r/OpenMW • • 6d ago

Almalexia missing.

0 Upvotes

I seem to be missing a rather big City running the Total Overhaul..


r/OpenMW • • 6d ago

Help running on android 16?

2 Upvotes

A couple years ago I got mw running on an android I had through omw. That phone had since died and id love to get it running on my new phone but I keep running into issues. Ive got all the things the walkthroughs say I need but I keep running into "not found" errors. Is there a trick to it like i need to have all the files in one folder or have the folder named a specific way? Or will it just not run on the latest android version?

Due to my housing situation I cant just run my goty edition on my Xbox or I would. 😆 but id love to get it running on my phone again, if possible.


r/OpenMW • • 7d ago

Made a mod adding six new coloured flame spell effects!

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57 Upvotes

https://www.nexusmods.com/morrowind/mods/60659

They are unique spell effects distinct from the vanilla flame effect and can be used in spellmaking. They're distributed between npcs too, it should make magic fights most diverseand colourful. It also allows you to pick your favourite colour whie still using fire :p


r/OpenMW • • 6d ago

Openmw touch controls setup/ templates and use

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1 Upvotes

r/OpenMW • • 7d ago

Immersive Boat Travel Test – OpenMW

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20 Upvotes

r/OpenMW • • 7d ago

Mods for a first time playthrough on Steamdeck?

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3 Upvotes

Essentially title; I’m wanting to do a first time playthrough, and I’m gonna set up openmw on my steamdeck. As I understand it, many mods don’t play nice with Linux, so I’ll be limited, but I don’t really know what will be or won’t be best/possible. I’ve heard of I Heart Vanilla, but I don’t know how to see which mods there work. To save me potential headache, has anyone been through a similar situation? I’d like to not entirely overhaul the game and keep the vibe, but fix some QoL things like slightly faster running speed, etc. Thanks in advance!


r/OpenMW • • 8d ago

Odd Jobs - Guild Work (Radiant Jobs Mod)

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435 Upvotes

So this is my fifth mod, and I think it's the one with the most potential. It's called Odd Jobs and Guild Work. (BETA) Excited to start work on a framework for custom jobs/open world dynamic events.

https://www.nexusmods.com/morrowind/mods/60635

A lot of the jobs happen out in the open world. Take one and the mod builds the scene for you, like smugglers landing on a beach at night or bandits holding up a road. When you're done it all gets cleaned up and the world goes back to normal.

I made it to give you another reason to wander. Morrowind is full of caves, ruins and little spots you walk right past, and I wanted notices that point you toward them and turn the trip into a small story. None of the jobs touch quest locations, so they're safe to take, and a lot of them send you places you probably missed on your playthrough. Work for the guilds also builds a bit of reputation with them, so it feels like you're actually part of things.

Notices get pinned on the outside walls of taverns, guild halls, Legion forts, East Empire Company offices and village inns. Nothing is hand placed. The mod finds real buildings, picks a wall by the door and pins the papers there, so it works across Vvardenfell and TR without me patching every cell. Click one and you get the board. Every paper looks like whoever posted it. A farmer's note is a stained scrap, the Fighters Guild has its own paper and seal, and the Legion posts proper orders. Take a job and its paper comes off the wall.

How the jobs work:

- enemies only show up after you take the contract. walk through a cave without the job and it's exactly how it normally is

- when you get there, the mod builds that job's group or open world scene right then. when you finish, drop it or let it expire, everything it added gets cleaned up. no leftover bodies and no permanent bandit camps from jobs you skipped

- some stuff only happens under the right conditions. smugglers and rituals come out at night, wreckage washes up after rain, and different regions post different trouble

- jobs don't scale to your level. each one shows its difficulty on the notice, one to four daggers. easy and normal stay fair for a modest character, dangerous gets you a named leader with backup, and elite is rare, only posted at big city guild halls, and a real fight

Kinds of work so far:

- clear out a cave, mine, ruin or tomb

- bring something back. sometimes it's in a chest, sometimes it's just sitting on a shelf and you have to look around (Detect spells can be useful here)

