r/OpenMW

Okay…I’m Sold
▲ 21 r/OpenMW

Okay…I’m Sold

Finally got to dive into the NEMAS modlist in earnest…and I can say definitively: it manages to do what I always wanted a remaster of my favorite game to accomplish: it makes the place that feels like home feel new and alien again like a whole new adventure in this alien world as if I’m seeing it for the first time…yet still I can feel it calling me home all the same 🌅

u/KainsRuin4656 — 9 hours ago
▲ 5 r/OpenMW+1 crossposts

Blank Map of Tamriel that I can print out?

I'm starting my journey through Morrowind using OpenMW and Tamriel Rebuilt and project Cyrodill and Skyrim, home of the nords, and my goal with this playthrough is to _not_ look things up as much as possible, while also not installing mods that make the game more "modern." So I have a paper journal to track things in, etc. And to prevent me from having to draw a small map of the section of Tamriel things are in on every page, I was wondering:

Is there a blank, like completely blank, just black and white outlines map of Tamriel that I can print out and make an atlas? I make half-page zines all the time, and having a tamriel map zine to put in my game journal, that I can annotate and draw on and stuff like that sounds amazing.

Attempting to google, most of what I can find is people wanting the opposite: fully annotated world maps so they can look things up when they are playing. I did find the water map on the tamriel rebuilt wiki, i think, which is close, and only has the bodies of water annotated, but I wanted to see if y'all knew of one through institutional knowledge that would be more perfect for what I need.

reddit.com
u/Blazing_Dynamo — 10 hours ago
▲ 116 r/OpenMW

Figured out how to put trees in oblivions world space

Been using openmws ability to read render oblivions world space mainly to walk around it in VR but the lack of trees in the world really hurt the experience. So I decided to start fixing that. I was able to make a program that read the oblivion esm file that outputted a lua file with the x y z coordinates, scale and type identifier of every single tree in the original games world space. I then wrote a lua mod that renders in a tree in each coordinate if the tree is within a certain radius of the cell the player is in. As of right now, I have one tree from the Morrowind base game set to render in each spot according to its location and scale but since every tree also has its identifier in the code along with its coordinates, I should be able to make it more varied pretty easily by associating each or a group of oblivions unique tree ids to one of morrowinds base trees. For now this is just a proof of concept but I'm really happy with the results so far!

If anyone can figure out how to rip oblivions tree meshes I figure u could use this to input the actual tree mesh into its correct place for every tree in the world but for now I'm happy with morrowinds trees

u/Equivalent_Log_4299 — 22 hours ago
▲ 3 r/OpenMW

Permanent speed debuff in Total Overhaul, latest version

This is not my first playthrough, so I know there are effects that damage your attributes, but a restore potion should remove this..... but that has not been the case.

I did have a disease, but cured that by drinking cure disease and cure blight potions, and this effect stayed. I'm wondering whether this is an effect of the "No more Dr Nerevar" mod, which I've checked before posting this, but that doesn't seem to complicate recovery from disease in a way that would cause this.

Any thoughts on this from the collective brain trust of this subreddit?

u/OverDan — 22 hours ago
▲ 3 r/OpenMW+1 crossposts

requesting help installing Total Overhaul on OpenMW on Bazzite

so, i've gone through all the steps for the automated install on OpenMW's webpage up to "Run the Configurator", so now it's time to run the

./momw-configurator-linux-amd64 config --verbose --run-navmeshtool --run-validator total-overhaul

command. so, i run the command, and the following is what pops up:

2026/08/18 07:53:17 ==== Welcome to MOMW Configurator v1.25
2026/08/18 07:53:17 Configurating mod list: total-overhaul
2026/08/18 07:53:17 Fetching mod list configs
2026/08/18 07:53:17 Ensuring bitmap fonts are disabled
2026/08/18 07:53:17 Running: openmw-iniimporter
cfg file does not exist
load cfg file: /home/--REDACTED--/.config/openmw/openmw.cfg
load ini file: /var/home/--REDACTED--/.local/share/Steam/steamapps/common/Morrowind/Morrowind.ini
Warning: ignored empty value for key 'General:Beta Comment File'.
write to: /home/--REDACTED--/.config/openmw/openmw.cfg
2026/08/18 07:53:17 Writing mod list load order to openmw.cfg
2026/08/18 07:53:17 Installing post processing shaders settings
2026/08/18 07:53:17 Ensuring recommended values are set in your settings.cfg file
2026/08/18 07:53:17 Running: Delta Plugin
WARN Records of type: "LUAL" are not yet supported and will be skipped
ERROR The Following Errors occured when parsing plugins!
ERROR Could not find plugin oaab_tel mora.esp!
Error: Failed to create merged plugin /run/media/system/--REDACTED--/morrowindmodlists/total-overhaul/Tools/MOMWToolsPack/delta-merged.omwaddon

