# openmw patch notes > OpenMW is an open-source open-world RPG game engine that supports playing Morrowind. - Vendor: OpenMW - Category: Games - Official site: https://gitlab.com/OpenMW/openmw - Tracked by: What's New (https://whatsnew.fyi/product/openmw) - Harvested from: GitLab (gitlab.com/OpenMW/openmw) - Entries below: 7 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. ## Releases ### openmw-0.51.0 — OpenMW 0.51.0 Released! - Date: 2026-06-19 - Version: openmw-0.51.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.51.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.51.0 - **added** — Modders can create magic effects through the scripting API - **added** — Terrain vertex painting support in the content file editor - **added** — Support for topic marking (MRK) files from Russian Morrowind to override keywords for implicit topic highlighting - **added** — Game settings iGreetDuration and fGreetDistanceReset are now used in voiced greeting logic - **added** — Hand to Hand Hit 2 sound is now used - **added** — More controller buttons can be used for actions - **added** — BC6H and BC7 compression are now supported for DDS files - **added** — Sunlight direction is exposed to post-processing - **added** — Camera projection offset is configurable through Lua - **fixed** — Should Attack filter now passes for actors that are already in combat - **fixed** — Implicit topic highlighting supports single-character topics - **fixed** — Custom word separators required for Polish Morrowind topic highlighting - **fixed** — Mixed implicit and explicit topic highlighting is properly supported - **fixed** — Creatures that cannot equip items can use enchanted items - **fixed** — Restrictions on equipping weapons during an attack were lifted - **fixed** — Switching between enchanted items while casting a spell is now allowed - **fixed** — Diseased actors may infect actors other than the player - **fixed** — Stretched collision box detection is more accurate - **fixed** — Weapon swish sound has been restored for thrown projectiles - **fixed** — Moon shadow colour and moon phase transparency are now used in moon rendering - **removed** — Exclusive fixed-function pipeline rendering mode has been removed - **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](https://openmw.org/2026/openmw-0-51-0-released/) on our website. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires `OpenMW.app` and `OpenMW-CS.app` to be siblings. * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] 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 * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] 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 * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] 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 * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Red tint on macOS. Some of it can be mitigated by enabling per-pixel lighting ###### **Dialogue** **New Features** * \[[\#7297](https://gitlab.com/OpenMW/openmw/-/issues/7297)\] Support for topic marking (MRK) files from Russian Morrowind; they override the keywords used for implicit topic highlighting * \[[\#8956](https://gitlab.com/OpenMW/openmw/-/issues/8956)\] The `iGreetDuration` and `fGreetDistanceReset` game settings are now used in voiced greeting logic **Fixes** * \[[\#7340](https://gitlab.com/OpenMW/openmw/-/issues/7340)\] The Should Attack filter now passes for actors that are already in combat; this concerns actors that are not normally hostile, like guards * \[[\#8760](https://gitlab.com/OpenMW/openmw/-/issues/8760)\] Implicit topic highlighting supports single-character topics * \[[\#8978](https://gitlab.com/OpenMW/openmw/-/issues/8978)\] 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** * \[[\#8731](https://gitlab.com/OpenMW/openmw/-/issues/8731)\] `Hand to Hand Hit 2` sound is now used * \[[\#8801](https://gitlab.com/OpenMW/openmw/-/issues/8801)\] More controller buttons can be used for actions **Fixes** * \[[\#7605](https://gitlab.com/OpenMW/openmw/-/issues/7605)\] Creatures that cannot equip items can use enchanted items * \[[\#8123](https://gitlab.com/OpenMW/openmw/-/issues/8123)\] Various restrictions on equipping weapons during an attack were lifted (e.g., equipping ammunition) * \[[\#8692](https://gitlab.com/OpenMW/openmw/-/issues/8692)\] The above extends to switching between enchanted items while casting a spell * \[[\#8765](https://gitlab.com/OpenMW/openmw/-/issues/8765)\] Diseased actors may infect actors other than the player * \[[\#8847](https://gitlab.com/OpenMW/openmw/-/issues/8847)\] Stretched collision box detection is more accurate * \[[\#8926](https://gitlab.com/OpenMW/openmw/-/issues/8926)\] Weapon swish sound has been restored for thrown projectiles * \[[\#8929](https://gitlab.com/OpenMW/openmw/-/issues/8929)\] Old effects now stick around for a frame when they're re-cast; this makes Weakness to Magicka increase its own magnitude * \[[\#8949](https://gitlab.com/OpenMW/openmw/-/issues/8949)\] Instant effects are no longer applied twice * \[[\#8975](https://gitlab.com/OpenMW/openmw/-/issues/8975)\] Stat modifiers are reset when werewolf modifiers are applied * \[[\#9062](http _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.51.0]_ ### openmw-0.50.0 — OpenMW 0.50.0 Released! - Date: 2025-11-07 - Version: openmw-0.50.