Releases: OpenMW/openmw
Release list
OpenMW 0.51.0 Released!
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.appandOpenMW-CS.appto 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
iGreetDurationandfGreetDistanceResetgame 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 2sound 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 stillsetting 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
- [#8987] Load 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](https://gitlab.com/O...
OpenMW 0.51.0 RC2
This is the second round of release candidate (RC) builds of the upcoming 0.51.0 stable release, available for wider testing. Preliminary changes vs. the 0.50.0 stable release are listed in the description of the first RC round; further changes may occur in subsequent RC rounds and in the full release.
Read the announcement blog post here.
Known Issues
- On macOS, launching OpenMW from OpenMW-CS requires
OpenMW.appandOpenMW-CS.appto 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] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that
Changes since RC1
- [#9069] Invalid effect loading is less strict; this lets Better Enchantments mod load again
- [#9077] The dialogue window no longer "wraps to bottom" when scrolling up
- [#9078] Preview mode is disabled when the
preview if stand stillsetting is disabled - [#9085] OpenMW-Lua: Fixed a freeze when teleportation occurs while item unequipment is scheduled
- OpenMW-Lua: Unequip handler properly unequips slots
OpenMW 0.51.0 RC1
This is the first round of release candidate (RC) builds of the upcoming 0.51.0 stable release, available for wider testing. Preliminary changes vs. the 0.50.0 stable release are listed below; further changes may occur in subsequent RC rounds and in the full release.
Read the announcement blog post here.
Note that the saved game format has changed. Existing saves will be compatible with 0.51.0, but you cannot go back to an earlier release to load a save created in 0.51.0.
Known Issues
- On macOS, launching OpenMW from OpenMW-CS requires
OpenMW.appandOpenMW-CS.appto 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] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that
- [#9069] Invalid effects of spells and enchantments are not handled gracefully; avoid using Better Enchantments for now
- [#9077] Dialogue window history incorrectly wraps to bottom when scrolling up
Dialogue
New Features
- [#7297] Support for topic marking (MRK) files from Russian Morrowind; they override the keywords used for implicit topic highlighting
- [#8956] The
iGreetDurationandfGreetDistanceResetgame 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 2sound 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
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
- [#8987] Load 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). Load context-injected records 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
OpenMW 0.50.0 Released!
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 equippingoption 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]
GetSpellEffectsnow detects enchantments, similar to how the relevant Morrowind Code Patch option works - [#8509]
FillJournaldebug instruction, which adds all topics and journal entries into the journal
Fixes
- [#4885] Disabling ac...
OpenMW 0.50.0 RC2
These RC builds are outdated!
We do not provide support for outdated RC builds!
Visit the main Releases page to find the most recent RC build or corresponding stable release.
This is the second round of release candidate (RC) builds of the upcoming 0.50.0 stable release released for wider testing. Further changes may occur for later RC rounds and the full release. Read the announcement blog post for more details. You may find the preliminary changelog of the coming release, excluding some of the following changes specific to this RC round, in the description of the first RC round.
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 might 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
Changes since RC1
- [#8176] Error marker loading is now thread-safe, preventing a potential crash when cell preloading and cell loading fail to find a model simultaneously
- [#8710] Creatures can no longer break the game by casting an Absorb Skill spell
- [#8720] OpenMW-Lua: Fixed potential custom UI element corruption during error handling that could lead to crashes
- [#8721] Actions can be properly rebound to gamepad triggers again
- [#8724] Interacting with empty container menus should no longer cause crashes on assertion-enabled builds when the new gamepad UI is used
- [#8729] Encumbrance is properly updated when items are temporarily moved into/out of the inventory during barter again
- [#8734] Shield sheathing animations work properly again (issue introduced in 0.49.0)
- [#8737] Magic effects that cannot be applied to the target are no longer repeatedly applied if they're permanent
- [#8748] Building OpenMW under the newly released Qt 6.10 is now supported
- Linux: Fixed the generic tarball startup crashes of Qt-based applications on some systems, e.g. Ubuntu
- Improved BSA archive reading stability in various cases, e.g. for corrupted files or files where directory hash collision occurs
OpenMW 0.50.0 RC1
These RC builds are outdated!