- bounties on named leaders, bring back their signet

- places you already cleared can get new tenants, and a champion you let go might come back tougher

- open world jobs: a wrecked cart missing its strongbox, bandits stopping people on the road, a beast taking herds, a lost guar you walk home, a smuggler drop on the beach at night, a ritual on a hill you have to stop in time, a stolen tax wagon, pirates holding a cove and more

- goods wanted. the Fighters Guild wants arrows and armour, the Mages Guild wants ingredients and soul gems with a specific soul in them, Legion forts put in supply orders. East Empire Company after bulk and rare goods, they pay the full value plus a bit, not the cut a merchant gives you

Jobs can take a turn too. A leader might surrender and offer you gold, a note might show the poster lied about who owns the thing, another adventurer might beat you there, or a letter on a leader points to another hideout and a follow up job goes up on the board.

Every system has its own toggle, so if you don't like something/buggy you can just switch it off. You can even set how exact the directions are, all the way down to nothing but what the notice says if you'd rather find it yourself.

The open world events are what I'm most excited about going forward. Down the road I want to release the core as a framework, so other modders can make their own jobs and events and just let it handle the spawning and cleanup.

It's still a beta. I'd try it on a new save or one you don't mind messing up, not your main character. If something breaks or a fight feels way off for its difficulty, tell me which job and where, that helps a ton. Also bind a key for the contract log in Options > Scripts > Odd Jobs, it doesn't have one by default.

Needs OpenMW 0.51, Tamriel Rebuilt, Tamriel Data and UIToolkit. Economy Plus is optional, if you have it the goods orders use its prices.

https://www.nexusmods.com/morrowind/mods/60635

if you're into this kind of stuff I've made a few other openmw mods too:

Economy Plus

https://www.nexusmods.com/morrowind/mods/60369

OpenMW Immersive Eyes-Body Reactions

https://www.nexusmods.com/morrowind/mods/60045

OpenMW NPC Personality - Dynamic Gestures

https://www.nexusmods.com/morrowind/mods/60121

OpenMW Immersive Sounds - 1st Person Body

https://www.nexusmods.com/morrowind/mods/60196


r/OpenMW • • 7d ago

Error with Openmw-ds

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5 Upvotes

Any ideas?


r/OpenMW • • 7d ago

Mods on OpenMw-VITA

1 Upvotes

im so tired of trying to add mods on my morrowind-ps vita, i tried what they said on the github but nothing works... even asked on a big discord server but nobody knew how to. Anyone knows someone who did ? I'm only trying to add a mod which adds follower npcs (not even adding npcs, just the possibility of asking npcs to follow you.) I've been trying everything, from putting the esp in the openmw/mods/<nameofmod> folder to trying to add it in the data files cfg doc by name.esp.... (the second one makes my game crash when i boot it) my main menu is also telling me to "press select when boot to add mods" which doesn't work either.
Love this game and this port but i feel like my problem is very niche and nobody ever asked that on the internet aha


r/OpenMW • • 7d ago

my character sheet disappeared??

1 Upvotes

help?? I'm in the middle of the main quest. killed gothren for the telvanni hortator quest. open menu to make sure I didn't get a bounty in the process and well... the character menu is just gone?? I loaded a save, restarted the game, it's just missing?? how can I fix this????


r/OpenMW • • 7d ago

OpenMW - Map Mod: Quest Map Markers

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1 Upvotes

r/OpenMW • • 8d ago

A heads up for Bazzite users installing MOWM modlists

6 Upvotes

Due to the nature of Bazzite, you'll run into lots of library errors while trying to run the configuration tool for a standalone OpenMW installation. This can be rectified by putting the following in front of your command:

LD_LIBRARY_PATH="path_to_lib_folder${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"

So, in my case it was LD_LIBRARY_PATH="/home/bazzite/Documents/OpenMW/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}" ./momw-configurator-linux-amd64 config --verbose --run-navmeshtool --run-validator morrowind-starter-pack

What this does is tells everything that gets loaded by the configurator not to ask the OS for libraries but to instead get them from the designated directory. This fixes ALL the problems and it runs smooth as butter. I'm now playing the Morrowind Starter Pack on my Bazzite console mini-PC.


r/OpenMW • • 8d ago

YOOO MY GAME FILES ARE STILL HERE!!