Caused by:
    0: Failed to create diffs from loaded plugins
    1: Master OAAB_Tel Mora.esm for plugin /run/media/system/--REDACTED--/morrowindmodlists/total-overhaul/CitiesTowns/OAABTelMora/01 Female Guards/OAAB_Tel Mora_Female Guards.ESP is not in the load order
2026/08/18 07:53:35 There was an error running Delta Plugin

(ignore the --REDACTED-- in the file paths)

so, the files it's looking for SHOULD be there, i used the automated process so that i couldn't personally fuck it up. i went and looked and the 0AAB_TelMora_Female Guards.ESP IS there. the only thing i can't find isn't the oaab_tel mora.esp plugin, i can only find a .esm by the same name

so i'll be first to admit, modding isn't my strong suit and doing so in a terminal is even less my strong suit. i know it was a capital C Choice to go ahead and try to install a gigantic mod list, from within a terminal but as i'm on Bazzite and couldn't use the automated process with the OpenMW flatpack, this is the option i had for installing said aforementioned gigantic mod list.

could someone give me some direction on what to do next? the impression i'm getting is MAYBE i need to dig around in the openmw.cfg but i'm really at a loss here, and after pressing 'Slow Download' 600+ times last night and having this fail on this step this morning, morale is at an all time low.

reddit.com
u/spiderandsaint — 1 day ago
▲ 58 r/OpenMW

OpenMW 50 is washed out compared to v48, even on the title screen

Pictures for comparison between v48 and v50 (v49 looks the same as v50). Even on the title screen v48 has richer saturation, so it's not an in-game setting. Same settings, same (lack of) mods between the two. While playing v50 everything is washed out.

Playing on a Macbook Air M1. Does anyone know what is happening?

u/labookbook — 3 days ago
▲ 5 r/OpenMW

Dynamic fog mod?

Sorry if this is the wrong place to ask this.

Is there a mod that adds dynamic fog to the game? I just figured out how the view distance works in the launcher and I love being able to see far away. But I also enjoy when there's a lot of fog. I'm wondering if there's a mod that adds dynamic fog that changes like the weather. One day the volcano might not be spitting out as much fog and you get clear and sunny, and other days the fog is so thick you can't see more than a few feet ahead.

reddit.com
u/Beleak_Swordsteel — 2 days ago
▲ 1 r/OpenMW

Help! Companion always running off...

Hi guys

For those of you enjoying Morrowind on the Thor, I've got a problem!

My companion, Hjornskar Long-Tooth, keeps running away during combat and won't draw his weapon!

I've tried all kinds of commands, I've tried to reset, I've asked him to wait then follow and to even leave my service without luck...

Any ideas?

Thanks!

reddit.com
u/Creative_Contest9082 — 3 days ago
▲ 0 r/OpenMW

OpenMW on the raspberry pi 5 via flatpak running terribly

I have always been a fan of the game, and wanting to play it on the rpi5, I saw someone else on this sub did so too, and they reported it working, I tried to install it via flatpak first since that seemed the easiest method, but it had terrible preformance, around 13fps (which should not happen since I have a fast ssd, 3.0GHz overclocked CPU with proper cooling, and 8GB of RAM), I noticed that it was using the CPU way more than the GPU so I assumed that was the issue, I also tried to use the windows version of OpenMW using wine but that worked even worse (~7fps inside of the boat where you start the game), I'm not entirely sure if this is simply an issue with the raspberry pi 5 being a hunk of metal with no power to it, or some other issue, but if someone could help with the issue that would be amazing. Side note- I have a legal copy of TES III installed via steam on the rpi5.

reddit.com
u/CardiologistMain9234 — 4 days ago
▲ 45 r/OpenMW+3 crossposts

[Mod Release] Handheld Creative Mode for OpenMW – Controller-Friendly Furniture & Object Placement

I’ve been working on giving OpenMW a little more love for handheld and controller users, and I finally released Handheld Creative Mode for OpenMW.

So far, I’ve only been able to test it on the RG406V, so if you use another handheld and are interested, I’d really appreciate people trying it out and letting me know how it runs.

The idea started because I wanted decorating houses in Morrowind to feel less like fighting the controls and more like an actual Bethesda-style build mode.