We do not provide support for outdated RC builds!
Visit the main Releases page to find the most recent RC build or corresponding stable release.
This is the first round of release candidate (RC) builds of the upcoming 0.50.0 stable release released for wider testing. Preliminary changes vs. the stable release 0.49.0 follow, and further changes may occur for later RC rounds and the full release. Read the announcement blog post for more details.
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 might need to install an older version of the driver
- [#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
Contributions from Aussiemon, Capo, elsid and Evil Eye
Fixes
- [#5331] When Command effects stop, the affected actor will wander around their new location
- [#6029] Hostile actors will no longer engage in combat with the player if they have >=75% Chameleon active
- [#6029] The awareness rolls of non-hostile actors are now cached for 5 seconds to allow easier gain of Sneak experience
- [#7871] Immobile actors such as the Kwama Queen in Morrowind are allowed to initiate combat, however futile that would be
- [#7979] Incapacitated (paralysed or knocked down) NPCs can no longer use combat actions, so 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 path grid nodes when possible
- [#8612] Actors no longer harvest herbalism-enabled plants non-stop when the Activate package is used
Configuration and VFS
Contributions from Duron27 and Evil Eye
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 properly supported in Morrowind BSA format
ESM Format and Saved Games
Contribution from S3ctor
We took care not to change the saved game format since 0.49.0. This means that you should be able to revert to 0.49.0 on your ongoing playthrough if you experience issues in the new release, although this is not recommended. For RC testing purposes, this also allows you to compare any behaviour between 0.49.0 and 0.50.0 easily.
Fixes
- [#8333] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded
Gameplay
Contributions from Aussiemon, Capo, Evil Eye, Foal and Kuyondo
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 equippingoption 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 adjustment crime reaction accounts for the number of items in the stolen stack
- [#8519] Pickpocket crimes will no longer be erroneously detected twice sometimes
- [#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
Graphics
Contributions from akortunov, AnyOldName3, Aussiemon, Capo, Evil Eye, wareya and wazabear
Fixes
- [#4437] Base transformations and root bone included in the skinning data are properly used
- [#7799] Harvesting herbalism-enabled plants will no longer trigger expensive object paging chunk regeneration
- [#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 properly used for overridden textures of spawned magic VFX
- [#8593] Mipmaps are properly generated for post-processing render targets
- [#8598] Post-processing shaders are properly 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
Contributions from Aussiemon, Capo, Evil Eye and Kuyondo
New Features
OpenMW 0.49.0 Released!
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-alloption 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 directionandsmooth movementoptions - [#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](https://gitlab.com/OpenMW/openmw/-/issue...
OpenMW 0.49.0 RC9
These RC builds are outdated!
We do not provide support for outdated RC builds!
Visit the main Releases page to find the most recent RC build or corresponding stable release.
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
If you're running an Intel GPU and the game's visuals often appear to freeze, try to check if it still happens with the latest available driver for your GPU and downgrade the driver if it does. This also appears to be a driver-side regression.
Finally, we received many reports on Nvidia Windows driver crashes with unclear reason or connection. This is also suspected to be a vendor-side regression associated with post-50 series drivers, but we do not currently have a recommendation on how to deal with those other than to provide us with more crash dumps and openmw.log files.
Changes since RC8:
- [#8039] Fixed movement accumulation for actors that use Collada models on some builds compiled under LLVM
- [#8558] OpenMW-Lua: Light record color is now exposed as
util.colorrather than as a number - [#8559] ESSImporter: Fixed selected spell/enchanted item and stolen item counter conversion
- [#8563] Improved handling of content files that are defined in the non-user version of openmw.cfg
- [#8567] Token replacement and relative paths work properly when the paths are passed through CLI
- Linux: Improved application detection for default shortcuts
- macOS: Packages now use Qt 6 like the other systems
- macOS: Reintroduced an Intel package
- Windows: Improved crash catcher error reporting in situations when crash dump creation fails
OpenMW 0.49.0 RC8
These RC builds are outdated!
We do not provide support for outdated RC builds!
Visit the main Releases page to find the most recent RC build or corresponding stable release.
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
If you're running an Intel GPU and the game's visuals often appear to freeze, try to check if it still happens with the latest available driver for your GPU and downgrade the driver if it does. This also appears to be a driver-side regression.
