* DejaVuLGCSansMono.ttf: custom (see [files/mygui/DejaVuFontLicense.txt](https://github.com/OpenMW/openmw/blob/master/files/mygui/DejaVuFontLicense.txt) for more information)
The main quests in Morrowind, Tribunal and Bloodmoon are all completable. Some issues with side quests are to be expected (but rare). Check the [bug tracker](https://gitlab.com/OpenMW/openmw/issues?label_name%5B%5D=1.0) for a list of issues we need to resolve before the "1.0" release. Even before the "1.0" release however, OpenMW boasts some new [features](https://wiki.openmw.org/index.php?title=Features), such as improved graphics and user interfaces.
Pre-existing modifications created for the original Morrowind engine can be hit-and-miss. The OpenMW script compiler performs more thorough error-checking than Morrowind does, meaning that a mod created for Morrowind may not necessarily run in OpenMW. Some mods also rely on quirky behaviour or engine bugs in order to work. We are considering such compatibility issues on a case-by-case basis - in some cases adding a workaround to OpenMW may be feasible, in other cases fixing the mod will be the only option. If you know of any mods that work or don't work, feel free to add them to the [Mod status](https://wiki.openmw.org/index.php?title=Mod_status) wiki page.
* [Report a bug](https://gitlab.com/OpenMW/openmw/issues) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug!
The data path tells OpenMW where to find your Morrowind files. If you run the launcher, OpenMW should be able to pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly (installing Morrowind under WINE is considered a proper install).
Or grab a development build from the artifacts of any pipeline of the [openmw-vr](https://gitlab.com/madsbuvi/openmw/-/tree/openmw-vr) branch on the gitlab.
The VR fork was written on windows with access only to the Oculus Rift headset. Consequentially the current state of the port may have any number of Oculus specific idiosyncrasies, and may not build for linux.
Users with the vive, the index, or any other openxr supporting VR headsets are encourage to suggest or contribute bindings for their respective headsets.
Installing the VR port is similar to openmw, but you should manually edit settings.cfg under my games/openmw to input your real life height under the VR section so the game can correctly scale you.
At this point most mainstream headsets have OpenXR implementations, but some may be less stable than others. SteamVR users may need to use the BETA channel to run OpenMW VR.
On windows, the fork builds with the same instructions as [building openmw](https://wiki.openmw.org/index.php?title=Development_Environment_Setup#MSVC_2017-2019).
On linux, however, openmw does not package binaries for external dependencies. This fork is written against OSG version 3.6.5 and earlier versions may not work or even compile.
It may therefore be necessary to build your own version of OSG. For now, I advise building [my fork of OSG](https://github.com/madsbuvi/osg) that contain a stereo fix, without which the water shader may break.
The control bound to the menu also doubles down as a recenter action. Hold the menu key to recenter the menu in case it opened inside some object and is inaccessible.
Currently openmw-vr has interface for re-binding controls in VR, as this is expected to be offered by the VR runtime itself. No runtimes have implemented this so far, however. You can manually edit bindings by modifying _xrcontrollersuggestions.xml_. It is strongly recommended that you copy this file to your settings folder (documents/my games/openmw) first and only edit that copy.
- For many controllers, the SteamVR runtimes do not play well or at all. Use your native runtimes when possible
- For Quest users: Virtual desktop requires SteamVR to play OpenMW VR. But SteamVR does not currently play well with the oculus controllers. Use the link for now
- Work around this by adding the line `device = OpenAL Soft on Headphones (2- Rift Audio)` under `[Sound]` in settings.cfg. Replace the device string with the string corresponding to your device. You can find a list of device strings in openmw.log after running it once.
- When building your own binaries, the water shader may break if you do not build your own copy of OSG from [my fork](https://github.com/madsbuvi/osg)