore vertices at NE and SW corners of a cell
  • by Capostrophic
    • [#5400] Verifier no longer checks for alleged ‘race’ entries in non-skin body parts
    • [#5731] Skirts worn by NPCs are now properly displayed in 3D view
  • by unelsson
    • [#4357] Sorting in ‘Journal Infos’ and ‘Topic Infos’ tables is now disabled; you may adjust the order of records manually
    • [#4363] Clone function for ‘Journal Infos’ and ‘Topic Infos’ records now allows you to edit the new record’s ‘ID’ respectively
    • [#5675] Object instances are now loaded and saved with the correct master index to prevent overwritten objects from appearing in game
    • [#5703] OpenMW-CS will no longer flicker and crash on XFCE desktop environments
    • [#5713] OpenMW-CS now properly renders ‘Collada’ models
    • [#6235] OpenMW-CS no longer crashes when changes to the terrain height are undone and then redone
  • by Yoae
    • [#5384] Deleting an instance in 3D view now correctly updates all active 3D views

Miscellaneous:

  • by akortunov
    • [#5026] Prevent data races with ‘rain intensity uniforms’
    • [#5480] Drop Qt4 support in favour of Qt 5.12 or later
  • by AnyOldName3
    • [#4765] Avoid binding an OSG array from multiple threads in OpenMW’s ‘ChunkManager’
    • [#5551] Windows: OpenMW no longer forces a reboot during installation
    • [#5904] Mesa: Fixed OpenSceneGraph issue regarding RTT method (“render-to-texture”)
  • by CedricMocquillon
    • [#5520] Improved handling of combo box ‘Start default character at’ in the launcher to avoid warning messages and possible memory leaks
  • by fr3dz10
    • [#5980] Check for and enforce double-precision ‘Bullet’ during configuration [addition by akortunov]
  • by glebm
    • [#5807] Fixed crash on ARM machines caused by incorrect handling of frame allocation in ‘osg-ffmpeg-videoplayer’
    • [#5897] Updated ‘MyGUI’ to prevent errors when dynamically linking it
View originalPermalink
How openmw-0.47.0 went
openmw-0.46.0

OpenMW 0.46.0 Released!

Added 18
  • Improved navigation mesh-based AI pathfinding system based on recastnavigation library
  • Real-time shadows
  • Native weapon and shield sheathing support
  • Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records
  • Native seamless container open/close animations support
  • Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games
Fixed 2
  • Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function
  • Attacking and landing no longer causes issues with the idle animation

After over a year of development, the OpenMW team is proud to announce the release of version 0.46.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release, potentially the largest ever since the move to OpenSceneGraph, finally reintroduces the long-awaited real-time shadows and also introduces a new improved navigation mesh-based AI pathfinding system based on recastnavigation library, among tons of other improvements.

Mod compatibility has been significantly improved in this release, and you can expect dozens of mods that worked poorly previously to become playable starting with this version.

Check out the release video (https://youtu.be/kMGjf6ZONE8) by the splendiferous johnnyhostile and see below for the full list of changes. The corresponding OpenMW-CS release video is planned to follow soon.

One more thing: one of our major contributors, Capostrophic, has recently started a Patreon https://www.patreon.com/capostrophic. AnyOldName3 (our resident Master of Shadows) also has a Patreon https://www.patreon.com/anyoldname3 and psi29a https://www.patreon.com/psi29a, OpenMW’s new project lead also has a Patreon. So consider supporting them if you want to help OpenMW grow. Other contributors accept donations as well: you can find links to their Patreon pages in our FAQ. https://openmw.org/faq/#donations. Don’t forget to support the software that helps make this all possible: OpenSceneGraph, OpenAL-Soft and SDL2 to name a few.

Known Issues:

  • To use generic Linux binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings
  • Shadows and the new navigation system are not yet perfect and they will get further tuning and refining - particularly in the area of performance when it comes to the shadows - in the subsequent releases

0.45.0 Regression Fixes:

  • Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function (#4775) - Capostrophic
  • Attacking and landing no longer causes issues with the idle animation (#4847) - akortunov
  • Actors outside of the actor processing range are now invisible immediately upon loading (#4860) - akortunov
  • AiTravel no longer ceases execution erroneously if the AI processing range too low (#4979) - akortunov
  • Actors with their AI disabled, including those out of the AI processing range, can no longer drown (#4980) - akortunov
  • Collision shapes of dead actors no longer prevent hitting a different actor through them (#4990) - akortunov
  • Offered prices are now only capped in the barter window (#5028) - Capostrophic
  • Ranged weapon critical hits are now vanilla-friendly (#5067) - Capostrophic
  • Blocking unarmed creatures' attacks degrades shield condition again (#5069) - Capostrophic
  • Actors will only attempt to open a door when one really obstructs their path (#5073) - elsid
  • Player's creature followers killing enemies using spells triggers a crime event properly (#5206) - akortunov
  • Windows: Logging can now be redirected into the command prompt again if you launch OpenMW from there - sthalik

