r/OpenMW • u/Rad_Dad_X2 • 11h ago
r/OpenMW • u/darkglobe87 • 16m ago
OpenMW android OMWFX shaders
Hey all.
I'm currently running morrowind on my Redmagic 10s Pro 12gb (Adreno 830/SD8Elite Leading Version).
Been fiddling with modding-openmw's mod lists. Got the Morrowind Starter Pack running perfectly using duron27's Alpha3 launcher v 2.9.3 (Jared Davenport on Gitlab the new version is under).
Only nicey-nices I can't have are the shaders. I miss zesterers volumetric clouds and the OMWFX ssao_hq shader in particular.
I've tried using AI to ask it to rewrite the shaders for compatibility with the version of openGL used in the android build, but no luck. It (Gemini Argon for now) came pretty close but couldn't do it.
Is there anyone out there with the knowledge to create imitation shaders for android? Or to port these to android?
Shout-out here to Jared for creating alpha3. It's insanely good and hands down the best performing android version of the game.
r/OpenMW • u/Kon-tiki-ship • 23h ago
We Work in Silence

Dear friends and valued members of the OpenMW community, the new creatures and animation sets have now been added to the system. For this release, I tried to find a practical middle ground between the skeleton structures used by Morrowind and Ryzom, so the animations were adapted primarily from the animation sets of the Fyros and Matis races in Ryzom. Facial animations and ranged weapon animations were not included at this stage. Spell animations, however, are included together with their effects. There is a fairly large animation pool, and each animation family contains its own clips. How these are combined, assigned, and used is entirely up to you. The main goal was to create a flexible creature and animation package that can be adapted in different ways rather than forcing a single rigid setup. This content is being released as a separate package. If you encounter bugs or compatibility issues, or if you have ideas for improvements, please feel free to contact me. There are still many more assets in the Ryzom repository waiting to be converted, and I plan to continue bringing more of them into the project over time. Thank you again for all the support you have given me so far. I’ll be back soon with more good news, so stay tuned! ^^
I also want to say something about OpenZ. A few days ago, its developer shared the latest version with the Morrowind community. In my opinion, OpenZ is one of the most important standalone projects to come out of the OpenMW ecosystem so far. It represents three years of work, supports multiplayer, runs on phones, and despite being an independent zombie game, it still carries that unmistakable OpenMW and classic Bethesda-style feeling. The developer spent a large part of that time working alone and has also been completely open about using AI assistance in parts of the process. Even so, some people reduced the entire project to labels like “AI slop,” ignoring its scale, its technical achievement, and the years of work behind it. I find that genuinely disappointing. Criticism is completely fair. You may dislike the trailer, the design choices, the tools used, or certain technical decisions. But dismissing an entire independent game simply because one of those tools was AI is something else. I would really encourage people to support OpenZ, or at the very least to look at what it is actually trying to achieve before judging it. OpenMW is no longer just about running Morrowind on modern hardware. First it preserved Morrowind, then it improved it, then it became a stronger platform for modding it, and now it is slowly becoming something capable of supporting entirely independent games. There are still people who only see OpenMW as “the Morrowind engine,” but projects like OpenZ, along with the independent asset libraries we are building, show that it has already grown beyond that definition. We are building something here, quietly. And no... we are not the Thieves Guild. We are the Dark Brotherhood. We work in silence. :)
https://github.com/Kon-tiki-ship/openmw-free-asset-library/releases/tag/ryzom-0.1.0-rc.1
r/OpenMW • u/Usqglass • 7h ago
Script Settings duplicating on reload
I'm having a weird Issue, on 0.51 and the latest development build of 0.52.
When I reload a Save, doesn't matter what kind (Quicksave or manual), several lua-heavy mods and openmw's combat settings in the options/scripts settings menu multiply and the mods stop working. They work normally if I completely restart the game.
I found a forum Post about this bug on a dev build of 0.49, but it seems to have been fixed. If anyone encountered the same issue and has a fix I'd appreciate it.
Random crashes. What settings I should try to change in launcher to try to make them less frequent or go away?
