r/OpenMW

▲ 7 r/OpenMW+1 crossposts

Using Construction set for openmw modlist?

Hi guys, I’ve been recently familiarizing myself with the Construction Set, to work on PTR and make mods of my own. It’s not that difficult!

I personally use OpenMW, with a custom modlist consisting of roughly 130 esps. In getting into the construction set though, I’ve had to download all the stuff into my vanilla directory (MCP, MGEXE, MWSE, CSSE, TD, etc.)

In my personal build, I have some slight compatibility issues that I’d like to make a quick ESP to fix, just for myself - they mostly consist of issues arising from BCOM and seeming conflicts with… something/s. Misplaced doors and clutter mainly, but it is noticable in some places like Balmora and Vivec.

However, my understanding is that the CS can only access files in the original directory, not my OpenMW mods. Does this mean that in order to load my game in the CS as it appears in OpenMW, I’d need to reinstall all those mods into the original directory? That would be a hassle and not something I really want to do; I want to keep that directory largely as it is just for simplicity sake when modding PTR.

Or is there another way I could make a fix for myself without redownloading all my OpenMW mods to the original game?

Hope my question makes sense and definitely appreciate any tips or help!

reddit.com
u/Foundy1517 — 1 day ago
▲ 298 r/OpenMW

I created a survival mode mod for OpenMW that was inspired by Skyrim's survival mode!

Hi, I've recently released a mod I've been working on for quite a while now! It adds a survival mode system to Morrowind that was inspired by Skyrims! The goal of it was to have it super easy to understand and keep it vanilla-like!

Download: https://www.nexusmods.com/morrowind/mods/59033
Guide: https://docs.google.com/document/d/1YKHhpTUDlr-j_vJINQz9VZ9k5EhvJj7P7unF_VYNzws/edit?usp=sharing

Features

  • Seasonal temperature variations (optional)
  • Wetness system, Fire/Lava detection
  • Fully modular survival system, disable any of the core needs at any time, adjust certain difficulty settings.
  • Temperature system is automatically compatible with new armor mods.
  • Safe to install mid-save!
  • Fully compatible with OAAB Data, Tamriel Data, Project Cyrodiil, Skyrim Home of the Nords, Taddeus' Foods of Tamriel, and Expanded Loot - Food and Dishes, but none are required.
  • Patch making is simple! Hunger & hydration value are based on item-weight, meaning making patches is as easy as adding the item ID to a yaml file. Similarly, patches for temperature regions can also easily be made by creating a new yaml file.
  • Customizable UI + Stats Window Extended support! Item icons can be disabled/enabled alongside progress bars, the icons can additionally be repositioned.
  • Dynamic spells to allow percentage based debuffs instead of static debuffs. As you progress in stages of hunger/thirst/tiredness/temperature your debuffs are percentage based, similar to Skyrim. An example of this is at max hunger your weapon skills are reduced by 85%.
  • Intentionally designed to be "vanilla-like", the idea was to have it feel as if it was a feature that was shipped with the base game. Meaning no complex crafting systems or user interfaces.

Hunger

  • Hunger progresses from "Well Fed" to "Starving" over the span of 40 in-game hours, 80 real-life minutes, and six stages.
  • When you are well-fed you get a 15% increase in learning with weapon skills, but becoming hungrier will make you use more fatigue & less effective with weapons.
  • Maintaining your hunger is fairly simple, it's calculated with this formula: 0.1 weight equals 25 units of food. If the food provides more than 250 units, anything past 250 only provides 40% nutrition. This means an item that weighs 2.0 will provide 350 units of nutrition. It's designed to be easy to follow "heavy item is more food, while light items are less".

Hydration

  • Hydration progresses from "Well Hydrated" to "Severely Dehydrated" over the span of 32 in-game hours, 64 real-life minutes, and six stages.
  • When you are well hydrated you get a 15% increase in learning with magic skills, but becoming thirstier will make you use regenerate fatigue slower & less effective with magic.
  • Maintaining your hydration is fairly simple and drinks are sorted into three tiers, small, medium, and large. Drinks that weigh less than 1.0 are considered small and provide 150 units of hydration. Drinks with a weight greater than or equal to 1.0, but less than or equal to 3.0 provides 250 units of hydration. Drinks with a weight greater than or equal to 3.1 provide 400 units of hydration.