Major New Features:

  • Improved navigation mesh-based AI pathfinding system (#2229) - elsid
  • Native weapon and shield sheathing support (#4673, #5193) - akortunov
  • Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records (#4675, #4812, #4882, #5121) - akortunov & Capostrophic
  • Native seamless container open/close animations support (#4730) - akortunov
  • Real-time shadows (#4851) - AnyOldName3
  • Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games (#5000) - cc9cii & Azdul
  • Native graphic herbalism support (#5010) - akortunov
  • Support for custom attachment bones for different weapon types and custom bones in general (#5131) - akortunov
  • Support for unique animations for different weapon types (#5132) - akortunov
  • Environment-mapped bump-mapping support (#5304) - Capostrophic

Minor Feature Additions:

  • Actors avoid walking on the children geometry of an AvoidNode (#1724) - elsid
  • Gamepad player character movement is now analogue (#3025) - Perry Hugh
  • The global/local openmw.cfg now provides somewhat sensible default config values, making it possible to play a game without Morrowind.ini (#3442) - psi29a
  • Optionally, multiple projectiles can be enchanted at once (#3517) - akortunov
  • Option to invert input X axis (#3610) - Capostrophic
  • Local variables of the object selected in the console can be modified directly (#3893) - Capostrophic
  • Controller input can now be disabled in-game (#3980) - Capostrophic
  • Shift+Double Click shortcut maximises or restores the size of right-click menus (#3999) - akortunov
  • "Toggle sneak" shortcut on gamepads (double-tap of the Sneak button) (#4001) - Perry Hugh
  • BetaComment/ObjectReferenceInfo output is logged into openmw.log as well for convenience (#4129) - akortunov
  • RepairedOnMe, which is broken in vanilla, is implemented and always returns zero (#4255) - Capostrophic
  • RaiseRank/LowerRank instructions now work correctly and their rank changes are saved properly (#4316) - akortunov
  • The default controller bindings now replicate those from Xbox version of Morrowind (#4360) - Perry Hugh
  • Travelling, following and wandering actors can now properly decelerate before reaching their destination (#4544) - akortunov
  • Optional: Fog's intensity can be calculated based on the actual distance from the eye point (#4708) - akortunov
  • "Clone Content List" button in the launcher which allows you to copy the current load order into a content list (#4784) - Capostrophic
  • Search fields were added to the inventory, trading and companion share windows (#4831) - fr3dz10
  • Support for switch nodes that change their state depending on the time of the day (e.g. Glow in the Dahrk mod) (#4836) - akortunov
  • Water reflections have much more detail levels and can be disabled completely (#4859) - wareya & akortunov
  • Random number generator seed command line argument (#4887) - elsid
  • Various distant terrain settings (#4890) - bzzt
  • Audio and video playback is paused when the game is minimised (#4944) - akortunov
  • At least 8 supported blood types (like vanilla) instead of just 3 (#4958) - Capostrophic
  • Optional: Enchanted item usage triggers a casting animation (#4962) - akortunov
  • Most UI widget skins are now properly rescalable and can use a higher resolution texture (#4968) - akortunov
  • Pinnable windows hiding is persistent (#4994) - akortunov
  • GetWeaponType returns different values for tools which are consistent with those from a fix from Morrowind Code Patch (#5031) - Capostrophic
  • Creatures can make use of magic armor mitigation (#5033) - Capostrophic
  • Enchanting window stays open after a failed attempt to enchant an item, for the player's convenience (#5034) - Capostrophic
  • Characters can be removed from factions through scripting like the respective Morrowind Code Patch feature allows (#5036) - Capostrophic
  • Gamepad emulated cursor speed setting (#5046) - jrivany
  • Scroll bars now use separate replaceable textures (#5051) - akortunov
  • Optional light source duration display is now human-readable (#5091) - Capostrophic
  • Unix-like Ctrl+W and Ctrl+U shortcuts in the in-game console, which remove the last word and the entire line respectively (#5094) - Assumeru
  • User controller bindings (#5098) - alexarice
  • Refresh button in the launcher that allows you to reload the content files (#5114) - James Moore
  • Enchanted arrows glow correctly (#5122) - akortunov
  • Corpse disposal should be safe in most cases (#5146) - akortunov
  • Spell magicka cost is shown in the tooltip of the spell in spell buying window (#5147) - James Stephens
  • TestCells/TestInteriorCells debug instructions (#5219) - akortunov
  • NiTriShape can now be controlled by NiKeyframeControllers (#5224) - akortunov
  • Lighting can optionally be applied to environment maps like in Morrowind Code Patch, improving bump-mapped object appearance (#5304) - Capostrophic
  • On devices that have a gyroscope, its movement will optionally rotate the camera (#5311) - akortunov
  • Ingredients can be filtered by their name or their magic effects in the alchemy window (#5314) - fr3dz10

