OpenMW

Émulateur v0.48

Interpréteur pour le jeu The Elder Scrolls III: Morrowind. Un build pour Mac Intel est disponible ici.

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Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 Apple Silicon Apple Silicon 64 bits 64 bits

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Historique des versions

vopenmw-0.51.0
This release allows modders to create magic effects through our scripting API and introduces terrain vertex painting to our content file editor. It also fixes many Lua-related crashes and addresses a few minor annoyances with gamepad menu navigation introduced in the previous release.
\[[\#8657](https://gitlab.com/OpenMW/openmw/-/issues/8657)\] Fixed a preloading-related crash on exit if startup was interrupted by non-graceful error handling (e.g., missing GUI layout files)
\[[\#8930](https://gitlab.com/OpenMW/openmw/-/issues/8930)\] Fixed a crash when a Gamebryo mesh has an extra data link that doesn't point to anything
\[[\#8996](https://gitlab.com/OpenMW/openmw/-/issues/8996)\] Fixed a crash when skinning data references a vertex that does not exist (the mesh will be rejected)
\[[\#8980](https://gitlab.com/OpenMW/openmw/-/issues/8980)\] Fixed a crash when the player is teleported while a menu is open
\[[\#8786](https://gitlab.com/OpenMW/openmw/-/issues/8786)\] Fixed various issues with door marker update
\[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver
Other New Features
Changelog complet
The OpenMW team is proud to announce the release of version 0.51.0 of our open-source engine\! This release allows modders to create magic effects through our scripting API and introduces terrain vertex painting to our content file editor. It also fixes many Lua-related crashes and addresses a few minor annoyances with gamepad menu navigation introduced in the previous release. **Note:** this only lists the changes and common issues to be aware of. Read [the full announcement](https://openmw.org/2026/openmw-0-51-0-released/) on our website. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires `OpenMW.app` and `OpenMW-CS.app` to be siblings. * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, please share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Red tint on macOS. Some of it can be mitigated by enabling per-pixel lighting ### **Dialogue** **New Features** * \[[\#7297](https://gitlab.com/OpenMW/openmw/-/issues/7297)\] Support for topic marking (MRK) files from Russian Morrowind; they override the keywords used for implicit topic highlighting * \[[\#8956](https://gitlab.com/OpenMW/openmw/-/issues/8956)\] The `iGreetDuration` and `fGreetDistanceReset` game settings are now used in voiced greeting logic **Fixes** * \[[\#7340](https://gitlab.com/OpenMW/openmw/-/issues/7340)\] The Should Attack filter now passes for actors that are already in combat; this concerns actors that are not normally hostile, like guards * \[[\#8760](https://gitlab.com/OpenMW/openmw/-/issues/8760)\] Implicit topic highlighting supports single-character topics * \[[\#8978](https://gitlab.com/OpenMW/openmw/-/issues/8978)\] Added support for custom word separators required for Polish Morrowind topic highlighting (brackets and parentheses) * Mixed implicit/explicit topic highlighting is properly supported ### **Gameplay** **New Features** * \[[\#8731](https://gitlab.com/OpenMW/openmw/-/issues/8731)\] `Hand to Hand Hit 2` sound is now used * \[[\#8801](https://gitlab.com/OpenMW/openmw/-/issues/8801)\] More controller buttons can be used for actions **Fixes** * \[[\#7605](https://gitlab.com/OpenMW/openmw/-/issues/7605)\] Creatures that cannot equip items can use enchanted items * \[[\#8123](https://gitlab.com/OpenMW/openmw/-/issues/8123)\] Various restrictions on equipping weapons during an attack were lifted (e.g., equipping ammunition) * \[[\#8692](https://gitlab.com/OpenMW/openmw/-/issues/8692)\] The above extends to switching between enchanted items while casting a spell * \[[\#8765](https://gitlab.com/OpenMW/openmw/-/issues/8765)\] Diseased actors may infect actors other than the player * \[[\#8847](https://gitlab.com/OpenMW/openmw/-/issues/8847)\] Stretched collision box detection is more accurate * \[[\#8926](https://gitlab.com/OpenMW/openmw/-/issues/8926)\] Weapon swish sound has been restored for thrown projectiles * \[[\#8929](https://gitlab.com/OpenMW/openmw/-/issues/8929)\] Old effects now stick around for a frame when they're re-cast; this makes Weakness to Magicka increase its own magnitude * \[[\#8949](https://gitlab.com/OpenMW/openmw/-/issues/8949)\] Instant effects are no longer applied twice * \[[\#8975](https://gitlab.com/OpenMW/openmw/-/issues/8975)\] Stat modifiers are reset when werewolf modifiers are applied * \[[\#9062](https://gitlab.com/OpenMW/openmw/-/issues/9062)\] Staggering an actor when they're unequipping a weapon and intend to re-equip it will no longer break their combat animation state * \[[\#9078](https://gitlab.com/OpenMW/openmw/-/issues/9078)\] Preview mode is disabled when the `preview if stand still` setting is disabled ### **Graphics** * \[[\#9001](https://gitlab.com/OpenMW/openmw/-/issues/9001)\] Exclusive fixed-function pipeline rendering mode and the legacy lighting method have been removed **New