Sleep

  • Sleep progresses from "Well Rested" to "Debilitated" over the span of 42 in-game hours, 84 real-life minutes, and six stages.
  • When you are well hydrated you get a 15% increase in learning with armor skills, a 10% buff to persuasion, and a 15% increase in stamina regeneration. Becoming more tired will make it harder for you to carry items (burden), reduce your armor skills, and reduce your block and sneak skills. Rest is one of the most crucial needs.
  • Getting rest is relatively simple, sleeping in any bed will allow you to regain energy at a rate of 50 rest units per hour. Sleeping on the ground outdoors will cause you to only recover 37.5 rest units per hour, additionally when sleeping on the ground outdoors you will be unable to reach the “Well Rested” stage. Traveling on silt striders or boats does not provide rest, but you will conserve energy and get tired 40% slower than normal. Sleeping in armor will prevent the player from becoming well rested unless they are in a cold biased region with armor that provides a warmth bonus (fur, leather, hide, wolf, bearskin). Waking up too hot or too cold will prevent you from getting the “well rested” bonus, although you can progress into the stages values.

Temperature: Heat

  • Heat progresses from "Comfortable" to "Scorching" over five stages.
  • "Warm" is more of a warning stage, this has increased thirst by 10%
  • Ash & Blight storms will cause extreme heat, staying "well hydrated" will decrease your heat by 20%
  • Cooler evenings & nights, summers are hot and winters are colder.
  • Wearing certain armors will make you hotter, but you can wear robes as a surcoat to keep heavy & some medium armors cooler in clear/cloudy weather.

Temperature: Cold

  • Cold progresses from "Comfortable" to "Freezing" over five stages.
  • Cold stages have "Weakness to Frost", "Increased Stamina Drain", "Increased Hunger", and "Decreased Speed" (max of 40%). Very Cold and Freezing stages will have health penalties.
  • Rain, Thunder, Snow, and Blizzards will make you colder, being wet will make you colder as well. Metallic armors offer less cold protection, while fur/leather/hide armors offer more warmth protection. Fire sources will warm you up in cold environments.

Compatibility

Is something missing? Feel free to make a request & I'll try to patch it ASAP!

  • Tamriel Rebuilt by TamrielRebuiltTeam
  • Skyrim Home of the Nords by ProjectTamriel
  • Project Cyrodiil by ProjectTamriel
  • Wyrmhaven by Neoptolemus
  • OAAB Data by MelchiorDahrk
  • Taddeus' Foods of Tamriel by Danae123
  • Investigations at Tel Eurus by Billyfighter
  • Windhelm - City of the Kings by superliuk
  • Expanded Loot - Food and Dishes by Orfey100

Credits

  • lhyacinth and ownlyme for their interior detection & static scanning scripts from Sun's Dusk - Needs and Survival (OpenMW)
u/chubbyassasin123 — 2 days ago
▲ 4 r/OpenMW

Expanded Vanilla: Melee attacks consume too much fatigue

Hello, I installed Expanded Vanilla mod list for the second time, after my openmw install seemed bugged since the last time I installed it. (0.48). I'm playing a battlemage build, using long blade medium armor and then basically all the schools of magic I could get. I'm trying to alternate between all my skills so they don't deteriorate (mod part of the modlist) but Long blade is such a slog. Either i make a fast attack and do no damage at all, or slow attack and use up basically 1/10th of my fatigue in a swing. I recalled this being an issue in my former playthrough and just disabled a script but i can't for the life of me find it.

My current long blade skill is 55 after a lot of grinding and I almost always have to resort to spells to finish out a fight, even with a glass saber enchanted Felthorn with fortify attack 20 on strike. So is this working as intended? I miss 2/3 of all swings and the only enemies I can reliably kill with only swords is un-blighted rats and kwama foragers and I'm level 13.

I don't want to disable mods unless I have to, I'm mostly wondering if anyone else has experienced this? Should I just train Long blade at a trainer to be able to use swords reliably?

reddit.com
u/Perfect_Presence1363 — 2 days ago
▲ 29 r/OpenMW

OpenMW draw calls getting higher and staying higher as I play

Like the title says the draw bar rises and stays high after being in game for about 30 minutes. I don't think its related to the cell cache because I have tried loading many cells as soon as I start the game and the draw bar stays around 5-6 and drops to around 2 in interiors, but after a while it jumps to about 20 and stays there even in interiors. Has anyone had this issue before?

