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OpenMW: Porting Morrowind to an open source engine

Discussion in 'Bethesda Game Studios' started by deuxhero, Feb 21, 2013.

  1. Scruffy The janitor Patron

    Scruffy
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    Codex 2012 Torment: Tides of Numenera Codex USB, 2014
    I'm Ridin' with Biden I'm Ridin' with Biden
    so, i'm not going to read 18 pages to find out, so here we go:

    can you use this and still play with mods?

    i already have morrowind installed, would i need to reinstall it and re-mod it to use this?
     
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  2. octavius Prestigious Gentleman Arcane

    octavius
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    Not really.
    The NPCs just teleport from one place to another at specific times.
    It's a small help, though.
     
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  3. DalekFlay Arcane Patron

    DalekFlay
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    The only real reason to use it now as far as I know is to test it and help develop it, so not sure mods would help with that. If you just want to play the game keep using the normal retail release.
     
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  4. Dawkinsfan69 Dumbfuck! Dumbfuck Bethestard

    Dawkinsfan69
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    many mods work with openMW but mods that use mwse or MGE won't work. OpenMW imports the game from your steam (or whatever) install and runs it through the openMW engine, so you shouldn't need a fresh install unless your mods are really fucking with base files in the game.

    You will need to re-mod by basically adding the mods to the openMW engine but adding mods to openmw is way easier and more organized than adding mods to the vanilla game.

    ??? OpenMW is basically feature complete. It's way more stable than the retail engine and fixes tons of shit. It's way easier to use and mod etc.. The only reason NOT to use it is if you really want to play with certain mods that require mwse.
     
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  5. Alexander DeLarge Cipher

    Alexander DeLarge
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    OpenMW is ideal for anything really intensive. It allows massive modlists without breaking and it performs significantly better than my retail install while using the province mods like Skyrim Home of the Nords/Province Cyrodiil/Tamriel Rebuilt. Mods with MWSE dependencies don't work but that'll come eventually. Not that anyone should be using mwse in TYOOL 2019 when OpenMW's scripting implementation is by far superior.

    I wouldn't touch retail unless you're some sort of idiot that wants to use MGSO.
     
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  6. Funposter Magister

    Funposter
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    Yep, the implementation is super janky. The fact is, building up a "Radiant AI"-esque scheduling system for Morrowind would be an immense amount of work, requiring modders to design schedules for over 1,000 NPCs (conservative estimate since the game has over 2,600 but it includes bandits etc.). Using vanilla MWScript this would be impossible, although MWSE and Lua certainly makes it possible in the future if some maniacs are willing to attempt it. As of November 2018, guards can finally follow you into buildings, which is quite exciting, and demonstrates the ability to make NPCs actually move around the world instead of teleporting.

    Edit: OpenMW also doesn't have MWSE and Lua so these kind of shit is going to be limited to vanilla for the foreseeable future
     
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  7. KMJ Literate

    KMJ
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    I find that when playing Morrowind it's easy to forget the world is completely static and "dead". You read all the text and maybe you don't realize immediately that the Camonna Tong and Thieves Guild will never interact with each other, except through some quest the player will have to do, or that everything the game tells you is happening isn't really happening because it's not represented in the way NPCs behave.

    It's a lot harder to pretend

    is a real conversation.
     
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  8. IDtenT Menace to sobriety! Patron

    IDtenT
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    Why would anyone want Morrowind to be less static?
     
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  9. Butter Arcane

    Butter
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    New ver
     
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  10. Brancaleone Arbiter

    Brancaleone
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    Muh shadows! :love:
     
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  11. IDtenT Menace to sobriety! Patron

    IDtenT
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    Divinity: Original Sin
    Another ten years and we could have ray-tracing.

    :shredder:

    As to an example of what a difference it can make to a game with low poly count:

     
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  12. Latest nightly builds incorporate distant statics in addition to the distant land that has been available for quite some time.
    [​IMG]
    [​IMG]
     
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  13. AW8 Arcane

    AW8
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    Pillars of Eternity 2: Deadfire
     
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  14. rusty_shackleford Arcane

    rusty_shackleford
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    • incline incline x 9
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  15. Siveon Bot

    Siveon
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    Shadorwun: Hong Kong
    Still waitin on a combat overhaul. Somebody else must think the combat blows.
     
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  16. Valdetiosi Educated

    Valdetiosi
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    Morrowind with Gothic combat when?
     
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  17. ekrolo2 Learned

    ekrolo2
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    Does anyone have a good list of mods to use with this?
     
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  18. index.php Arcane

    index.php
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  19. Valdetiosi Educated

    Valdetiosi
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    • Patch for Purists
    • Expansion Delay
    • Official Morrowind Plugins Patched
    • Morrowind Optimization Patch
    • Project Atlas
    • Graphic Herbalism
    • Morrowind Enhanced Textures
    Those are all what I use.
     
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  20. index.php Arcane

    index.php
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    • incline x 12
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  21. IDtenT Menace to sobriety! Patron

    IDtenT
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    Great stuff. This is really starting to look better than the retail version.
     
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  22. Funposter Magister

    Funposter
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    Based on this and Rusty's previous post saying that there will be full lua support soon, it looks like 0.48 will be the time to definitely make the change from vanilla to OpenMW. Someone needs to test the framerate in places like Old Ebonheart from Tamriel Rebuilt and compare it to vanilla with this latest build.
     
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  23. dacencora Augur

    dacencora
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    OpenMW for smooth framerates + a much more stable experience means it is superior to vanilla already. But I am excited that lua support is incoming.
     
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  24. Funposter Magister

    Funposter
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    For a vanilla or lightly modded playthrough, sure, but I think there are too many useful and game-changing mods that still make vanilla the superior option.
     
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