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.50.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.50.0 - **added** — Quick item transfer feature - **changed** — Gamepad experience overhauled - **changed** — Combat system receives foundational dehardcoding steps - **changed** — Lua scripting API further expanded - **changed** — Setting files are now saved when you exit the settings window, rather than only when you exit the game - **fixed** — When a Command effect stops, the affected actor will accept their new location as their new wander point - **fixed** — Hostile actors will no longer engage in combat with the player if the player is under the effect of >=75% Chameleon - **fixed** — Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience - **fixed** — Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile - **fixed** — Paralysed and knocked down NPCs can no longer use combat actions - **fixed** — Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible - **fixed** — Actors will no longer harvest herbalism-enabled plants non-stop when the Activate package is used - **fixed** — Non-ASCII paths using native encodings are now supported in Morrowind format BSAs - **fixed** — Improved BSA archive reading stability in various cases - **fixed** — Reading quest status subrecords no longer causes the rest of the quest record data to be discarded - **fixed** — Next Spell now skips over items that belong to the same stack as the current item - **fixed** — Ranged attacks will now hit underwater if you're up close to a target - **fixed** — Sounds and visual effects of resisted effects no longer play - **fixed** — Potions and ingredients no longer visually end up back in the inventory for a single frame before getting picked up again - **fixed** — Instant zero-duration effects can now act immediately 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](https://openmw.org/2025/openmw-0-50-0-released/) on our website. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] 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 * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] 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 * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] 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 * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that ###### **AI and Pathfinding** **Fixes** * \[[\#5331](https://gitlab.com/OpenMW/openmw/-/issues/5331)\] When a Command effect stops, the affected actor will accept their new location as their new wander point * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] Hostile actors will no longer engage in combat with the player if the player is under the effect of \>=75% Chameleon * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience * \[[\#7871](https://gitlab.com/OpenMW/openmw/-/issues/7871)\] Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile * \[[\#7979](https://gitlab.com/OpenMW/openmw/-/issues/7979)\] 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 * \[[\#8433](https://gitlab.com/OpenMW/openmw/-/issues/8433)\] Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible * \[[\#8612](https://gitlab.com/OpenMW/openmw/-/issues/8612)\] Actors will no longer harvest herbalism-enabled plants non-stop when the Activate package is used ###### **Configuration and VFS** **New Features** * \[[\#8077](https://gitlab.com/OpenMW/openmw/-/issues/8077)\] Setting files are now saved when you exit the settings window, rather than only when you exit the game **Fixes** * \[[\#8599](https://gitlab.com/OpenMW/openmw/-/issues/8599)\] 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** * \[[\#8333](https://gitlab.com/OpenMW/openmw/-/issues/8333)\] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded ###### **Gameplay** **Fixes** * \[[\#6039](https://gitlab.com/OpenMW/openmw/-/issues/6039)\] Next Spell now skips over items that belong to the same stack as the current item (it would previously get stuck if there were mul _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.50.0]_ ### openmw-0.49.0 — OpenMW 0.49.0 Released! - Date: 2025-07-04 - Version: openmw-0.49.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.49.