Edit: This happens on 0.50 and 0.51 rc

u/whipcreme69 — 3 days ago
▲ 68 r/OpenMW

It took a lot of tinkering but I finally setup my desktop icons to where I have absolutely everything I need

OpenMW good

u/blahs44 — 7 days ago
▲ 0 r/OpenMW

Steam Controller - Has anybody got this working?

I'm using CachyOS + KDE, if that makes a difference.

I seem to be having a hard time figuring out how to use my Steam Controller on OpenMW. If anyone has one, would you mind explaining how you got it to work nicely?

If I just open OpenMW normally, the buttons are translated to keyboard keys, which would be fine... But, I would rather not have to change my key bindings each time I switch between the controller and M+K. But I tried it anyway, and it worked well for about 5 seconds, then the joysticks stopped working.

I also tried adding OpenMW as a non-Steam game and using a community controller config, but it was registering my mouse as always moving straight up.

I know I could do some trial and error to figure it out, but I thought I would check in here and see if anyone has played with the Steam Controller and gotten it to work well. If you have, let me know what you did! Thank you!

reddit.com
u/BroPudding1080i — 5 days ago
▲ 16 r/OpenMW

OpenMW .51 freeze

So, I just installed morrowind to play for the very first time, along with openMW .51 (in order to install some overhaul mods).

When launching the game through openMW, at the beginning all's fine, I enter my name, I'm prompted to follow the guard, and once he reaches halfway up the stairs, the game freezes. The music keeps playing, the cursor moves around, and if I wait a minute or two, the audio starts from the beginning again (the whole intro, Jiub talking, I can even write my name and press enter, the guard comes, he talks again - all the while the game is still frozen).

If I launch the game directly from Steam, it works fine, so it's obviously a problem with openMW.

Any ideas what to do?

reddit.com
u/Thatguyww — 8 days ago
▲ 41 r/OpenMW

Sneak killing is bugged on OpenMW

On Morrowind.exe when you kill an npc in one hit without other npcs around you wont get a bounty. This is a useful mechanic because when killing targets for the Morag Tong you get extra rewards if youre not reported and you cant simply taunt them because they refuse to talk to you. On OpenMW theres no way to do this, because if theres an npc with a high alarm value inside the interior they can still report you even tho they didnt witness the crime, making completing the Morag Tong questline without incurring bounties extremely frustrating.

*First part of the video is on Morrowind.exe, second on Openmw.

*Dont mind the watermark, I just used an online video editor to put it together quickly.

u/Ego-Solus — 9 days ago
▲ 6 r/OpenMW

Trouble with Remiros' Groundcover mod

I have been having trouble with the grass around Balmora, trying to figure out what the deal with the models happens to be. Around Seyda Neen there were no problems like this, but as soon as I got off the silt strider all the groundcover was giving the yellow triangles. I went into the console, clicked one, typed "ori" in order to find which mod was doing this, which is why I'm confident it's Remiros' Groundcover, specifically the Stonewood Pass patch. The blue rocks are likewise effected by this. I made sure that the esp files for groundcover were listed as such in my cfg and that their paths were listed in the data of my cfg, but this doesn't seem to have fixed the problem.

I'm not sure what to do. A two month old post by u/Afraid-Flounder4179 who had the same problem mentioned that some files were renamed in an update, but I want to see if I can find some way to fix the mod before I uninstall it. I'm using one of the mod lists on the Modding OpenMW website(VanillaExpanded) and I'm putting together all my issues I've had with it, and this is the first one that wasn't just a matter of missing masters not included in the mod list. Any help's appreciated!

u/Zentharius — 9 days ago
▲ 10 r/OpenMW

Fog seems to not be working and clipping plane is visible

https://reddit.com/link/1tbvwq9/video/2l82hbrttv0h1/player

I recently started a new playthrough and updated openmw (to this version of .51) along with adding some new mods and I have consistently encountered this issue that I don't remember having before. For now I can use the sky rendering from the VAIO in Rafael's shaders to hide this, but I feel like this isn't supposed to be happening in the first place.

I have tried turning off distant fog and I have tried decreasing and increasing the start and end for distant fog. I have also tried turning sky blending off and decreasing the sky blending start. Nothing seems to work.

My view distance is 3.0.