Editor Feature Additions:

  • Terrain texture selection (#3871) - unelsson
  • A more obvious way to reset key bindings to their defaults - a button (#4068) - Capostrophic
  • Content files can now be opened directly as a file association on Windows and GNU/Linux (#4202) - Utopium
  • Faction Ranks table (#4209) - akortunov
  • Transient terrain change support (#4840) - unelsson
  • Instance record editor can now be opened directly from the scene window (#5005) - Utopium
  • Terrain shape selection and editing (#5170) - unelsson
  • Object instances in the scene view can be deleted with a keypress (#5172) - unelsson
  • Edit mode tool outlines are displayed in the scene view (#5201) - unelsson
  • Keyboard shortcuts to drop objects to the ground in the scene view (#5274) - unelsson

Bug Fixes:

  • The console window will no longer hide the other windows (#1515) - akortunov
  • Items with differing redundant ownership information now stack (#1933) - akortunov
  • Content file selector dialogues in the launcher and the editor only list one instance of a content file with a specific file name (#2395) - Capostrophic
  • The mouse wheel can now be bound to most actions in the in-game Controls menu, e.g. Previous and Next Weapon shortcuts (#2679) - Stomy
  • Scripted items no longer stack so as to avoid scripting issues (#2969) - Capostrophic
  • Data folders listed in the global openmw.cfg configuration file will no longer be handled after those in the user configuration file (#2976) - Capostrophic
  • Stray text following 'else' operator is now discarded, fixing scripting issues in Bloodmoon and mods like Sotha Sil Expanded (#3006) - Capostrophic
  • SetPos/Position can now teleport actors into active exterior cells, allowing modded followers to correctly handle player teleportation (#3109) - Capostrophic
  • Reserved F3, F4, F10 and Windows (on non-Apple platforms) keys can no longer be shortcuts for other actions (#3282) - Capostrophic
  • Modded companions will no longer try to start combat with themselves (#3550) - Capostrophic
  • Stealing items from the "evidence" chest is always considered to be a crime (#3609) - akortunov
  • Windows: Display scaling no longer breaks in-game GUI mouse controls (#3623) - sthalik
  • Script functions like OnActivate can be used in non-conditional expressions and still work as expected (#3725) - Capostrophic
  • Normal maps are no longer inverted on mirrored UVs (#3733) - Capostrophic
  • DisableTeleporting instruction no longer makes teleportation magic effects undetectable by scripting (#3765) - Capostrophic
  • Melee and thrown weapons use absolute animation time for controllers, fixing issues in Improved Thrown Weapon Projectiles mod (#3778) - akortunov
  • Multi-line tool-tips now have the correct width when they use word wrapping (#3812) - akortunov
  • GetEffect script instruction no longer relies on outdated magic effect information (#3894) - Capostrophic
  • Object and script IDs can now contain non-ASCII characters in various situations (#3977) - akortunov
  • First run and missing game data dialogues of the launcher behave more consistently (#4009) - Capostrophic
  • Enchanted items outside the player's inventory are now recharged automatically as well (#4077) - akortunov
  • PCSkipEquip and OnPCEquip hardcoded script variable behavior is much closer to vanilla, resolving issues with commonly used book script templates (#4141) - Capostrophic
  • Hand shielding animation behavior is now consistent with vanilla (#4240) - Capostrophic
  • Ash storm origin coordinates are now accurate to vanilla (#4240) - Capostrophic
  • Various rain and snow settings normally included in Morrowind.ini are no longer hardcoded (#4262) - akortunov
  • Door closing/opening sound effect is now stopped when the door is obstructed (#4270) - James Stephens
  • Character stats window left pane now has a minimum width and height (#4276) - anikm21
  • Actors that are currently playing a random idle will not combine this idle with the sneaking idle animation (#4284) - Capostrophic
  • Removed birthsign abilities are no longer erroneously restored upon loading ensuring mod compatibility (#4329) - akortunov
  • Previously confusing GDB detection error message now prints the value of PATH environment variable for convenience (#4341) - akortunov
  • Pulled arrows are no longer off-center for the characters of races that are not scaled uniformly (#4383) - akortunov
  • Either the ranged weapon or its ammunition can be magical for its damage to ignore normal weapons resistance effects, with the previous behavior available as an option (#4384) - Capostrophic
  • Reloading a saved game where the player character was falling will no longer prevent the falling damage (#4411) - Capostrophic
  • Wind speed returned by GetWindSpeed function is now accurate to vanilla (#4449) - akortunov
  • AiActivate AI package now behaves mostly like in Morrowind (#4456, #5210) - akortunov
  • ModCurrentFatigue script instruction will always correctly knockdown the actor when their Fatigue reaches 0 due to it (#4523) - Capostrophic
  • The rain particles are no longer delayed when the camera emerges from the water (#4540) - sthalik
  • Having a wander package is no longer necessary for actors to use greeting and idle voiceover (#4594) - Capostrophic, akortunov