Features** * \[[\#6885](https://gitlab.com/OpenMW/openmw/-/issues/6885)\] BC6H and BC7 compression are now supported for DDS files, as long as [our OpenSceneGraph fork](https://github.com/OpenMW/osg) is used; this requires driver support and may not apply to all platforms * \[[\#8826](https://gitlab.com/OpenMW/openmw/-/issues/8826)\] Sunlight direction is exposed to post-processing * \[[\#9030](https://gitlab.com/OpenMW/openmw/-/issues/9030)\] Camera projection offset is configurable through Lua, which allows implementing techniques such as temporal antialiasing **Fixes** * \[[\#6439](https://gitlab.com/OpenMW/openmw/-/issues/6439)\] Fixed moon rendering: moon shadow colour and moon phase transparency are now used * \[[\#8351](https://gitlab.com/OpenMW/openmw/-/issues/8351)\] Malformed NIF models are much less likely to cause freezes or crashes and will instead be gracefully rejected * \[[\#8657](https://gitlab.com/OpenMW/openmw/-/issues/8657)\] Fixed a preloading-related crash on exit if startup was interrupted by non-graceful error handling (e.g., missing GUI layout files) * \[[\#8820](https://gitlab.com/OpenMW/openmw/-/issues/8820)\] Non-carriable light sources like the scripted Trueflame light are properly detected again (0.50.0 regression) * \[[\#8854](https://gitlab.com/OpenMW/openmw/-/issues/8854)\] Shaders from the post-processing chain that disable the sunglare will no longer disable it if post-processing is disabled * \[[\#8864](https://gitlab.com/OpenMW/openmw/-/issues/8864)\] At storm wind speed, rain and snow properly produce ripples and no longer follow the camera, while heavy wind no longer makes rain look chaotic * \[[\#8884](https://gitlab.com/OpenMW/openmw/-/issues/8884)\] Object paging no longer discards LOD centre data, making LOD level selection more reliable * \[[\#8924](https://gitlab.com/OpenMW/openmw/-/issues/8924)\] Unnecessary hand-to-hand transition is skipped when you run out of thrown ammunition * \[[\#8930](https://gitlab.com/OpenMW/openmw/-/issues/8930)\] Fixed a crash when a Gamebryo mesh has an extra data link that doesn't point to anything * \[[\#8983](https://gitlab.com/OpenMW/openmw/-/issues/8983)\] Unequipping ammunition when preparing a ranged attack no longer cancels it immediately * \[[\#8985](https://gitlab.com/OpenMW/openmw/-/issues/8985)\] Visual effects no longer make objects that use their model non-interactable * \[[\#8988](https://gitlab.com/OpenMW/openmw/-/issues/8988)\] Particles are inverted vertically to match Morrowind * \[[\#8996](https://gitlab.com/OpenMW/openmw/-/issues/8996)\] Fixed a crash when skinning data references a vertex that does not exist (the mesh will be rejected) * \[[\#9026](https://gitlab.com/OpenMW/openmw/-/issues/9026)\] Thrown projectiles are rotated towards their movement direction again ### **Scripting: mwscript** **New Features** * \[[\#7830](https://gitlab.com/OpenMW/openmw/-/issues/7830)\] Global script targets that don't come from a content file are now preserved (unlike Morrowind) **Fixes** * \[[\#6494](https://gitlab.com/OpenMW/openmw/-/issues/6494)\] Global variable reading is more consistent between ARM and x86\_64 platforms. This ensures Raven Rock buildings don't show up earlier than intended on Android and macOS * \[[\#8129](https://gitlab.com/OpenMW/openmw/-/issues/8129)\] Parsing of unquoted string literals as MessageBox button arguments is more consistent with Morrowind * \[[\#8732](https://gitlab.com/OpenMW/openmw/-/issues/8732)\] MessageBox formatting supports more notation specifiers and flags ### **Scripting: OpenMW-Lua** For a full overview of the current state of OpenMW-Lua, please consult [the scripting API reference](https://openmw.readthedocs.io/en/openmw-0.51.0/reference/lua-scripting/api.html). **New Context** * \[[\#8987](https://gitlab.com/OpenMW/openmw/-/issues/8987)\] Load context Scripts that use this work-in-progress context run once, immediately after all content files are loaded. It exposes the loaded records as mutable data. It is related to—but not to be confused with—the existing custom record creation functionality (`world.createRecord`). Records injected via the load context are not serialised into saves. The API reference provides the full list of exposed types and the types `createRecordDraft` is implemented for. New in 0.51.0: * \[[\#8791](https://gitlab.com/OpenMW/openmw/-/issues/8791)\] Custom magic effect records (must be injected through the context) * Custom ingredients are currently also exclusive to the context * \[[\#8342](https://gitlab.com/OpenMW/openmw/-/issues/8342)\] Custom spells and enchantments can be created both via the context and during runtime * \[[\#8911](https://gitlab.com/OpenMW/openmw/-/issues/8911), [\#8998](https://gitlab.com/OpenMW/openmw/-/issues/8998)\] Custom container, creature, door, probe and static records can also be created during runtime * Potion effect lists can be generated from a table **New Bindings** * \[[\#2903](https://gitlab.com/OpenMW/openmw/-/issues/2903)\] Barter gold * \[[\#8076](https://gitlab.com/OpenMW/openmw/-/issues/8076)\] Dialogue filter conditions * \[[\#8725](https://gitlab.com/OpenMW/openmw/-/issues/8725)\] Localised cell names * \[[\#8796](https://gitlab.com/OpenMW/openmw/-/issues/8796)\] Potion autocalc flag * \[[\#8816](https://gitlab.com/OpenMW/openmw/-/issues/8816)\] Werewolf transformation * \[[\#8841](https://gitlab.com/OpenMW/openmw/-/issues/8841)\] Time advancement * \[[\#8962](https://gitlab.com/OpenMW/openmw/-/issues/8962)\] Various flags for magic effects, as well as projectile speed * \[[\#9010](https://gitlab.com/OpenMW/openmw/-/issues/9010)\] Object starting cell * \[[\#9013](https://gitlab.com/OpenMW/openmw/-/issues/9013)\] Actor reputation **New Events and Handlers** * \[[\#8966](https://gitlab.com/OpenMW/openmw/-/issues/8966)\] Dialogue response * \[[\#8979](https://gitlab.com/OpenMW/openmw/-/issues/8979)\] Animation end **Other New Features** * \[[\#8644](https://gitlab.com/OpenMW/openmw/-/issues/8644)\] Spawned visual effects that are not attached to an object can be referred to by name, looped, and removed * \[[\#9002](https://gitlab.com/OpenMW/openmw/-/issues/9002)\] Unrecognised widget and layout fields now trigger warnings to help prevent mistakes **Fixes** * \[[\#8110](https://gitlab.com/OpenMW/openmw/-/issues/8110)\] `sound.say` respects the subtitles setting * \[[\#8601](https://gitlab.com/OpenMW/openmw/-/issues/8601)\] Very long script settings pages are no longer prone to crashes * \[[\#8693](https://gitlab.com/OpenMW/openmw/-/issues/8693)\] Extreme widget sizes and positions are now clamped to very large values to help prevent crashes * \[[\#8699](https://gitlab.com/OpenMW/openmw/-/issues/8699)\] Moving items should no longer produce orphan script references that cause crashes during processing * \[[\#8718](https://gitlab.com/OpenMW/openmw/-/issues/8718)\] Empty RefId fields are consistently exposed as nil * \[[\#8769](https://gitlab.com/OpenMW/openmw/-/issues/8769)\] Addressed more potential memory allocation crashes * \[[\#8775](https://gitlab.com/OpenMW/openmw/-/issues/8775)\] `nearby.castRay` will no longer crash when a table-like object is used as the ignore list * \[[\#8779](https://gitlab.com/OpenMW/openmw/-/issues/8779)\] Skill experience will no longer progress beyond 100% when the skill is maxed out and therefore cannot be increased * \[[\#8789](https://gitlab.com/OpenMW/openmw/-/issues/8789)\] Faction reputation requirement binding has been renamed from `factionReaction` to `factionReputation`; the old binding is deprecated * \[[\#8802](https://gitlab.com/OpenMW/openmw/-/issues/8802)\] Removing UI layout children will no longer leave orphan references in the layout that cause crashes upon reloading * \[[\#8840](https://gitlab.com/OpenMW/openmw/-/issues/8840)\] To prevent crashes, widgets will no longer accept table-like objects as properties * \[[\#8917](https://gitlab.com/OpenMW/openmw/-/issues/8917)\] Gold stacks are properly spawned * \[[\#8955](https://gitlab.com/OpenMW/openmw/-/issues/8955)\] Items moved from restocking stacks are properly turned into new stacks for the purposes of object identification * \[[\#8980](https://gitlab.com/OpenMW/openmw/-/issues/8980)\] Fixed a crash when the player is teleported while a menu is open * \[[\#9018](https://gitlab.com/OpenMW/openmw/-/issues/9018)\] Passing a thrust attack to actor controls no longer breaks the game * \[[\#9048](https://gitlab.com/OpenMW/openmw/-/issues/9048)\] Escort packages can be properly started through the AI interface * \[[\#9085](https://gitlab.com/OpenMW/openmw/-/issues/9085)\] Fixed a freeze when teleportation occurs while item unequipment is scheduled * Unequip handler properly unequips slots ### **User Interface** **New Features** * \[[\#8705](https://gitlab.com/OpenMW/openmw/-/issues/8705)\] Unexplored map colour palette is loaded from a texture that can be overridden * \[[\#8774](https://gitlab.com/OpenMW/openmw/-/issues/8774)\] Changing the active controller window in container views also changes the focused window * \[[\#8788](https://gitlab.com/OpenMW/openmw/-/issues/8788)\] Script settings window font and colours rely on relevant settings * \[[\#8902](https://gitlab.com/OpenMW/openmw/-/issues/8902)\] Controller navigation is now possible in the quick keys menu spell selection * \[[\#8913](https://gitlab.com/OpenMW/openmw/-/issues/8913)\] Gamma slider shows its value * \[[\#8957](https://gitlab.com/OpenMW/openmw/-/issues/8957)\] The `iMaxInfoDist` game setting is used as the menu mode activation distance **Fixes** * \[[\#8733](https://gitlab.com/OpenMW/openmw/-/issues/8733)\] Controller trigger press thresholds for menu navigation are now configurable and lower by default to ensure compatibility with the Steam Deck * \[[\#8770](https://gitlab.com/OpenMW/openmw/-/issues/8770)\] When controller tooltips are visible for spells, the cursor is hidden * \[[\#8771](https://gitlab.com/OpenMW/openmw/-/issues/8771)\] Controller item focus is no longer reset inappropriately * \[[\#8786](https://gitlab.com/OpenMW/openmw/-/issues/8786)\] Fixed various issues with door marker update * \[[\#8797](https://gitlab.com/OpenMW/openmw/-/issues/8797)\] Equipping items with the relevant controller action will no longer cause two or three similar sounds to play at the same time * \[[\#8799](https://gitlab.com/OpenMW/openmw/-/issues/8799)\] Show Controller Tooltips By Default setting is now persistent: tooltips will always be enabled when you open a menu * \[[\#8833](https://gitlab.com/OpenMW/openmw/-/issues/8833)\] Resizing item and spell