Here are my camera, terrain, and fog settings from settings.cfg:

[Camera]

near clip = 1

small feature culling = true

small feature culling pixel size = 2.0

viewing distance = 24584

field of view = 75

first person field of view = 60.0

reverse z = true

occlusion culling = true

occluder min radius = 300

occlusion occluder shrink factor = 1.0

[Terrain]

distant terrain = true

lod factor = 1.0

vertex lod mod = 0

composite map level = 0

composite map resolution = 512

max composite geometry size = 4.0

debug chunks = false

object paging = true

object paging active grid = true

object paging merge factor = 250

object paging min size = 0.023

object paging min size merge factor = 0.3

object paging min size cost multiplier = 25

water culling = true

[Fog]

use distant fog = true (I might have accidentally had this set to false when I recorded the clip, but turning it back on made no difference)

distant land fog start = 16384

distant land fog end = 40960

distant underwater fog start = -4096

distant underwater fog end = 2457.6

distant interior fog start = 0

distant interior fog end = 16384

radial fog = true

exponential fog = false

sky blending = true

sky blending start = 0.8

sky rtt resolution = 512 256

reddit.com
u/emstaduda — 9 days ago
▲ 45 r/OpenMW+1 crossposts

I released a mod that adds a way to hire an infinite amount of NPC companions!

This mod adds a staffing agency to ebonheart that spawns 6 random companions for hire every week! They cost 250 to 350 gold each month, depending on class. They function similiarly to the mercenary for hire in Mournhold.

The classes are "Servant" which is a basic companion who can carry your items. The other two classes are mercenaries and mages, they will assist in combat.

The heads/hairs were manually curated to make sure no crazy looking NPCs spawn.

Each week the NPCs for hire will refresh, you can hire up to 6 per week. If you do not like the current companions for hire then maybe the next week or ou will!

nexusmods.com
u/chubbyassasin123 — 10 days ago
▲ 174 r/OpenMW

OpenMW XBOX UI - v1.3 is out NOW! (& updated to 0.51 RC2!!)

Download: https://www.nexusmods.com/morrowind/mods/58387
Source Code: https://gitlab.com/ilikegothmommys/openmw-xbox/-/tree/XBOX-Overhaul
Discord: https://discord.gg/48m4rQTm

Note: This is a fan-made fork unaffiliated with the OpenMW dev team, please report any bugs through the discord or GitLab.

Features

  • XBOX tab layout: Makes the inventory/magic/stats/map UI use the same ordering as the original Xbox.
  • Skill Framework Support: Integrated support for skill framework so it functions without stats menu extended.
  • Local Map: Double pressing A allows you to leave notes in the local map. This was a vanilla feature that originally was overlooked.
  • Race Menu Button Chords: Holding down lb/rt then pressing LT will allow you to go to the previous hair/face.
  • Alchemy UI: Recreated the OG Xbox alchemy UI.
  • User Interface: Added the ability to manually scale the settings/save menu (these two are combined)
  • User Interface: added the ability to increase the journal menus font size.
  • Added support for Crassified Navigation

Miscellaneous

  • Modified the GameCube race menu keybinds to use the triggers isn't of the bumpers l
  • Modified many interfaces to make them have less empty space so they will support 480i/p displays better.
  • Decreased the padding between the topics in the topic list.
  • Updated Russian localization

Bug Fixes

  • Fixed a local map bug that sometimes causes the tooltip to not appear.
  • Fixed broken "Press OK to confirm" button.
  • Modified dialogue history so it doesn't collide with the scrollbar.
  • Service Refusals & Persuasion failures now clear the dialogue history when XBOX Styled dialogue is enabled.
  • Fixed a bug on Linux devices that sometimes causes the left stick to rapidly move.
  • Fixed edge padding of some UIs
u/chubbyassasin123 — 12 days ago
▲ 19 r/OpenMW

Why is it so blue

This has been an issue before i downloaded any mods. Ive messed with visual settings and haven’t found anything that changes this. Idk wtf this is, please help its starting to get annoying

u/doodoomrpoopyman — 9 days ago
▲ 38 r/OpenMW

Why is it that my laptop can run Star Wars Battlefront 2017 at 960x540 no problem but running OpenMW at 800x600 and lowest settings it can't keep a steady 60fps?

Just curious

reddit.com
u/WarioWill — 12 days ago