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.49.0 - **added** — First release of OpenMW that goes beyond Morrowind - **added** — Substantial additions to Lua scripting API - **removed** — Support for pre-0.45.0 saved games - **removed** — Virtual filesystem case-sensitivity support - **removed** — Broken 360° screenshot support - **removed** — Script blacklisting used in the --script-all option and OpenMW-CS script verifier - **fixed** — Actors prioritize Bound and Summon spells more - **fixed** — Actors prioritize healing spells and potions much less - **fixed** — Actors no longer attempt pathfinding while playing scripted animations - **fixed** — Actors back up smoother during ranged combat - **fixed** — Actors don't yell taunts when engaging in combat against new allies of their current enemies - **fixed** — Friendly hit counter doesn't increment during combat and resets after it - **fixed** — High Fight rating allies no longer become hostile when the player has multiple allies - **fixed** — Navmeshes are no longer generated for very distant exterior cells, preventing a crash - **fixed** — Actors will no longer give preference to unreachable or invisible enemies in combat - **fixed** — Failed path smoothing can no longer cause the path to be rejected - **fixed** — Assaulted actors will realise they were assaulted even if they didn't detect the player - **changed** — Improved obstacle evasion with more movement directions used depending on the actor's animations - **fixed** — Actors can open doors teleported from a different cell - **fixed** — Creatures can properly use potions - **fixed** — Weapons are now considered useless if the actor's relevant skill is 0 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 * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] 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 * \[[\#8012](https://gitlab.com/OpenMW/openmw/-/issues/8012)\] Combat music does not start during pause (e.g., during the dialogue that is scripted to start combat) * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] 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 * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving; this is possibly a bug in Qt 6 * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that **Removed Features** * \[[\#6624](https://gitlab.com/OpenMW/openmw/-/issues/6624)\] 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 * \[[\#7394](https://gitlab.com/OpenMW/openmw/-/issues/7394)\] Virtual filesystem case-sensitivity support * \[[\#7720](https://gitlab.com/OpenMW/openmw/-/issues/7720)\] Broken 360° screenshot support * \[[\#8214](https://gitlab.com/OpenMW/openmw/-/issues/8214)\] Script blacklisting used in the `--script-all` option and OpenMW-CS script verifier, which served no purpose ###### **AI and Pathfinding** **Fixes** * \[[\#2623](https://gitlab.com/OpenMW/openmw/-/issues/2623)\] Actors prioritise Bound and Summon spells more * \[[\#4207](https://gitlab.com/OpenMW/openmw/-/issues/4207)\] Actors prioritise healing spells and potions much less * \[[\#5065\]](https://gitlab.com/OpenMW/openmw/-/issues/5065) Actors no longer attempt pathfinding while playing scripted animations * \[[\#5129](https://gitlab.com/OpenMW/openmw/-/issues/5129)\] Actors back up smoother during ranged combat * [\[\#5413\]](https://gitlab.com/OpenMW/openmw/-/issues/5413) Actors don’t yell taunts when engaging in combat against new allies of their current enemies * \[[\#5755](https://gitlab.com/OpenMW/openmw/-/issues/5755)\] Friendly hit counter doesn't increment during combat and resets after it * \[[\#6313](https://gitlab.com/OpenMW/openmw/-/issues/6313)\] High Fight rating allies no longer become hostile when the player has multiple allies * \[[\#6574](https://gitlab.com/OpenMW/openmw/-/issues/6574)\] Navmeshes are no longer generated for very distant exterior cells, preventing a crash * \[[\#6932](https://gitlab.com/OpenMW/openmw/-/issues/6932)\] Actors will no longer give preference to unreachable/invisible enemies in combat * \[[\#6964](https://gitlab.com/OpenMW/openmw/-/issues/6964)\] Failed path smoothing can no longer cause the path to be rejected * \[[\#7064](https://gitlab.com/OpenMW/openmw/-/issues/7064)\] Assaulted actors will realise they were assaulted even if they didn't detect the player * \[[\#7450](https://gitlab.com/OpenMW/openmw/-/issues/7450)\] Improved obstacle evasion: more movement directions are used depending on the actor's animations * \[[\#7548](https://gitlab.com/OpenMW/openmw/-/issues/7548)\] Actors can open doors teleported from a different cell * \[[\#7604](https://gitlab.com/OpenMW/openmw/-/issues/7604)\] Creatures can properly use potio _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.49.0]_ ### openmw-0.48.0 — OpenMW 0.48.0 Released! - Date: 2023-07-22 - Version: openmw-0.48.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.48.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.48.0 - **added** — Lua scripting API - **added** — Post-processing shader framework - **added** — Fonts and GUI layout files are now overridable through the VFS - **added** — TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation - **added** — GUI localisation support in French, German, Russian and Swedish - **added** — Character's head can be rotated in the preview area using the mouse wheel during character creation - **added** — TrueType font settings can be changed in the launcher - **added** — Repeat flag is supported for AI package script commands - **added** — Help console command that prints OpenMW's version string and every available command - **added** — APPLIED_ONCE spell effect flag has been properly implemented - **added** — Spell effect expiry is now tracked - **added** — Active spell effects are cleared from actors that are removed