views when controller tooltips are on will no longer break the UI or crash the game * \[[\#8946](https://gitlab.com/OpenMW/openmw/-/issues/8946)\] Spell effect icon sorting and visibility is based on the earliest effect source ### **OpenMW-CS, Launcher and Tools** **New Features** * \[[\#721](https://gitlab.com/OpenMW/openmw/-/issues/721)\] **Editor:** Right-to-left subview placement option * \[[\#2316](https://gitlab.com/OpenMW/openmw/-/issues/2316)\] **ESSImporter:** Script target conversion * \[[\#5197](https://gitlab.com/OpenMW/openmw/-/issues/5197)\] **Editor:** Terrain vertex painting * \[[\#7152](https://gitlab.com/OpenMW/openmw/-/issues/7152)\] **Editor:** Global search regular expression validation * \[[\#7399](https://gitlab.com/OpenMW/openmw/-/issues/7399)\] **Wizard:** Steam and GOG Galaxy installation auto-detection * \[[\#7493](https://gitlab.com/OpenMW/openmw/-/issues/7493)\] **Launcher:** Config directory list (Settings \-\> Miscellaneous) * \[[\#8392](https://gitlab.com/OpenMW/openmw/-/issues/8392)\] **Editor:** Selected objects are rotated around a shared centre * \[[\#8874](https://gitlab.com/OpenMW/openmw/-/issues/8874)\] **ESMTool:** Rotations for door destinations and cell references are printed * \[[\#9027](https://gitlab.com/OpenMW/openmw/-/issues/9027)\] **Launcher, Wizard:** Bulgarian translation **Fixes** * \[[\#4769](https://gitlab.com/OpenMW/openmw/-/issues/4769)\] **Editor:** Edit ID action is disabled for IDs that don't correspond to a record * \[[\#7595](https://gitlab.com/OpenMW/openmw/-/issues/7595)\] **Editor:** Bump-mapped objects are properly rendered in the scene view * \[[\#8270](https://gitlab.com/OpenMW/openmw/-/issues/8270)\] **Editor:** Scene view is no longer inappropriately transparent on Wayland and handles scaling better * \[[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] **Editor:** Operations like global search and saving are faster and should no longer randomly crash, especially on non-Windows systems * \[[\#8842](https://gitlab.com/OpenMW/openmw/-/issues/8842)\] When the `--load-savegame` command-line option is used, the save’s character profile and slot will be detected based on file equivalence rather than an exact path match * \[[\#8999](https://gitlab.com/OpenMW/openmw/-/issues/8999)\] The wizard no longer adds every directory in the installation list to the config file and properly avoids duplicating existing directories
vopenmw-51-rc2
\[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver
\[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
[[#9085](https://gitlab.com/OpenMW/openmw/-/issues/9085)] **OpenMW-Lua:** Fixed a freeze when teleportation occurs while item unequipment is scheduled
On macOS, launching OpenMW from OpenMW-CS requires `OpenMW.app` and `OpenMW-CS.app` to be siblings.
\[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that
Changelog complet
This is the second round of release candidate (RC) builds of the upcoming 0.51.0 stable release, available for wider testing. Preliminary changes vs. the 0.50.0 stable release are listed in the description of the [first](https://github.com/OpenMW/openmw/releases/tag/openmw-51-rc1) RC round; further changes may occur in subsequent RC rounds and in the full release. Read the announcement blog post [here](https://openmw.org/2026/openmw-0-51-0-is-now-in-rc-phase/). [Flatpak (Linux)](https://flathub.org/beta-repo/appstream/org.openmw.OpenMW.flatpakref) **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires `OpenMW.app` and `OpenMW-CS.app` to be siblings. * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, please share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that **Changes since RC1** - [[#9069](https://gitlab.com/OpenMW/openmw/-/issues/9069)] Invalid effect loading is less strict; this lets Better Enchantments mod load again - [[#9077](https://gitlab.com/OpenMW/openmw/-/issues/9077)] The dialogue window no longer "wraps to bottom" when scrolling up - [[#9078](https://gitlab.com/OpenMW/openmw/-/issues/9078)] Preview mode is disabled when the `preview if stand still` setting is disabled - [[#9085](https://gitlab.com/OpenMW/openmw/-/issues/9085)] **OpenMW-Lua:** Fixed a freeze when teleportation occurs while item unequipment is scheduled - **OpenMW-Lua:** Unequip handler properly unequips slots
vopenmw-51-rc1
[[#8657](https://gitlab.com/OpenMW/openmw/-/issues/8657)] Fixed a preloading-related crash on exit if startup was interrupted by non-graceful error handling (e.g., missing GUI layout files)
[[#8930](https://gitlab.com/OpenMW/openmw/-/issues/8930)] Fixed a crash when a Gamebryo mesh has an extra data link that doesn't point to anything
[[#8996](https://gitlab.com/OpenMW/openmw/-/issues/8996)] Fixed a crash when skinning data references a vertex that does not exist (the mesh will be rejected)
[[#8980](https://gitlab.com/OpenMW/openmw/-/issues/8980)] Fixed a crash when the player is teleported while a menu is open
[[#8786](https://gitlab.com/OpenMW/openmw/-/issues/8786)] Fixed various issues with door marker update
\[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver
Other New Features
\[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
Changelog complet
