What a grand and intoxicating modding community
Does anyone recall what wound up becoming of the RTX tech demo which applied Ray traced lighting to Morrowind? The old axiom holds true, any mention of Morrowind results in at least one person reinstalling it, and it appears im the guy this time.
One day I’ll do a exploit-free playthru of Morrowind. But it’s not this day…
Exploiting Morrowind’s systems is a hobby unto itself. For years, the only copy I had access to was the Xbox release (not even the GOTY edition). Without the dev console, I had to discover other ways to bend the game to my will.
To this day, I have to resist the urge to steal the Limeware Platter from the customs office, not to mention sequence breaking by phasing through the barrel with Fargoth’s ring in that building’s courtyard. Since you hadn’t technically completed the tutorial and been released from custody yet, you could zip around the whole island, stealing with impunity and assembling quite the nest egg for your playthrough.
Damn, I should really play it huh
*peers suspiciously at username* Hmmmm…
Anyway, OpenMW is amazing and the best way to play the game these days. The only bad thing I can say about it is the expanded draw distance shows how tiny the world map actually is, but that’s both not their fault and extremely minor considering how content dense Morrowind is.
You can adjust the draw distance/fog amount in OpenMW, you know…
Unless you want to mod it, then it’s best to stick with the original.
It should be compatible with most mods, or it was when I last played several years ago. Major overhaul packs have engine tweaks included that aren’t compatible and the script parser in OpenMW is/was stricter than vanilla’s so one or two poorly written mods might need typo fixes in their scripts, but other than that it seemed to work just fine.
There’s a growing catalogue of Lua mods for MWSE that aren’t cross-compatible and neither set of devs seem interested in a unified Lua API.
That’s good to know, thanks! I was mainly thinking about traditional esp/esm mods; the script extender never even crossed my mind.
Not really, there are several mod lists with varying levels of changes, that can be installed automatically, and most mods otherwise work.
I just need controllers to work in menus
I’m shocked someone hasn’t grabbed the files from the Xbox release and used their implementation as a base. It wasn’t great, but it worked well enough on a controller considering how complicated Morrowind’s UI was.
I’m hoping the lua in OpenMW 0.49 willallow for it to be implemented. If I ever get free time I might try my hand at it.
Controllers kind of work.
They let you control the cursor. Actual support would be better, of course.
But useful idiots told me people won’t work for free.
What is this referencing?
But do they also randomly explode all over the place when you enter a room?
This kinda s’wit really makes my day, my n’wah
The article has the link buried so deep. https://github.com/MaxYari/OpenMWLuaPhysics
So now my thief can simply stack crates to get to a store’s unguarded second level instead of grinding the acrobatics skill? Nice.
I know they try to remain faithful to the original design, but I can’t help but wonder how hard it would be for the OpenMW devs to integrate a full modern physics engine such as Jolt or PhysX into the engine. Probably much easier than building one from scratch in Lua of all things!
I know they try to remain faithful to the original design, but I can’t help but wonder how hard it would be for the OpenMW devs
I would love it if, after OpenMW hits 1.0, they set a new goal of feature parity with Skyrim (or Skywind).
You should take a look into KSP and Rimworld modding. Adding emtirely new physics is only the cup of the cake there.
This is a mod that only runs in a fan-made from-scratch recreation of the game’s engine. Morrowind modders have basically every other game’s modders beaten if you want to make it a competition.
OG programming language developed by OG Brazilian nerds implemented into OG morrowind by OG modders