Right now you can:

  • Move furniture, containers, lights, clutter, and other supported world objects
  • Rotate and raise/lower objects with the controller
  • Use rotation snapping and surface alignment
  • Fine-tune placement with the D-pad
  • Copy the orientation of your last placed object
  • Cancel placement and restore an object to its original position
  • Use a free camera while in Creative Mode
  • Move furniture without accidentally grabbing major walls, floors, or other architecture

I originally built it around my own handheld setup, but it should be useful for anyone who plays OpenMW primarily with a controller.

It’s based on and inspired by Hrnchamd’s Perfect Placement, so full credit to the original work that made this possible.

This is still something I’m actively working on, so feedback, bug reports, handheld compatibility reports, and ideas are definitely welcome.

Nexus Mods:
https://www.nexusmods.com/morrowind/mods/59844

reddit.com
u/Southern_Home_7540 — 8 days ago
▲ 1 r/OpenMW

My character faints (complete fatigue drain) after speaking to NPCs... using Total Overhaul. Anyone experienced this?

As the title says. I hadn't noticed it with early playthroughs, but now as a reachman it's happening.

"You have reached your attribute limit." - that's what pops up when it happens

I'm wondering if the ability to jump a lot has been tied to my acrobatics skill, which is low.

But why would that affect speech?

reddit.com
u/OldMotherGoose8 — 6 days ago
▲ 83 r/OpenMW

OpenMW for iOS

Recently I had some help finishing up getting openmw to compile and wanted to share what we are working on. It will be a ways off I think but it's starting to move along at least. This is using the iOS simulator 17 pro emulator.

I should mention this is not officially supported by the openmw team. it's a community project.

ok so I made much more progress then I was expecting. I suspect the graphical issues are shader related but don't have an iOS device to test on. the iSimulator performance is quite poor and hard to test with. The repo is here if anyone would like to build and test, you will need xcode and at least apple silicon.

https://gitlab.com/duron27/openmw_ios/-/tree/SwiftUI_test

u/Arinmal — 9 days ago
▲ 4 r/OpenMW

A question about Patch for Purists

How essential is Patch for Purists for a relatively Vanilla OpenMW + TR modlist? I've heard it has some changes that are less purist than its name suggests, is this true?

reddit.com
u/Tsoomer — 9 days ago
▲ 2 r/OpenMW+1 crossposts

can anyone help me openmw wont even start.

so i go this error "openmw fatal error file system::recursive_directory_iterator increment error: the system cannot find the path specified[system:3]"

this is the mod Red Mountain Tremors 2.0 - OpenMW at Morrowind Nexus - Mods and community

i tried to install a mod that had 3 downloads in total; 1 mainfile and 2 optional files they were both patches they both had the same esp file name as the standard mod and i just replaced the main file esp with the patches whenever it asked me too and then i got that error and my openmw wont even start. even after i erased the files and deleted the file from the data directory section of the openmw launcher i even went into the openmw cgf file and delete the line of code associated with that mod and nothing worked its been hours and could really use a digital hand right now. ai is just taking me in circles and im getting no results

reddit.com
u/Resident_Clock_3716 — 8 days ago
▲ 1 r/OpenMW

Open on Mac from Steam License

I bought Morrowind on my PC years ago, and am now trying to get OpenMW working on my MacBook neo. I have OpenMW installed, but I am unable to get the license or files to my Mac. I have moved the files from my pc to my iCloud Drive, but I doesn’t let me select any of the files when doing the install wizard. I am not able to download the files directly from steam to my Mac as Morrowind seems to be a windows game only.

I’m frustrated here, and I haven’t found a YouTube video that’s doing what I’m trying to do. If anyone could help point me the right way it would be appreciated.

reddit.com
u/Easy-Commercial-3784 — 7 days ago
▲ 525 r/OpenMW+2 crossposts

OpenMW - PS Vita Release (v2.1) - Major Update

- No Open World Loading Screens - exterior cell crossings no longer pause or stutter, the world loads in around you as you move. There is Pop-In to be expected in this flow.

- Legacy Mode - Opt out of streaming for Synchronous Cell loading

- Faster region travel weather and region assets preload instead of stalling the crossing

- Better memory behavior caches release when leaving regions, so long sessions no longer degrade

- New Live Area Assets - Provided by Standard Republic AKA Dare

Bug Fixes

- Movie playback fixed

- World map marker scaling fixed

- Custom name entry fixes (spells, enchantments, etc.) carried forward and hardened

- Vita font size settings not properly applying Fix

- New Game starts intro movie much faster

NOTE: I did some major engine level work this go around, decoupling object loading from strictly cell loading is a risky change, but overall this is working pretty good. Other work includes warmed common object cache loaded into memory early and by region for faster streaming.

EDIT: New Version out!!!! https://github.com/TheLostPantheon/openmw/releases/tag/v2.1.1

u/kingtorro28 — 14 days ago