  • Script parser now fully supports non-ASCII characters, fixing scripting issues in Arktwend total conversion (#4598) - akortunov
  • Disabling the audio no longer causes issues or crashes in some situations (#4600) - jlaumon
  • Screen fading operations always correctly finish (#4639) - Capostrophic
  • Pressing Escape in the saved game window dialogues no longer resets the keyboard navigation focus (#4650) - James Stephens
  • Prison marker ESM record is now hardcoded as well to avoid issues in total conversions like Arktwend (#4701) - Capostrophic
  • Loading a saved game while a message box is active should no longer cause issues (#4714) - akortunov
  • Leaving the dialogue menu with Escape should no longer cause issues (#4715) - akortunov
  • Shields and two-handed weapons can no longer be displayed simultaneously on the inventory paper doll (#4720) - akortunov
  • ResetActors instruction now traces the affected actors down and no longer teleports them back to inactive cells (#4723) - akortunov
  • Land texture ESM records can be properly replaced (#4736) - akortunov
  • The player character can run and sneak when their collision shape is disabled by ToggleCollision instruction (#4746) - Capostrophic
  • NPCs correctly use the skeleton from the model set in their ESM record (#4747) - Capostrophic
  • The player character is no longer considered not sneaking when they are about to land an attack (#4750) - Capostrophic
  • Vertex Array Objects from OpenSceneGraph 3.6.x libraries are no longer incompatible (#4756) - AnyOldName3
  • openmw.cfg numeric fallback setting recovery handles invalid values more gracefully (#4768) - Capostrophic
  • Interiors of Illusion puzzle in Sotha Sil Expanded mod is solvable (#4778) - Capostrophic
  • Blizzard weather particles origin is no longer a direction perpendicular to Red Mountain (#4783) - Capostrophic
  • First person sneaking animation is no longer very slow (#4787) - Capostrophic
  • Sneaking and running stances are handled correctly when the player character is airborne (#4797) - Capostrophic
  • Object collisions are updated correctly immediately after it is teleported if the cell didn't change fixing issues in Sotha Sil Expanded mod (#4800) - Capostrophic
  • The player character should no longer be able to rest before taking falling damage (#4802) - Capostrophic
  • Stray special characters are allowed before a Begin statement in scripts (#4803) - Capostrophic
  • Particle systems with no sizes defined in their models are valid (#4804) - akortunov
  • Optional: NPC movement speed calculations take race Weight into account by default (#4805) - Utopium
  • Nodes named Bip01 now have higher priority than nodes named Root Bone when the movement accumulator node is determined, fixing Raki creature movement in Skyrim: Home of the Nords (#4810) - Capostrophic
  • Like in vanilla, but only as a last resort, creatures will try to use the sounds of their "model-sakes" that were loaded earlier (#4813) - Capostrophic
  • Journal instruction now affects the quest status even if it sets the quest index to a lower value (#4815) - Capostrophic
  • SetJournalIndex no longer changes the quest status (#4815) - Capostrophic
  • Spell absorption effect absorbs both harmful and beneficial effects once again (#4820) - Capostrophic
  • Jail progress bar's behavior is more intuitive and has better performance (#4823) - akortunov
  • NiUVController only updates the texture slots that use the defined UV set (#4827) - akortunov
  • Looping VFX caused by potion effects are now shown for NPCs (#4828) - akortunov
  • A NiLODNode can be the root node of a mesh with particles (#4837) - akortunov
  • Russian Morrowind localization no longer ignores implicit topic keywords (#4841) - akortunov
  • Arbitrary text after local variable declarations no longer breaks script compilation (#4867) - Capostrophic
  • Actors with no AI data defined like the player character no longer have corrupted AI data (#4876) - Capostrophic
  • Hello AI rating has 0-65535 range (#4876) - Capostrophic
  • Startup script can execute if you load a specific save through a command line argument (#4877) - elsid
  • SayDone script function no longer returns 0 on the frame Say instruction is executed (#4879) - Capostrophic
  • Stray explicit reference calls of global variables and in expressions no longer break script compilation, fixing issues in Sotha Sil Expanded mod (#4888) - Capostrophic
  • Title screen music is looped (#4896) - Capostrophic
  • Invalid resolution changes are no longer queued and then applied when settings are changed in-game (infamously those with sliders) (#4902) - akortunov
  • Specular power/shininess specular map channel is no longer ignored (#4916) - AnyOldName3
  • Permanent spells always play looping VFX correctly when they are applied (#4918) - akortunov
  • Combat AI checks Chameleon and Invisibility magic effects magnitude correctly (#4920) - akortunov
  • Werewolves' attack state is reset upon their transformation allowing them not to become helpless in combat (#4922) - akortunov
  • Invalid skill and attribute arguments are now automatically cleared from spell effects that do not accept them instead of causing severe issues (#4927) - Capostrophic