from the scene - **added** — Telekinesis now extends the activation range of activators - **added** — Gloss-mapping support - **added** — Optional zoom in and out for the in-game map - **added** — Default error marker model is now embedded into the engine - **added** — Generated navigation meshes are now cached on your storage device - **added** — Data directories can be set up and BSA archives can be registered through the launcher - **added** — No Camera Collision flag is properly implemented for NIF nodes - **added** — In-game log viewer assigned to F10 - **changed** — EXTRA SPELL spell effect expiry now triggers re-equipment - **changed** — Commas are treated as whitespace in scripts - **changed** — Ignored ESM record flag is now respected - **changed** — Directory configuration files can be read from a manually specified location to produce portable OpenMW distributions - **changed** — Every object instance in the game can now be uniquely identified - **changed** — Exponential fog support - **changed** — Sky blending support - **changed** — Optimised Collada model skinning - **changed** — Alpha testing support for Collada models - **changed** — Wizard warns the user if the used version of Morrowind is unrecognised and potentially too old - **changed** — Dimensions of the in-game settings window are saved and loaded - **changed** — Topics will not be considered exhausted if they can produce a hyperlink to a new topic - **changed** — Optional creature damage that damages armour - **added** — FFmpeg 5 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 * \[[\#7354](https://gitlab.com/OpenMW/openmw/-/issues/7354)\] 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* * \[[\#5996](https://gitlab.com/OpenMW/openmw/-/issues/5996)\] Lua scripting API * *by akortunov* * \[[\#4974](https://gitlab.com/OpenMW/openmw/-/issues/4974)\] Fonts and GUI layout files are now overridable through the VFS * \[[\#4975](https://gitlab.com/OpenMW/openmw/-/issues/4975)\] TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation * \[[\#6867](https://gitlab.com/OpenMW/openmw/-/issues/6867)\] GUI localisation support. Most of the previously hardcoded strings have been localised in French, German, Russian and Swedish * \[[\#6925](https://gitlab.com/OpenMW/openmw/-/issues/6925)\] 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 * \[[\#6941](https://gitlab.com/OpenMW/openmw/-/issues/6941)\] TrueType font settings can be changed in the launcher * *by Assumeru/Evil Eye* * \[[\#1465](https://gitlab.com/OpenMW/openmw/-/issues/1465), [\#6177](https://gitlab.com/OpenMW/openmw/-/issues/6177)\] 'Repeat' flag is supported for AI package script commands. * \[[\#2780](https://gitlab.com/OpenMW/openmw/-/issues/2780)\] 'Help' console command, which prints OpenMW's version string and every available command * \[[\#4297](https://gitlab.com/OpenMW/openmw/-/issues/4297)\] The remnants of 'APPLIED_ONCE' spell effect flag have been properly implemented * \[[\#4414](https://gitlab.com/OpenMW/openmw/-/issues/4414)\] EXTRA SPELL spell effect expiry now triggers re-equipment * \[[\#5198](https://gitlab.com/OpenMW/openmw/-/issues/5198)\] Spell effect expiry is now tracked * \[[\#5454](https://gitlab.com/OpenMW/openmw/-/issues/5454)\] Active spell effects are cleared from actors that are removed from the scene for any reason * \[[\#5489](https://gitlab.com/OpenMW/openmw/-/issues/5489)\] Telekinesis also extends the activation range of activators, like in Morrowind Code Patch * \[[\#6380](https://gitlab.com/OpenMW/openmw/-/issues/6380)\] Commas are treated as whitespace in scripts, heavily loosening the restrictions on their use * \[[\#6699](https://gitlab.com/OpenMW/openmw/-/issues/6699)\] 'Ignored' ESM record flag is now respected * *by Capo* * \[[\#6541](https://gitlab.com/OpenMW/openmw/-/issues/6541)\] Gloss-mapping support * *by Cédric Mocquillon* * \[[\#3616](https://gitlab.com/OpenMW/openmw/-/issues/3616)\] Optional: You can now zoom the in-game map in and out * \[[\#6248](https://gitlab.com/OpenMW/openmw/-/issues/6248)\] A default error marker model is now embedded into the engine * *by Dominique Martinet* * \[[\#6631](https://gitlab.com/OpenMW/openmw/-/issues/6631)\] FFmpeg 5 support * * _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.48.0]_ ### openmw-0.47.0 — OpenMW 0.47.0 Released! - Date: 2021-11-08 - Version: openmw-0.47.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.47.