I'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
to answer my own questionI'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
Thanks for your input. I'm gonna stick with MWSE for now, it's just easier for me to play with as i'm used to it after so many years. But I think I'll install openMW on a separate install just to have a look at it and use it with Starwind
when will openMW 0.49 release? there seems to be builds every day or so (!) not sure how people keep up to date
And here is their article on their website. https://openmw.org/2025/openmw-0-49-0-is-now-in-rc-phase/to answer my own questionI'm an MWSE supremacist so that'll always be my recommendation. It can be a more involved process than OpenMW but it comes with benefit of being more feature rich. OpenMW looks better and has a better shader model but that's where the advantages (as far as I see it) stop.so if you were in my shoes, you would pick a mwse modlist over openmw? still undecidedIf anyone is playing with MWSE and hasn't noticed it yet, there's custom weather now. You should experience the occasional tropical storm. Now I'm not the one who did the work, but I was the one who showed them it was possible after getting told "nu uh" so you're all welcome.
But they've started to embrace lua, which is great because it opens up tons of opportunities to do some really cool shit. OpenMW just needs to catch up so there can be feature parity. Other shit that I'm aware of is the insight spell, among other new spell types, which is supposed to be useful in solving quests. Think there might even be some kind of speak to the dead spell iirc. Again, lots of cool opportunities to make skills useful elsewhere and expand on existing or introduce new gameplay mechanics.
Thanks for your input. I'm gonna stick with MWSE for now, it's just easier for me to play with as i'm used to it after so many years. But I think I'll install openMW on a separate install just to have a look at it and use it with Starwind
when will openMW 0.49 release? there seems to be builds every day or so (!) not sure how people keep up to date
0.49 RC1 is here: https://github.com/OpenMW/openmw/releases/tag/openmw-49-rc1
Yeah, I stole all of the dickhead's stuff by hiding behind static objects and using telekinesis.He tried to scam me 5000g for some notes so I just stole it and a bunch of nice stuff from him
The mod has areas of different difficulty ranging from stuff for level 1 all the way to endgame stuff. You can mix and match it with vanilla however you want; I usually just ignore vanilla entirely and play only on the mainland. For lvl1 content, head to Old EbonheartI am once again asking for your support.
Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).
A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
Morrowind in general doesn't have zone difficulty, it has area type difficulty (something NPCs will be quite clear about if you ask around in vanilla). Outdoors, on the road, you're generally not at serious risk from anything almost anywhere. Outdoors off the road there's a chance of some real threats, but unless you're in the ashlands, daedra occupied part of grazelands, or Red Mountain they're low. Low difficulty dungeons include smuggler caves. The next level up from that has grottos (can be easy, but potential dreugh spawn, sheer ammount of slaughterfish, and wanting waterbreathing put them a rung higher), ancestral tombs (provided you have an enchanted weapon or destruction magic). After that you've got Dwemer, infected mines, random Velothi towers (though few aren't quest related), and at the very top you've got Daedric Shrines and Sixth House Bases.I am once again asking for your support.
Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).
A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".
Old Ebonheart makes for a fun start and the guild quests will generally guide you to new areas just like in the vanilla game so I would just do those. I would also recommend avoiding the really old 2006/2008 areas as they're not as good as the newer stuff.I am once again asking for your support.
Given the crazy amount of content in this mod, I've been wondering where one should go/start - or maybe NOT go/start - if the intention is to have a playthrough starting from lvl 1 (or, well, whatever low level you can realistically be getting there if you start the default vanilla way).
A bunch of years ago, I went to the mainland after alreading doing a good chunk of vanilla content, and that was just an awful experience because nothing was a challenge. But I'm not sure if I was just unlucky or the entire mod is more meant as "play this instead of vanilla".