  • Instances with different base object IDs can no longer match when you are loading a saved game that depends on a plugin that was modified (#4932) - akortunov
  • The default vertical field of view is now 60 degrees like in Morrowind and not 55 degrees (#4933) - Capostrophic
  • ESM files can now contain both actually empty strings and zero-length null-terminated strings (#4938) - Capostrophic
  • Hand-to-hand attack type is no longer chosen randomly when "always use best attack" is turned off (#4942) - Capostrophic
  • Magic effect magnitude distribution now includes the maximum value in the range (#4945) - Capostrophic
  • Player character's 2D voiceover now uses lip animation (#4947) - Capostrophic
  • Footstep sounds are disabled for flying characters (#4948) - Capostrophic
  • Light source flickering and pulsing behavior now replicates vanilla calculations completely (#4952) - Capostrophic
  • Flying and swimming creatures no longer take vertical distance to their enemies into account, increasing cliff racer attack range (#4961) - Capostrophic
  • Enchant skill progression behaves like vanilla now (#4963) - akortunov
  • Only one instance of a specific Bolt sound will play for spell projectiles, fixing the loudness of Dagoth Ur's spell projectiles (#4964) - Capostrophic
  • All global attenuation settings from Morrowind.ini are now used (#4965) - Capostrophic
  • Light magic effect light source uses the global attenuation settings (#4965) - Capostrophic
  • Miss sound now only plays for the player character (#4969) - Capostrophic
  • Quick keys can no longer be used when DisablePlayerFighting script instruction is active (#4972) - terabyte25
  • Only the player's allies react to friendly hits as friendly hits (#4984) - akortunov
  • Object dimension-dependent VFX scaling behavior is now consistent with vanilla (#4989) - Capostrophic
  • Jumping mechanics are no longer framerate-dependent (#4991) - Capostrophic
  • Drop script instruction now behaves much closer to vanilla (#4999) - Capostrophic
  • Werewolves no longer shield their eyes during storm (#5004) - akortunov
  • Taking all items from a container no longer generates multiple "Your crime has been reported" messages (#5012) - akortunov
  • Spell tooltips now support negative magnitudes (#5018) - Capostrophic
  • Self-enchanting success chance is now calculated like in vanilla (#5038) - Capostrophic
  • Hash sign (#) in cell, region and object names no longer changes the color of a part of the name (#5047) - Capostrophic
  • Invalid spell effects are now dropped from spell records upon loading (#5050) - Capostrophic
  • Instant magic effects are now applied immediately if they're removed through scripting during the frame they were added (#5055) - Capostrophic
  • Player->Cast/Player->ExplodeSpell instruction calls make the player character equip the spell instead of casting it (#5056) - Capostrophic
  • Actors will do and will only do damage randomly chosen from their weapon damage range if their weapon animations lack the wind up animation (#5059) - Capostrophic
  • Most magic effect visuals stop when the death animation of an NPC ends instead of when it begins (#5060) - Alexander Perepechko
  • NIF file shapes named "Tri Shadow" are always hidden (#5063) - Capostrophic
  • Paralyzed actors can no longer greet the player (#5074) - Capostrophic
  • Enchanting cast style can no longer be changed if there's no object (#5075) - Capostrophic
  • DisablePlayerLooking/EnablePlayerLooking now work correctly (#5078) - Capostrophic
  • Scrolling with a controller in GUI is now possible (#5082) - jrivany
  • Much more script keywords can be used as string arguments, allowing more valid script names to work properly (#5087) - Capostrophic
  • Swimming actors are no longer traced down upon loading (#5089) - Capostrophic
  • "Out of charge" enchanted item sound no longer plays for NPCs (#5092) - Capostrophic
  • Hand-to-hand damage sound no longer plays on KO'ed enemies (#5093) - Capostrophic
  • String arguments can be parsed as number literals in scripts, fixing some issues in Illuminated Order mod (#5097) - Capostrophic
  • Non-swimming enemies will no longer enter water if the player is walking on water (#5099) - anikm21
  • Levitating player character can no longer be considered sneaking in more cases (#5103) - Capostrophic
  • Thrown weapons and ammunition now ignore their enchantment charge so they can always trigger their enchantment - like vanilla (#5104) - Capostrophic
  • Being over-encumbered no longer allows you to "jump" with zero vertical velocity (#5106) - Capostrophic
  • ModRegion accepts an additional numerical argument (#5110) - Capostrophic
  • Current spell HUD icon bar now correctly reflects the zero chance to cast a spell you don't have enough magicka to cast (#5112) - Capostrophic
  • Unknown effect question mark is now centered (#5113) - James Stephens
  • Local scripts will restart for respawned actors immediately (#5123) - Assumeru
  • Arrows are detached from the actor if their pulling animation is cancelled (#5124) - akortunov
  • Swimming creatures which lack RunForward animations but have WalkForward animations are no longer motionless (#5126) - Capostrophic
  • Lock script instruction now always resets the door rotation like a normal door rotation would, fixing gates in The Doors mod series (#5134) - akortunov
