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README.md
OpenMW
OpenMW is an open-source game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.
OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
- Version: 0.47.0
- License: GPLv3 (see LICENSE for more information)
- Website: https://www.openmw.org
- IRC: #openmw on irc.freenode.net
Font Licenses:
- DejaVuLGCSansMono.ttf: custom (see files/mygui/DejaVuFontLicense.txt for more information)
Current Status
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 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, 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 wiki page.
Getting Started
- Official forums
- Installation instructions
- Build from source
- Testing the game
- How to contribute
- Report a bug - read the guidelines before submitting your first bug!
- Known issues
The data path
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).
Command line options
Syntax: openmw <options>
Allowed options:
--help print help message
--version print version information and quit
--data arg (=data) set data directories (later directories
have higher priority)
--data-local arg set local data directory (highest
priority)
--fallback-archive arg (=fallback-archive)
set fallback BSA archives (later
archives have higher priority)
--resources arg (=resources) set resources directory
--start arg set initial cell
--content arg content file(s): esm/esp, or
omwgame/omwaddon
--no-sound [=arg(=1)] (=0) disable all sounds
--script-verbose [=arg(=1)] (=0) verbose script output
--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue
scripts) at startup
--script-all-dialogue [=arg(=1)] (=0) compile all dialogue scripts at startup
--script-console [=arg(=1)] (=0) enable console-only script
functionality
--script-run arg select a file containing a list of
console commands that is executed on
startup
--script-warn [=arg(=1)] (=1) handling of warnings when compiling
scripts
0 - ignore warning
1 - show warning but consider script as
correctly compiled anyway
2 - treat warnings as errors
--script-blacklist arg ignore the specified script (if the use
of the blacklist is enabled)
--script-blacklist-use [=arg(=1)] (=1)
enable script blacklisting
--load-savegame arg load a save game file on game startup
(specify an absolute filename or a
filename relative to the current
working directory)
--skip-menu [=arg(=1)] (=0) skip main menu on game startup
--new-game [=arg(=1)] (=0) run new game sequence (ignored if
skip-menu=0)
--fs-strict [=arg(=1)] (=0) strict file system handling (no case
folding)
--encoding arg (=win1252) Character encoding used in OpenMW game
messages:
win1250 - Central and Eastern European
such as Polish, Czech, Slovak,
Hungarian, Slovene, Bosnian, Croatian,
Serbian (Latin script), Romanian and
Albanian languages
win1251 - Cyrillic alphabet such as
Russian, Bulgarian, Serbian Cyrillic
and other languages
win1252 - Western European (Latin)
alphabet, used by default
--fallback arg fallback values
--no-grab Don't grab mouse cursor
--export-fonts [=arg(=1)] (=0) Export Morrowind .fnt fonts to PNG
image and XML file in current directory
--activate-dist arg (=-1) activation distance override
--random-seed arg (=<impl defined>) seed value for random number generator
VR
This fork is a VR port of openmw using the openxr VR standard. You can grab the latest binaries/sources under Releases Or grab a development build from the artifacts of any pipeline of the openxr_vr build on the gitlab.
Current Status
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, only has default bindings for the Oculus Touch controllers, and will not compile on 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.
Compatibility with general mods should be high, but this has not been thoroughly tested. Shaders have not been tested at all and may spawn spiders inside your headset.
Installation (openmw vr)
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. Reference VR settings exist in settings-default.cfg.
Installation (OpenXR)
If openxr fails to load, it's nonetheless possible your VR headset offers a preview release of openxr. This article from uploadvr explains how to enable the oculus preview on windows. Note that although the article states you need to opt into public test channels, this is no longer necessary. And you no longer need to write your own json file, you can point to the one present in the oculus' runtime's directory.
Building
The fork should build with the same instructions as building openmw.
VR Controls
In VR mode control is based on tracking and VR controllers. There is currently no option for regular gamepad based controls.
The player hands will track the controllers and can be used to activate items and actors while holding down the control bound pointing. The 'use' action (attack, pick lock, cast spell) and activate action share the right trigger on all controllers.
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.
When in menus, alternate bindings are used to navigate the menus using the thumbsticks and the A/B controls (or equivalent)
Currently openmw-vr has no api for re-binding controls, as this is expected to be offered by the VR runtime itself.
Default controller bindings:
Known Issues
- For oculus headsets, the SteamVR runtime is broken. You'll need to use the Oculus runtimes.
- Movies play upside down
- Cannot point and click in the main menu, you must use the right hand controller as explained above
- Performance is shite, you may have to play without fancy shadows or water shaders.
- Audio is not automatically captured.
- 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.
- Work around this by adding the line