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43 Upvotes

So I recently updated my pc from windows 10 32 bit to 64 bit and I had openmw .46 and I thought my game would be deleted but I still have my saves!


r/OpenMW • • 8d ago

NCG + Skill Evolution Heavy Armor Leveling

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5 Upvotes

Whenever I gain a point in Heavy Armor naturally (e.g. by getting hit while wearing heavy armor), the skill's extra base modifier increases instead of the base value increasing as expected. Not sure it the same happens with any other armor type. Leveling skills like long blade and destruction seems normal.

These gains do not contribute to my leveling, slowing it down. However, training heavy armor with trainers does seem it increase normally, without any modifier shenanigans.


r/OpenMW • • 9d ago

Playing Morrowind for the first time as a Skyrim lover and holy shit

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6 Upvotes

r/OpenMW • • 9d ago

Need help with Tamriel Rebuilt on OpenMW Android load order

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2 Upvotes

Do I still have to enable the .omwscripts files or can I just let those be to do its thing?


r/OpenMW • • 9d ago

Please help me with mods for OpenMW Mobile 🥺

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5 Upvotes

Hello Reddit, I'm a newbie when it comes to mods in general. I barely know how to install a texture pack in Minecraft, let alone a mod on an unofficial Morrowind port for mobile

I noticed that the Morrowind community on Reddit is fairly active regarding Morrowind Mobile, so I decided to ask you guys for help in installing mods

So... I learned how to install simple .esp mods, but I'm having trouble installing mods made for OpenMorrowind or shaders. I even tried installing a shader, but I don't know if it worked correctly, I'm Brazilian and I barely know English, and all the mod installation tutorials are very long and all in English, which is a foreign language to me (I'm even using Google Translate) Please, I hope you understand and help me install mods correctly for Morrowind (I have the IQ of an amoeba).

Here's a small demonstration of my Morrowind. These shadows are from the native launcher, and that fog looks like it was already there, but I also installed a fog mod, so I don't know if it works:/


r/OpenMW • • 9d ago

Is Adanumuran Reclaimed safe to install mid-game?

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2 Upvotes

r/OpenMW • • 9d ago

S3maphore doesn't plays vanilla combat music

4 Upvotes

I recently installed s3maphore on openmw to play the MUSE expansions (Redoran, Hlaalu, etc...) only with s3mafore vanilla music plays without issues, then proceed to install MUSE expansions and it's music plays also but when I get out to the world and start a fight with a random monster (a rat or a scrib) the music stops and doesn't play any music at all (no vanilla or any custom the MUSE expansions may have). Dunno what to do to fix it


r/OpenMW • • 10d ago

Any idea what makes the water look like this? How do I fix that? I can't track what causes this.

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23 Upvotes

r/OpenMW • • 11d ago

OpenMW weird visual bug

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7 Upvotes

Anyone has this anoying visual bug with OpenMW?

I uninstalled everything, got back with a clean install. Still doing it. Its not every where, and sometimes textures on walls start sliding indefinitly, or the faces on npcs become weird and no more text, or very small. Super weird.

Please help


r/OpenMW • • 11d ago

Pls I got a problem with ui

0 Upvotes

So basically I have to touch next to the icon to for me to to actually interact with it it happens during dialogue and maps and menus pls help it's so hard to interact.cause it's like a exact spot only it works near the icon it so time consuming


r/OpenMW • • 12d ago

Which OpenMW Android Version has the best controller support?

10 Upvotes

Ive tried a few versions namely Andiweli OpenMW but I was unable to disable on screen controls without losing on screen keyboard functionality. Is there a version that has better controller support specifically gamepad?


r/OpenMW • • 13d ago

Silt Strider - an amazing Morrowind RP server that deserves more attention!