  • Textures that have tiling disabled are no longer too dark outside their boundaries (#5137) - Capostrophic
  • Actors have a lower chance to get stuck in a door when it is being opened (#5138) - elsid
  • Failing to pick a lock physically or magically is now a crime in all cases (#5149) - Capostrophic
  • Natural containers like plants can't be locked or unlocked using spells (#5155) - Assumeru
  • Lock and Unlock scripting instructions work on any object (#5155) - Assumeru
  • Objects can now use the ID as a substitution for their name in general case, allowing them to have tooltips and be activated (#5158) - Capostrophic
  • NiMaterialColorController target color is no longer hardcoded (#5159) - Capostrophic
  • Companions which use companion variable from Tribunal can always be activated (#5161) - Capostrophic
  • Node transformation data should no longer be shared between objects in some situations incorrectly (#5163) - akortunov
  • The player character will correctly get expelled from a faction upon an illegal interaction with an item owned by the faction (#5164) - akortunov
  • Scripts are no longer stopped after the player character's death (#5166) - akortunov
  • The player is no longer able to select and cast spells before the spells window is enabled (#5167) - akortunov
  • PCForce1stPerson/PCForce3rdPerson instructions now really force perspective changes (#5168) - akortunov
  • Nested levelled item and creature spawning chance is now calculated correctly (#5169) - Capostrophic
  • Random script function returns a floating point value (like 55.0) instead of an integer value (like 55) fixing math in scripts that rely on it (#5175) - Capostrophic
  • OnPCEquip flag is now set on skipped beast race attempts to equip something that cannot be equipped (#5182) - Capostrophic
  • Equipped item enchantments now affect creatures that can equip items (#5186) - Capostrophic
  • Non-projectile ranged weapons can no longer be enchanted on-strike which breaks the original game balance (#5190) - Capostrophic
  • On-strike enchantments cannot be used on non-projectile ranged weapons that were enchanted earlier (#5190) - Capostrophic
  • Dwarven ghosts play their idle animations properly (#5196) - akortunov
  • The launch position of spell projectiles takes the character's height into account (#5209) - akortunov
  • Excessive screen fading when a game saved in an interior cell is loaded first has been removed (#5211) - akortunov
  • Travelling actors are handled outside of AI processing range to avoid oddities in some mods (#5212) - Capostrophic
  • SameFaction script function is no longer broken (#5213) - Capostrophic
  • Exiting the game while the debug cell borders are active should no longer lead to crashes or serious issues (#5218) - akortunov
  • GetLineOfSight, GetDetected, StartCombat and Cast will no longer break scripts when they're working with actors that aren't present (#5220) - Capostrophic
  • The previous arrow is properly reattached when a spell with Bound Bow magic effect active on the player character expires (#5223) - akortunov
  • Actor reputation is now capped: it can no longer be above 255 or be negative (#5226) - akortunov
  • NIF controllers will no longer try to work without data and cause issues (#5229) - Capostrophic
  • On-self Absorb effect spells can be detected by scripting again (#5241) - Capostrophic
  • ExplodeSpell instruction behaves closer to Cast instruction (#5242) - Capostrophic
  • Water ripples will be correctly cleaned up when you enter a different cell again (#5246) - Capostrophic
  • Wandering actors wait longer after their greeting before starting walking again (#5249) - akortunov
  • Shields should always use the correct models when they are displayed on actors (#5250) - Capostrophic
  • GetTarget function with Player as an argument will return 1 when the affected actor is greeting the player (#5255) - Capostrophic
  • Wandering actors shouldn't become stuck when they are crossing cell borders (#5261) - akortunov
  • Absorb Fatigue effect will no longer bring Fatigue under 0 (#5264) - Capostrophic
  • Damage Fatigue effect will bring Fatigue under 0 only as an option (#5264) - Capostrophic
  • Show debug instruction will still show the value of relevant global variables even if the chosen object is not scripted or lacks a local variable with the given name (#5278) - Capostrophic
  • Thanks to an inefficient copy operation being removed from explored map loading - among other reasons - saved game loading should be slightly faster (#5308) - akortunov
  • NIF properties like NiAlphaProperty are always applied in the order they are listed, avoiding incorrect rendering when multiple properties of the same type are listed (#5313) - Capostrophic
  • Settings writer preserves blank lines more sensibly and should cause much less settings.cfg formatting issues (#5326) - Capostrophic
  • Skills of dead actors that were fortified or damaged are properly reset when their magic effects are cleared (#5328) - Capostrophic
  • dopey Necromancy mod scripts should execute correctly (#5345) - Assumeru
  • Magic bolts with invalid target direction should no longer cause issues (#5350) - akortunov
  • Light items won't use up their duration if the player character doesn't actually hold them while they are equipped (#5352) - Capostrophic