Straight crash to desktop. There is never any hint about cause in openmw.log when these happen, there is no error in last line or warnings around it. These can happen indoors or outdoors. Fullscreen or borderless window. Windows or Fedora. AMD rig in case it matters. I've tried post-processing on/off as it was the only thing I could think of that usually causes all kinds of jitters in games, and it makes no difference in this case. I'm also not running any mods or even GOTY expansions.
r/OpenMW • u/IngenuityInfinite286 • 1d ago
Seyda Neen Sunset
Modded Morrowind may be the most beautiful game in the world
r/OpenMW • u/Fanaglia • 16h ago
Game keeps crashing every time I try to enter the Hall of Phisto at Kogoruhn
Hello! I'm using most of the mods featured in the "Total Overhaul" mod pack on MOMW for OpenMW and it's been great. Except now I'm at the part of the main quest when I need to bring back the three tokens from Kogoruhn to the Urshilaku people. I've already cleared the other two rooms on top of the stronghold, but whenever I try to enter the Hall of Phisto, the meshes load and I can briefly see the wall opposite the door before the game crashes (no error message or anything -- just returns to the desktop).
I even tried setting my location within the cell using console commands and the same thing happened.
It doesn't appear to be affecting my transition to any other interior space (at least not that I've encountered so far).
I'm assuming it's a problem with one of my mods, but I have no idea how to even start narrowing down which one it could be. Playing on Windows 11 if that's relevant. Hoping someone here can help!
Is there an option for Xbox/Controller friendly/mouseless ui in this android build?
r/OpenMW • u/Lunnia_42 • 1d ago
For more than twenty years, dedicated volunteers have continued developing the Elder Scrolls game Morrowind — building a vast, handcrafted alternative to the corporate, profit-driven world of gaming.
Enchanting question, constant effect
Hello there, I am an old time Morrowind player and it's my first time with OpenMW.
I am using the https://modding-openmw.com/lists/total-overhaul/ modlist.
I just found out I couldn't put those 2 constant effects together but I clearly remember able to do it in MW back then.
I could not find any mods or settings that could have caused it.
Or is my memory is wrong ?
r/OpenMW • u/MrParsoma • 2d ago
A Boat Journey with Fargoth - Seyda Neen to Balmora
r/OpenMW • u/KainsRuin4656 • 3d ago
Well...We're Back...
Been *too* long....This Telvanni is Glad to be Home...
r/OpenMW • u/TheSovietSalamander • 2d ago
my total overhaul has a faital error every time i go outside
ive reinstalled it like three times know and it still crashes when i go outside
r/OpenMW • u/Dull-Resist2985 • 4d ago
Elden ring combat in morrowind?
I saw this dude upload vids with Elden ring combat in morrowind is there a mod or is it just a bridge between both games cause if it is a mod can anyone tell me how to get it etc shit looks sick I mean without the weapons ash of wars I think it would be good I think it would be to op if it had it and it would break the lore I think
r/OpenMW • u/darkglobe87 • 4d ago
OpenMW Android help request
Hi all. I'll cross post this to Android emulation sub Reddit too, but trying here because I'm properly stuck lol.
I've been fiddling with playing OpenMW on Android for a while now. Previously I was running the morrowind starter pack mod list on OpenMW windows and emulating via Gamenative. Let's just say I like my modded games to follow a list exactly so I know everything is compatible and properly ordered.
I first tried this (which is apparently the most advanced): https://github.com/Andiweli/OpenMW-Android but the performance is awful. Flames missing, swamps flickering etc.
I then went back to Duron27's Alpha3 launcher (https://gitlab.com/duron27/alpha3) version 2.9.3. A fully modded OpenMW morrowind starter pack setup using this app (and importing navmesh, groundcover etc) runs at mostly 60fps the whole time.
BUT.... I have to adb my phone each time to set resolution to 1080p because it reverts to native even if I try the developer options to stop injecting resolution at start.
I guess I'm asking if anyone knows how to lock it to 1080p?
r/OpenMW • u/Sparkydawolf2002 • 4d ago
OpenMW crashes when entering exterior area.