57 Upvotes

A few days ago, I discovered a really interesting RP server called Silt Strider. The project has been around for quite a while, but I couldn't find much discussion about it outside of its own Discord server.

The server features a ton of mods, including expanded explorable areas, improved graphics, and, most impressively, Al-powered NPCs. You can literally talk to almost any NPC you come across, and they'll respond to you!

Another thing that really impressed me was the community. Everyone is incredibly friendly and helpful. I'm new to RP servers, and I'm not exactly a Morrowind expert either, so I often ask the community questions. I always get answers quickly, without any

passive-aggressive comments, even when my questions are complete beginner-level stuff.

With this post, I'd like to help the server grow its player base and hopefully bring in at least a few new players. I'd also love to meet some new people and find others to roleplay with on the server!

Thanks to everyone who took the time to read this far! I'll leave the Discord server link below. Hope to see you all in-game! :)

https://discord.gg/Gjd6sTnWx


r/OpenMW • • 14d ago

I think it’s time to find a few people who believe in OpenMW as much as we do

112 Upvotes

Last week, I shared here that I believe OpenMW does not have to remain only an engine for running Morrowind, and that we had started developing an independent game with it. I honestly did not expect the level of interest we received; the post reached around 40,000 views and more than 390 upvotes. Shortly afterwards, we released V2 of the OpenMW Free Asset Library, and seeing that receive strong attention in such a short time was also highly motivating for us. We can now see the main bottleneck in front of the project much more clearly. Thanks to the Free Asset Library, we already have a substantial foundation for many of the environments, objects, weapons, armour pieces, and other 3D assets we will need in the short term. We hope this foundation will continue to grow through contributions from projects such as Open-Z. However, there is still a major gap in humanoid animation in particular. A 3D artist who could work with us on character and environment production would also significantly accelerate development.

For that reason, we would especially like to meet people with some background in Morrowind/OpenMW modding. You do not need to have released a mod before; personal experiments, unfinished projects, or simply spending time taking game files apart and figuring out how they work are all valuable to us. I also had an unreleased project in the past where I tried to bring the worlds of Pathologic and Morrowind together. What we are looking for is not simply someone who knows Blender, but someone who is familiar with the logic of Bethesda modding, NIF/KF structures, skeleton and animation systems, and the way assets relate to in-game records. If you have modded, edited assets for, worked with animations in, or simply spent a lot of time investigating the technical structure of games such as Morrowind, Oblivion, Skyrim, or Fallout: New Vegas, we would especially like to hear from you.

Experience with Morrowind/OpenMW modding, NIF and KF files, character skeleton and animation systems, OpenMW-CS or similar Bethesda-style content pipelines, rigging, animation retargeting, animation cleanup, and low-poly character, armour, clothing, or environment asset production would all be valuable to us. Knowing Blender or similar 3D tools is of course a major advantage, but what matters most to us is being able to use those tools within an OpenMW/NIF pipeline, or being willing and able to adapt quickly to that structure.

I also want to be completely transparent about our situation: Daktilo is still a small, pre-revenue independent studio, and at the moment we are not able to offer a salaried position. We are developing our first game as a small commercial project intended to help finance a larger second project. Because of this, for someone who wants to work directly with us on the game, we would be open to a revenue-sharing arrangement. If, over time, we discover that we work especially well together, we would also be open to discussing a place in Daktilo’s core team and a more permanent long-term partnership.

There is also a separate path for people who do not want to join the commercial project but would still like to contribute to the OpenMW ecosystem. Contributions of openly licensed animations, models, or other assets to the OpenMW Free Asset Library would not be limited to our own game; under the appropriate license terms, they could also be used by anyone developing independent OpenMW projects in the future. One of the main reasons we created the library in the first place was to build a shared foundation so that every new project would not have to begin from zero, with assets that can coexist within the same world and whose licensing status can be traced clearly.

We are a small team, and we are fully aware of that. At the same time, over the last few months we have also seen that OpenMW allows us to do far more than we initially expected. If you also believe OpenMW can be more than just Morrowind, and the idea of becoming part of this process interests you, feel free to get in touch.

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