This is the first round of release candidate (RC) builds of the upcoming 0.51.0 stable release, available for wider testing. Preliminary changes vs. the 0.50.0 stable release are listed below; further changes may occur in subsequent RC rounds and in the full release. [Flatpak (Linux)](https://flathub.org/beta-repo/appstream/org.openmw.OpenMW.flatpakref) Read the announcement blog post [here](https://openmw.org/2026/openmw-0-51-0-is-now-in-rc-phase/). Note that the saved game format has changed. Existing saves will be compatible with 0.51.0, but you cannot go back to an earlier release to load a save created in 0.51.0. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires `OpenMW.app` and `OpenMW-CS.app` to be siblings. * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, please share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This is a driver bug; as a workaround, you may need to install an older version of the driver * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that * [[#9069](https://gitlab.com/OpenMW/openmw/-/issues/9069)] Invalid effects of spells and enchantments are not handled gracefully; avoid using Better Enchantments for now * [[#9077](https://gitlab.com/OpenMW/openmw/-/issues/9070)] Dialogue window history incorrectly wraps to bottom when scrolling up ### **Dialogue** **New Features** * [[#7297](https://gitlab.com/OpenMW/openmw/-/issues/7297)] Support for topic marking (MRK) files from Russian Morrowind; they override the keywords used for implicit topic highlighting * [[#8956](https://gitlab.com/OpenMW/openmw/-/issues/8956)] The `iGreetDuration` and `fGreetDistanceReset` game settings are now used in voiced greeting logic **Fixes** * [[#7340](https://gitlab.com/OpenMW/openmw/-/issues/7340)] The Should Attack filter now passes for actors that are already in combat; this concerns actors that are not normally hostile, like guards * [[#8760](https://gitlab.com/OpenMW/openmw/-/issues/8760)] Implicit topic highlighting supports single-character topics * [[#8978](https://gitlab.com/OpenMW/openmw/-/issues/8978)] Added support for custom word separators required for Polish Morrowind topic highlighting (brackets and parentheses) * Mixed implicit/explicit topic highlighting is properly supported ### **Gameplay** **New Features** * [[#8731](https://gitlab.com/OpenMW/openmw/-/issues/8731)] `Hand to Hand Hit 2` sound is now used * [[#8801](https://gitlab.com/OpenMW/openmw/-/issues/8801)] More controller buttons can be used for actions **Fixes** * [[#7605](https://gitlab.com/OpenMW/openmw/-/issues/7605)] Creatures that cannot equip items can use enchanted items * [[#8123](https://gitlab.com/OpenMW/openmw/-/issues/8123)] Various restrictions on equipping weapons during an attack were lifted (e.g., equipping ammunition) * [[#8692](https://gitlab.com/OpenMW/openmw/-/issues/8692)] The above extends to switching between enchanted items while casting a spell * [[#8765](https://gitlab.com/OpenMW/openmw/-/issues/8765)] Diseased actors may infect actors other than the player * [[#8847](https://gitlab.com/OpenMW/openmw/-/issues/8847)] Stretched collision box detection is more accurate * [[#8926](https://gitlab.com/OpenMW/openmw/-/issues/8926)] Weapon swish sound has been restored for thrown projectiles * [[#8929](https://gitlab.com/OpenMW/openmw/-/issues/8929)] Old effects now stick around for a frame when they're re-cast; this makes Weakness to Magicka increase its own magnitude * [[#8949](https://gitlab.com/OpenMW/openmw/-/issues/8949)] Instant effects are no longer applied twice * [[#8975](https://gitlab.com/OpenMW/openmw/-/issues/8975)] Stat modifiers are reset when werewolf modifiers are applied * [[#9062](https://gitlab.com/OpenMW/openmw/-/issues/9062)] Staggering an actor when they're unequipping a weapon and intend to re-equip it will no longer break their combat animation state ### **Graphics** * [[#9001](https://gitlab.com/OpenMW/openmw/-/issues/9001)] Exclusive fixed-function pipeline rendering mode and the legacy lighting method have been removed **New Features** * [[#6885](https://gitlab.com/OpenMW/openmw/-/issues/6885)] BC6H and BC7 compression are now supported for DDS files, as long as [our OpenSceneGraph fork](https://github.com/OpenMW/osg) is used; this requires driver support and may not apply to all platforms * [[#8826](https://gitlab.com/OpenMW/openmw/-/issues/8826)] Sunlight direction is exposed to post-processing * [[#9030](https://gitlab.com/OpenMW/openmw/-/issues/9030)] Camera projection offset is configurable through Lua, which allows implementing techniques such as temporal antialiasing **Fixes** * [[#6439](https://gitlab.com/OpenMW/openmw/-/issues/6439)] Fixed moon rendering: moon shadow colour and moon phase transparency are now used * [[#8351](https://gitlab.com/OpenMW/openmw/-/issues/8351)] Malformed NIF models are much less likely to cause freezes or crashes and will instead be gracefully rejected * [[#8657](https://gitlab.com/OpenMW/openmw/-/issues/8657)] Fixed a preloading-related crash on exit if startup was interrupted by non-graceful error handling (e.g., missing GUI layout files) * [[#8820](https://gitlab.com/OpenMW/openmw/-/issues/8820)] Non-carriable light sources like the scripted Trueflame light are properly detected again (0.50.0 regression) * [[#8854](https://gitlab.com/OpenMW/openmw/-/issues/8854)] Shaders from the post-processing chain