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.47.0 - **added** — Failed scripts are flagged as inactive and ignored rather than being removed until the game is reloaded or restarted - **added** — NPC service refusal can be filtered by service type to allow more complex NPC reactions - **added** — Arrows can be attached to an actor's skeleton instead of the bow mesh to allow left-handed bows and actor-dependent shooting animations - **added** — Improved handling of groundcover mods via grass instancing - **added** — Alpha-to-coverage anti-aliasing improves the look of alpha-tested objects - **added** — Show default icon if an item's icon is not found - **added** — Levelled lists can be placed in containers - **added** — Base records are mutable so modifying an instance will affect all instances sharing the same base record - **added** — Option to support graphic herbalism in Advanced tab in the launcher - **added** — ori console command displays the mesh's data source and whether the x-prefixed version is used - **added** — Proper underwater shadows when refraction is enabled - **added** — Optional object paging to render distant static objects via merging objects close to each other - **added** — Optional object paging in active cells in a 3×3 grid around player character - **added** — Dialogue for splitting item stacks displays the name of the trapped soul for stacks of soul gems - **added** — Handle NiLines property of NIF meshes - **added** — Optional allow the player character to steal from unconscious NPCs during combat - **added** — Support for inverse-order rotation in SetAngle function - **added** — Support Skyrim SE's compressed BSA format - **added** — Show current level-up attribute multipliers in Level tooltip - **added** — Search bar in the launcher's Data Files tab 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](https://openmw.org/downloads/) 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](https://www.youtube.com/watch?v=_9sUhduT-K4) by the hacking Atahualpa and the slashing johnnyhostile, and see below for the full list of changes. There are also a [German release video](https://www.youtube.com/watch?v=9Cwdf7fwO6k) and a [German changelog](https://openmw.org/2021/openmw-0-47-0-veroffentlicht/) 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 - [ _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.47.0]_ ### openmw-0.46.0 — OpenMW 0.46.0 Released! - Date: 2021-05-31 - Version: openmw-0.46.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.46.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.46.0 - **added** — Improved navigation mesh-based AI pathfinding system based on recastnavigation library - **added** — Real-time shadows - **added** — Native weapon and shield sheathing support - **added** — Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records - **added** — Native seamless container open/close animations support - **added** — Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games - **added** — Native graphic herbalism support - **added** — Support for custom attachment bones for different weapon types and custom bones in general - **added** — Support for unique animations for different weapon types - **added** — Environment-mapped bump-mapping support - **added** — Actors avoid walking on the children geometry of an AvoidNode - **added** — Gamepad player character movement is now analogue - **added** — Option to invert input X axis - **added** — Local variables of the object selected in the console can be modified directly - **added** — Controller input can now be disabled in-game - **added** — Shift+Double Click shortcut maximises or restores the size of right-click menus - **added** — Toggle sneak shortcut on gamepads via double-tap of the Sneak button - **added** — Search fields were added to the inventory, trading and companion share windows - **fixed** — Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function - **fixed** — 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- _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.46.0]_ ### openmw-0.43.0 - Date: 2018-06-22 - Version: openmw-0.43.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.43.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.43.0 - **added** — Implement AI resurfacing to breathe - **added** — Implement rain and snow induced water ripples - **added** — Implement fade to black on cell transitions - **added** — Implement starting in an unnamed exterior cell with --start - **added** — Implement AI using WhenUsed enchantments - **added** — Implement stacks of ingredients or potions remaining grabbed after using one - **added** — Implement keyboard navigation for menus - **added** — Implement an option to show the success rate while enchanting - **added** — Implement an option to show projectiles' damage in tooltips - **added** — Implement an option to show melee weapons' reach and speed in tooltips - **added** — Implement a launch OpenMW tickbox on the Windows installer - **added** — Implement the ability to close the inventory while dragging items - **added** — OpenMW-CS: Implement LTEX record table - **added** — OpenMW-CS: Implement LAND record table - **added** — OpenMW-CS: Implement highlighting occurrences of a variable in a script - **added** — OpenMW-CS: Implement using one resource manager per document - **added** — OpenMW-CS: Implement shortcuts and context menu options for commenting code out and uncommenting code - **added** — OpenMW-CS: Implement an option in user settings to reset settings to their defaults - **added** — OpenMW-CS: Implement reloading data files - **added** — ess-Importer: Implement converting projectiles 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 _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.43.0]_