Editor Bug Fixes:

  • Various fields like probabilities and actor AI ratings can no longer overflow (#2987) - Capostrophic
  • NPC records can be filtered by gender again (#4601) - Capostrophic
  • It is no longer possible to "preview" levelled list records which obviously lack models (#4703) - jrivany
  • Exterior cell views can be correctly opened from the Instances table (#4705) - unelsson
  • Interior cell lighting field values are now displayed as colors (#4745) - Capostrophic
  • Cloned, moved and added instances can no longer incorrectly reuse existing reference numbers (#4748) - Stomy
  • Texture painting is possible with a duplicate of a base texture (#4904) - unelsson
  • Rotations are now displayed as degrees and not radians (#4971) - Utopium
  • "Alembic" apparatus type is no longer misspelled as "Albemic" (#5081) - Atahualpa
  • Unexplored map tiles are no longer corrupted when a file with the relevant terrain record is resaved (#5177) - unelsson
  • Empty cell name subrecords are now saved to improve vanilla ESM format compatibility (#5222) - Capostrophic
  • Non-ASCII characters are supported in file paths (#5239) - akortunov
  • Interior cell lighting should no longer be corrupted in cleaned content files that were resaved (#5269) - Capostrophic

Other Improvements:

  • Media decoding has been updated to a FFmpeg 4-compatible API (#4686) - akortunov
  • Serious distant terrain performance and memory usage optimisations (#4695) - bzzt
  • NMake support in Windows pre-build script (#4721) - AnyOldName3
  • Cell transition performance optimisations (#4789) - bzzt & akortunov
View originalPermalink
How openmw-0.46.0 went

openmw-0.43.0

Added 20
  • Implement AI resurfacing to breathe
  • Implement rain and snow induced water ripples
  • Implement fade to black on cell transitions
  • Implement starting in an unnamed exterior cell with --start
  • Implement AI using WhenUsed enchantments
  • Implement stacks of ingredients or potions remaining grabbed after using one

The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus.

Check out the release video (https://www.youtube.com/watch?v=F0MPLXdl0y4) and the OpenMW-CS release video (https://www.youtube.com/watch?v=88ywx8BSyKg) by the masterful Atahualpa, and see below for the full list of changes.

Known Issues:

  • Shadows are not re-implemented yet
  • To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
  • On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings

New Features:

  • Implemented AI resurfacing to breathe (#1374)
  • Implemented rain and snow induced water ripples (#452, 4156)
  • Implemented fade to black on cell transitions (#824)
  • Implemented starting in an unnamed exterior cell with --start (#3941)
  • Implemented AI using "WhenUsed" enchantments (#3953)
  • Implemented stacks of ingredients or potions remaining grabbed after using one (#4082)
  • Implemented keyboard navigation for menus (#3400)
  • Implemented an option to show the success rate while enchanting (#3492)
  • Implemented an option to show projectiles' damage in tooltips (#2923)
  • Implemented an option to show melee weapons' reach and speed in tooltips (#2923)
  • Implemented a "launch OpenMW" tickbox on the Windows installer (#2258)
  • Implemented the ability to close the inventory while dragging items (#1692, #3099)
  • OpenMW-CS: Implemented LTEX record table (#933)
  • OpenMW-CS: Implemented LAND record table (#936)
  • OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509)
  • OpenMW-CS: Implemented using one resource manager per document (#2748)
  • OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274)
  • OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682)
  • OpenMW-CS: Implemented reloading data files (#3530)
  • ess-Importer: Implemented converting projectiles (#2320)

Bug Fixes:

  • Water visibility is now consistent across different setting configurations (#815)
  • Autosaves are now created when waiting, to match vanilla behavior (#1452)
  • Container Close button no longer loses key focus when an item is clicked (#1555)
  • Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405)
  • Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445)
  • UI window pinning now persists between saves and boots (#2489, #2834)
  • First person view now uses the correct body texture with the "Better Bodies" mod (#2594)
  • Stat review menu now reads correctly from the player's stats (#2628)
  • Player states are now correctly reset when a save is loaded (#2639)
  • Rain and snow weather effects no longer move with the player (#2698)
  • Implemented some missing creature swim animations (#2704)
  • "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789)
  • Drag-and-drop is now ended if the item is removed (#3097)
  • GetDetected can now be used without a reference (#3110)
  • Fixed poor performance when resizing the dialog window (#3126)
  • Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243)
  • Improved water reflection rendering along shorelines (#3365)
  • Improved AI usage of Dispel magic effect (#3341)
  • Disposing of corpses no longer breaks related quests (#3528)
  • Framerate limit is now enforced in videos and menus (#3531)
  • Only one copy of a given sound effect may now be played at a time (#3647)
  • Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656)
  • Added a fade-out for music transitions (#3665)
  • Spellcasting effects now disappear when resting (#3679)
  • Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684)
  • Fixed magicka calculation during character generation (#3694)
  • Guards will now try to arrest the player when attacked, instead of just fighting back (#3706)
  • Death counts are now checked to be for valid actors before they are loaded (#3720)
  • Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744)
  • Yagrum Bagarn no longer twitches (#3749)
  • DisableLevitation now removes Levitate visual spell effect indicators (#3766)
  • Script commands now run if they were in voiced dialog scripting (#3787)
  • Added enabled check to animation script commands (#3793)
  • Default sound buffer size was increased (#3794)
  • RemoveItem behavior adjusted (#3796)
  • Godmode adjusted to match vanilla (#3798)
  • Animations now loop correctly in the "Animated Morrowind" mod (#3804)
  • Fixed enchantment point calculation to match vanilla (#3805)
  • Missing book art now logs a warning instead of showing a pink rectangle (#3826)
  • Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833)
  • Bodyparts with multiple NiTriShapes are now handled correctly (#3835)
  • InventoryStore::purgeEffect() now removes all effects with argument ID (#3839)
  • Fixed fatigue loss calculations when jumping (#3843)
  • Underwater effects are now not applied to scripted "say" commands (#3850)
  • Actors no longer try to speak underwater (#3851)
  • Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
  • Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878)
  • Fixed jail state not being cleared when a game is loaded (#3879)
  • Journal no longer displays empty entries (#3891)
  • An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892)
  • PositionCell in dialog no longer closes the dialog window (#3898)
  • "Could not find Data Files location" dialog no longer appears multiple times (#3906)
  • Fixed a case where the user could get stuck when installing without a CD (#3908)
  • Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909)
  • Scroll in launcher window can no longer be cut off by resizing the window (#3910)
  • NC text key on nifs now works correctly (#3915)
  • Menu click sound no longer plays for right clicks (#3919)
  • Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
  • AI now avoids enemy hits while casting self-ranged spells (#3922)
  • Copy/Paste now uses the correct command key on macOS (#3934)
  • AI attack strength is now reset when starting a new attack (#3935)
  • Changed spell priority calculation to match vanilla (#3937)
  • UI sounds are no longer distorted under water (#3942)
  • Fixed the game not pausing when minimized on Windows (#3943)
  • Vendors now confiscate stolen items that the player tries to sell them back (#3944)
  • Fixed some character preview rendering issues (#3955)
  • EditEffectDialog close button now updates range button and area slider properly (#3956)
  • Fixed some issues with body part rendering with mods (#3957)
  • Clothing value is now unsigned, preventing some value overflow issues (#3960)
  • Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963)
  • Journal sounds are now played when flipping pages and closing the journal (#3974)
  • Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
  • Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
  • Corrected down and up sounds played when trading (#3982)
  • NPCs taunted to aggression no longer continue dialog with the player (#3987)
  • Journal can no longer be opened at the main menu (#3991)
  • Fixed Dispel to only cancel spell effects (#3995)
  • Fixed missing header inclusion breaking OpenBSD clang build (#4002)
  • Inventory avatar now fits within display border (#4003)
  • Manis Virmaulese now speaks to the player before attacking (#4004)
  • AI spawn position is now reset if they are moved to another cell (#4010)
  • Keypresses consumed by the UI are no longer processed again by the game (#4016)
  • GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017)
  • Music track shuffling is improved (#4024)
  • Spells with copy/pasted names no longer sort to the top of the spell list (#4025)
  • NPC archers now switch to another weapon to attack when they run out of arrows (#4033)
  • Reloading a save game while falling no longer prevents fall damage (#4049)
  • Draw animation is no longer played when a player equips a new weapon while already holding one (#4056)
  • Disposition is now updated correctly when dialog is closed (#4076)
  • Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079)
  • GetResist commands now work like in vanilla (#4093)
  • Level-up messages for levels past 20 are now used (#4094)
  • Fixed error in framelistener when taking all items from a corpse (#4095)
  • Default 0 float precision is now used in float formatting (#4096)
  • Cycling through weapons now only selects weapons that can be equipped (#4104)
  • A scroll bar has been added to the birthsign effects list at character creation (#4105)
  • Changed inventory sort order to be more consistent (#4112)
  • Fixed unexpected "Resolution not supported in fullscreen" messages (#4113)
  • Fixed pickpocketing behavior to match vanilla (#4131)
  • Fixed a case where NPCs would not equip a second ring (#4155)
  • NPCs now do not autoequip clothing of the same price (#4165)
  • Multiple GUI and AI fixes and improvements
  • OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045)
  • OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709)
  • OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971)
  • OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027)
  • OpenMW-CS: New greetings now work in-game (#4037)
  • OpenMW-CS: Merging of Land and Land Texture records fixed (#4074)
  • OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)
View originalPermalink
How openmw-0.43.0 went
View all

Discussion