that disable the sunglare will no longer disable it if post-processing is disabled * [[#8864](https://gitlab.com/OpenMW/openmw/-/issues/8864)] At storm wind speed, rain and snow properly produce ripples and no longer follow the camera, while heavy wind no longer makes rain look chaotic * [[#8884](https://gitlab.com/OpenMW/openmw/-/issues/8884)] Object paging no longer discards LOD centre data, making LOD level selection more reliable * [[#8924](https://gitlab.com/OpenMW/openmw/-/issues/8924)] Unnecessary hand-to-hand transition is skipped when you run out of thrown ammunition * [[#8930](https://gitlab.com/OpenMW/openmw/-/issues/8930)] Fixed a crash when a Gamebryo mesh has an extra data link that doesn't point to anything * [[#8983](https://gitlab.com/OpenMW/openmw/-/issues/8983)] Unequipping ammunition when preparing a ranged attack no longer cancels it immediately * [[#8985](https://gitlab.com/OpenMW/openmw/-/issues/8985)] Visual effects no longer make objects that use their model non-interactable * [[#8988](https://gitlab.com/OpenMW/openmw/-/issues/8988)] Particles are inverted vertically to match Morrowind * [[#8996](https://gitlab.com/OpenMW/openmw/-/issues/8996)] Fixed a crash when skinning data references a vertex that does not exist (the mesh will be rejected) * [[#9026](https://gitlab.com/OpenMW/openmw/-/issues/9026)] Thrown projectiles are rotated towards their movement direction again ### **Scripting: mwscript** **New Features** * [[#7830](https://gitlab.com/OpenMW/openmw/-/issues/7830)] Global script targets that don't come from a content file are now preserved (unlike Morrowind) **Fixes** * [[#6494](https://gitlab.com/OpenMW/openmw/-/issues/6494)] Global variable reading is more consistent between ARM and x86_64 platforms. This ensures Raven Rock buildings don't show up earlier than intended on Android and macOS * [[#8129](https://gitlab.com/OpenMW/openmw/-/issues/8129)] Parsing of unquoted string literals as MessageBox button arguments is more consistent with Morrowind * [[#8732](https://gitlab.com/OpenMW/openmw/-/issues/8732)] MessageBox formatting supports more notation specifiers and flags ### **Scripting: OpenMW-Lua** For a full overview of the current state of OpenMW-Lua, please consult [the scripting API reference](https://openmw.readthedocs.io/en/latest/reference/lua-scripting/api.html). **New Context** * [[#8987](https://gitlab.com/OpenMW/openmw/-/issues/8987)] Load context Scripts that use this work-in-progress context run once, immediately after all content files are loaded. It exposes the loaded records as mutable data. It is related to—but not to be confused with—the existing custom record creation functionality (`world.createRecord`). Load context-injected records are not serialised into saves. The API reference provides the full list of exposed types and the types `createRecordDraft` is implemented for. New in 0.51.0: * [[#8791](https://gitlab.com/OpenMW/openmw/-/issues/8791)] Custom magic effect records (must be injected through the context) * Custom ingredients are currently also exclusive to the context * [[#8342](https://gitlab.com/OpenMW/openmw/-/issues/8342)] Custom spells and enchantments can be created both via the context and during runtime * [[#8911](https://gitlab.com/OpenMW/openmw/-/issues/8911), [#8998](https://gitlab.com/OpenMW/openmw/-/issues/8998)] Custom container, creature, door, probe and static records can also be created during runtime * Potion effect lists can be generated from a table **New Bindings** * [[#2903](https://gitlab.com/OpenMW/openmw/-/issues/2903)] Barter gold * [[#8076](https://gitlab.com/OpenMW/openmw/-/issues/8076)] Dialogue filter conditions * [[#8725](https://gitlab.com/OpenMW/openmw/-/issues/8725)] Localised cell names * [[#8796](https://gitlab.com/OpenMW/openmw/-/issues/8796)] Potion autocalc flag * [[#8816](https://gitlab.com/OpenMW/openmw/-/issues/8816)] Werewolf transformation * [[#8841](https://gitlab.com/OpenMW/openmw/-/issues/8841)] Time advancement * [[#8962](https://gitlab.com/OpenMW/openmw/-/issues/8962)] Various flags for magic effects, as well as projectile speed * [[#9010](https://gitlab.com/OpenMW/openmw/-/issues/9010)] Object starting cell * [[#9013](https://gitlab.com/OpenMW/openmw/-/issues/9013)] Actor reputation **New Events and Handlers** * [[#8966](https://gitlab.com/OpenMW/openmw/-/issues/8966)] Dialogue response * [[#8979](https://gitlab.com/OpenMW/openmw/-/issues/8979)] Animation end **Other New Features** * [[#8644](https://gitlab.com/OpenMW/openmw/-/issues/8644)] Spawned visual effects that are not attached to an object can be referred to by name, looped, and removed * [[#9002](https://gitlab.com/OpenMW/openmw/-/issues/9002)] Unrecognised widget and layout fields now trigger warnings to help prevent mistakes **Fixes** * [[#8110](https://gitlab.com/OpenMW/openmw/-/issues/8110)] `sound.say` respects the subtitles setting * [[#8601](https://gitlab.com/OpenMW/openmw/-/issues/8601)] Very long script settings pages are no longer prone to crashes * [[#8693](https://gitlab.com/OpenMW/openmw/-/issues/8693)] Extreme widget sizes and positions are now clamped to very large values to help prevent crashes * [[#8699](https://gitlab.com/OpenMW/openmw/-/issues/8699)] Moving items should no longer produce orphan script