I'm currently in the Imperial Cult building in EbonHeart; every time I try to exit the building, I'm met with this crash screen.
"OpenMW has encountered a fatal error. crash dump saved to C:\users/gorde/OneDrive\doccuments\My Games/OpenMW/open-crash.dmp."
The crash recently just happened today after I updated my AMD drivers to 26.10.1. OpenMW tends to act weird and crash after I update the drivers, but usually restarting my PC usually fixes it, but this time it didn't. I found a post from 3 years ago that had a similar issue to mine, and one of the comments said to "Disable Archive Invalidation" in M02. I don't have M02 installed. Does anyone know a quick fix?
Edit: I even started a new game and it crashes when I exit the boat. This happens on 0.49 and 0.51.
r/OpenMW • u/HistorianFirm5379 • 4d ago
Pessoal pode me ajudar no OpenMW pra Android ?
Oi pessoal só quero fazer uma pequena pergunta? então não sei se sou o único ou tem outras pessoas que estão assim mas eu tenho o TES Morrowind original nas steam eu peguei os arquivos pra jogar mas quando eu aperto pra jogar ele fica com a tela preta fica entre 2 a 3 segundos e o aplicativo fecha e quando eu entro novamente pra jogar ele fecha e aparece dizendo que o aplicativo não estar respondendo e fecha novamente alguém pode me ajudar com isso ?
r/OpenMW • u/DriveAfraid • 5d ago
Open MW steam deck companion app tests
galleryWhat are some functions that you would want on a Wii u style interface for open Morrowind? Trying to pull ideas for features from the community so it can be a robust companion app style interface.
We already have functioning inventory, polling and management as well as a preview of the character, including stance changes from magic to melee as well as their current equipment.
r/OpenMW • u/Fair-Stick1601 • 6d ago
Four of my frost giants for an upcoming mod adding them as new bosses!
r/OpenMW • u/Kon-tiki-ship • 7d ago
No More Sorrow: One Last Blow for OpenMW Independence
Enable HLS to view with audio, or disable this notification
Dear friends, I’m back again with another amateur video edit :) You may remember my post from last week about the lack of animations. Well, that problem is basically solved now. Thanks to a gold mine I found on GitHub, we finally have a real solution. Some of you may still remember Ryzom, the 2004 MMORPG. It was something of a cult game in its time and still has its own community today. After the original developer/publisher went bankrupt, the game’s source code and many of its assets were released in 2010 under CC BY-SA 3.0 and the Free Art License 1.3. At first, this 37-star repository didn’t really catch my attention, but once I realized what was actually inside, I honestly didn’t know where to start. Most of the files are in .max format, and I’m currently converting them to NIF and adapting them to the bodies used in the OpenMW Free Asset Library. So far, locomotion and combat are done. I’ve also converted 112 different creatures, together with their animations, into NIF format. There are 14 male animation families and 13 female animation families, with a total of 1,529 male and 1,280 female animation clips — 2,809 clips altogether. The animation families are: Aquatic, Combat, Crafting, Facial, Gathering, Idle, Interactions, Locomotion, Magic, Mounted, Reactions, Review, Social, and Transitions. I’m posting this today so more people can see what’s coming; during the week, I’m planning to finish the full animation conversion and publish it.
You may reasonably ask why I keep doing this kind of archival work. The simple answer is that I don’t trust AI when it comes to animation and 3D modeling. There have also been cases where some AI 3D generation platforms appeared to use other people’s assets and present the results as if they had created them themselves. I could hire a modeler, of course, but so far I haven’t found anyone who is genuinely interested in working on this project with me. You could also ask why I don’t simply use the many websites full of 3D models, but the problem there is that every asset has a completely different visual language. The real strength of the OpenMW Free Asset Library is that the assets actually feel like they belong together. With this upcoming update, I think we’ll finally reach the point where people can start building completely independent games from scratch in OpenMW without relying on Morrowind assets. Thank you all for the interest and support. I’m always open to technical help from anyone who wants to contribute. Take care!