Finally, we received many reports on Nvidia Windows driver crashes with unclear reason or connection. This is also suspected to be a vendor-side regression associated with post-50 series drivers, but we do not currently have a recommendation on how to deal with those other than to provide us with more crash dumps and openmw.log files.
Changes since RC7:
- [#8165] OpenMW-Lua: For Lua-triggered object activation, Lua activation handler takes priority over mwscript activation inhibition
- [#8445] Launcher: Fixed a rare crash on exit due to start cell list reloading being interrupted
- [#8465] macOS: Hardware antialiasing no longer breaks rendering
- [#8469] OpenMW-Lua: Cell change events are no longer triggered when the player is teleported within a cell
- [#8478] Launcher: Various startup, content list loading and mass plugin toggling optimisations
- [#8499] Linux: Generic package launch scripts now support whitespace in the path to OpenMW
- [#8503] OpenMW-Lua: To prevent rendering deadlocks, camera, time scale and animation speed bindings no longer accept infinities and NaN as input
- [#8514] AMD: Fixed broken shadows when they are enabled globally but need to be disabled (e.g. in interiors) on some hardware
- [#8516] OpenMW-Lua: Fixed the order of UI layer insertions if they happened during the same frame
- [#8532] Console search works properly and can no longer crash if the current marked occurrence includes the first character of the history
- [#8541] OpenMW-Lua:
util.color:asHexproperly converts color channel values lower than 16 - OpenMW-Lua: Animation API is no longer accessible in menu and global contexts
- OpenMW-Lua:
self:isActivebinding properly returns false when the object is inactive - Fixed undefined behaviour in the linear bloom shader that reportedly led to problems on Android
- Post-processing shaders can properly request a higher minimum GLSL version on systems that don't support UBO rendering, like macOS
- Weapon/shield attachment/detachment can once again happen at the very beginning of the (un)equipment animation
OpenMW 0.49.0 RC7
These RC builds are outdated!
We do not provide support for outdated RC builds!
Visit the main Releases page to find the most recent RC build or corresponding stable release.
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and you get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
Changes since RC6:
- [#8273] Pathfinding message log level is now controlled by
OPENMW_RECAST_MAX_LOG_LEVELenvironment variable and is raised to Error by default - [#8378] Fixed non-breaking space glyph rendering issues in dialogue and books: this further improves Korean bitmap font support
- [#8380] OpenMW-Lua: Lua-opened service menus no longer assume they're opened from dialogue: this prevents "crashes" when they're closed automatically on assertion-enabled builds
- [#8405] Launcher: Major content initialisation optimisations: this eliminates freezes during startup for very large content lists
- [#8425] Optimised plugin dependency resolution: this fixes a freeze when a single plugin has many dependencies during initial loading
- [#8426] Launcher: Data directory selection dialog once again preserves the last directory it was in
- [#8439] Fixed crashes when a creature in the scene doesn't have a defined model, e.g. when it fades out at the edge of actor processing range
- [#8439] Fixed loading of saves that contain inventory items with non-existent enchantments
- [#8441] Main menu video is paused when the window is minimised to prevent a freeze upon reopening
- [#8462] macOS: Fixed crashes when the window is resized or a setting is tweaked in-game
- OpenMW-Lua:
TargetPolygonNotFoundpathfinding status is properly enumerated - OpenMW-Lua: victim awareness option is properly supported in crime events
- Fixed a crash when shaders required to render ripples are unavailable or cannot be compiled
- Fixed graphic herbalism support for containers that only contain unresolved levelled items and containers that use skinned models
- Minimum point light radius has been raised to 16 to match Morrowind and prevent zero radius lights from turning very bright when
classic falloffis enabled - Pathfinding debug mesh write errors (e.g. when the files are written to an inaccessible location) can no longer cause a deadlock
- Restored
--export-fontscommand line option useful for testing bitmap font loading - TES4 format quest record script variable subrecords are ignored: this allows esmtool to parse Fallout 3 DLC ESMs
- Windows: Config and data path detection errors are now reported
- Windows: Freeze catcher message has been revised and will disappear quicker if the application unfreezes