references that cause crashes during processing * [[#8769](https://gitlab.com/OpenMW/openmw/-/issues/8769)] Addressed more potential memory allocation crashes * [[#8775](https://gitlab.com/OpenMW/openmw/-/issues/8775)] `nearby.castRay` will no longer crash when a table-like object is used as the ignore list * [[#8779](https://gitlab.com/OpenMW/openmw/-/issues/8779)] Skill use handler won't attempt to trigger skill level up (which wouldn't happen) when the skill is maxed out * [[#8789](https://gitlab.com/OpenMW/openmw/-/issues/8789)] Faction reputation requirement binding has been renamed from `factionReaction` to `factionReputation`; the old binding is deprecated * [[#8802](https://gitlab.com/OpenMW/openmw/-/issues/8802)] Removing UI layout children will no longer leave orphan references in the layout that cause crashes upon reloading * [[#8840](https://gitlab.com/OpenMW/openmw/-/issues/8840)] To prevent crashes, widgets will no longer accept table-like objects as properties * [[#8917](https://gitlab.com/OpenMW/openmw/-/issues/8917)] Gold stacks are properly spawned * [[#8955](https://gitlab.com/OpenMW/openmw/-/issues/8955)] Items moved from restocking stacks are properly turned into new stacks for the purposes of object identification * [[#8980](https://gitlab.com/OpenMW/openmw/-/issues/8980)] Fixed a crash when the player is teleported while a menu is open * [[#9018](https://gitlab.com/OpenMW/openmw/-/issues/9018)] Passing a thrust attack to actor controls no longer breaks the game * [[#9048](https://gitlab.com/OpenMW/openmw/-/issues/9048)] Escort packages can be properly started through the AI interface **Other** * [[#8718](https://gitlab.com/OpenMW/openmw/-/issues/8718)] Empty RefId fields are consistently exposed as nil ### **User Interface** **New Features** * [[#8705](https://gitlab.com/OpenMW/openmw/-/issues/8705)] Unexplored map colour palette is loaded from a texture that can be overridden * [[#8774](https://gitlab.com/OpenMW/openmw/-/issues/8774)] Changing the active controller window in container views also changes the focused window * [[#8788](https://gitlab.com/OpenMW/openmw/-/issues/8788)] Script settings window font and colours rely on relevant settings * [[#8902](https://gitlab.com/OpenMW/openmw/-/issues/8902)] Controller navigation is now possible in the quick keys menu spell selection * [[#8913](https://gitlab.com/OpenMW/openmw/-/issues/8913)] Gamma slider shows its value * [[#8957](https://gitlab.com/OpenMW/openmw/-/issues/8957)] The `iMaxInfoDist` game setting is used as the menu mode activation distance **Fixes** * [[#8770](https://gitlab.com/OpenMW/openmw/-/issues/8770)] When controller tooltips are visible for spells, the cursor is hidden * [[#8771](https://gitlab.com/OpenMW/openmw/-/issues/8771)] Controller item focus is no longer reset inappropriately * [[#8786](https://gitlab.com/OpenMW/openmw/-/issues/8786)] Fixed various issues with door marker update * [[#8797](https://gitlab.com/OpenMW/openmw/-/issues/8797)] Equipping items with the relevant controller action will no longer cause two or three similar sounds to play at the same time * [[#8799](https://gitlab.com/OpenMW/openmw/-/issues/8799)] Show Controller Tooltips By Default setting is now persistent: tooltips will always be enabled when you open a menu * [[#8833](https://gitlab.com/OpenMW/openmw/-/issues/8833)] Resizing item and spell views when controller tooltips are on will no longer break the UI or crash the game * [[#8946](https://gitlab.com/OpenMW/openmw/-/issues/8946)] Spell effect icon sorting and visibility is based on the earliest effect source ### **OpenMW-CS, Launcher and Tools** **New Features** * [[#721](https://gitlab.com/OpenMW/openmw/-/issues/721)] **Editor:** Right-to-left subview placement option * [[#2316](https://gitlab.com/OpenMW/openmw/-/issues/2316)] **ESSImporter:** Script target conversion * [[#5197](https://gitlab.com/OpenMW/openmw/-/issues/5197)] **Editor:** Terrain vertex painting * [[#7152](https://gitlab.com/OpenMW/openmw/-/issues/7152)] **Editor:** Global search regular expression validation * [[#7399](https://gitlab.com/OpenMW/openmw/-/issues/7399)] **Wizard:** Steam and GOG Galaxy installation auto-detection * [[#7493](https://gitlab.com/OpenMW/openmw/-/issues/7493)] **Launcher:** Config directory list (Settings -> Miscellaneous) * [[#8392](https://gitlab.com/OpenMW/openmw/-/issues/8392)] **Editor:** Selected objects are rotated around a shared centre * [[#8874](https://gitlab.com/OpenMW/openmw/-/issues/8874)] **ESMTool:** Rotations for door destinations and cell references are printed * [[#9027](https://gitlab.com/OpenMW/openmw/-/issues/9027)] **Launcher, Wizard:** Bulgarian translation **Fixes** * [[#4769](https://gitlab.com/OpenMW/openmw/-/issues/4769)] **Editor:** Edit ID action is disabled for IDs that don't correspond to a record * [[#7595](https://gitlab.com/OpenMW/openmw/-/issues/7595)] **Editor:** Bump-mapped objects are properly rendered in the scene view * [[#8270](https://gitlab.com/OpenMW/openmw/-/issues/8270)] **Editor:** Scene view is no longer inappropriately transparent on Wayland and handles scaling better * [[#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)] **Editor:** Operations like global search and saving are faster and should no longer randomly crash, especially on non-Windows systems * [[#8842](https://gitlab.com/OpenMW/openmw/-/issues/8842)] When the `--load-savegame` command-line option is used, the save’s character profile and slot will be detected based on file equivalence rather than an exact path match * [[#8999](https://gitlab.com/OpenMW/openmw/-/issues/8999)] The wizard no longer adds every directory in the installation list to the config file and properly avoids duplicating existing directories
vopenmw-0.50.0
\[[\#8757](https://gitlab.com/OpenMW/openmw/-/issues/8757)\] Fixed a crash when the object type is accessed in a coroutine
\[[\#8758](https://gitlab.com/OpenMW/openmw/-/issues/8758)\] Fixed a crash when nested UI elements are created twice without destroying the original parent
\[[\#3740](https://gitlab.com/OpenMW/openmw/-/issues/3740)\] Improved controller menu navigation with an alternative UI (find it in the launcher)
\[[\#8686](https://gitlab.com/OpenMW/openmw/-/issues/8686)\] **Editor:** Fixed a crash when the terrain is smoothened in an undefined cell
This round number release overhauls the gamepad experience, makes foundational steps in dehardcoding combat, further expands our Lua scripting API and, among the host of user interface fix-ups, introduces the highly requested quick item transfer.
[\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving
\[[\#8433](https://gitlab.com/OpenMW/openmw/-/issues/8433)\] Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible
Improved BSA archive reading stability in various cases, e.g., for corrupted files or files where directory hash collisions occur
Changelog complet
The OpenMW team is proud to announce the release of version 0.50.0 of our open-source engine\! This round number release overhauls the gamepad experience, makes foundational steps in dehardcoding combat, further expands our Lua scripting API and, among the host of user interface fix-ups, introduces the highly requested quick item transfer. **Note:** this only lists the changes and common issues to be aware of. Read [the full announcement](https://openmw.org/2025/openmw-0-50-0-released/) on our website. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs, the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you may need to install an older version of the driver. We've had reports of something similar happening on recent AMD drivers; the same workaround should apply * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that ### **AI and Pathfinding** **Fixes** * \[[\#5331](https://gitlab.com/OpenMW/openmw/-/issues/5331)\] When a Command effect stops, the affected actor will accept their new location as their new wander point * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] Hostile actors will no longer engage in combat with the player if the player is under the effect of \>=75% Chameleon * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] Awareness rolls of non-hostile actors are cached for 5 seconds to allow easier gain of Sneak experience * \[[\#7871](https://gitlab.com/OpenMW/openmw/-/issues/7871)\] Immobile actors such as the Kwama Queen in Morrowind can initiate combat, however futile * \[[\#7979](https://gitlab.com/OpenMW/openmw/-/issues/7979)\] Paralysed and knocked down NPCs can no longer use combat actions: to match Morrowind, they won't yell taunts or drink potions to get themselves out of their predicament * \[[\#8433](https://gitlab.com/OpenMW/openmw/-/issues/8433)\] Improved Wander pathfinding: actors will try to avoid moving into unreachable waypoints when possible * \[[\#8612](https://gitlab.com/OpenMW/openmw/-/issues/8612)\] Actors will no longer harvest herbalism-enabled plants non-stop when the Activate package is used ### **Configuration and VFS** **New Features** * \[[\#8077](https://gitlab.com/OpenMW/openmw/-/issues/8077)\] Setting files are now saved when you exit the settings window, rather than only when you exit the game **Fixes** * \[[\#8599](https://gitlab.com/OpenMW/openmw/-/issues/8599)\] Non-ASCII paths using native encodings are now supported in Morrowind format BSAs * Improved BSA archive reading stability in various cases, e.g., for corrupted files or files where directory hash collisions occur ### **ESM Format and Saved Games** **Fixes** * \[[\#8333](https://gitlab.com/OpenMW/openmw/-/issues/8333)\] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded ### **Gameplay** **Fixes** * \[[\#6039](https://gitlab.com/OpenMW/openmw/-/issues/6039)\] Next Spell now skips over items that belong to the same stack as the current item (it would previously get stuck if there were multiple copies) * \[[\#7622](https://gitlab.com/OpenMW/openmw/-/issues/7622)\] Ranged attacks will now hit underwater if you're up close to a target (this matches Morrowind) * \[[\#7649](https://gitlab.com/OpenMW/openmw/-/issues/7649)\] Sounds and visual effects of resisted effects no longer play * \[[\#7693](https://gitlab.com/OpenMW/openmw/-/issues/7693)\] Potions and ingredients no longer visually end up back in the inventory for a single frame before getting picked up again for convenient consumption (0.49.0 regression) * \[[\#7996](https://gitlab.com/OpenMW/openmw/-/issues/7996)\] Instant (zero-duration) effects can now act immediately. For example, instant Cure Poison can immediately cure the instant Poison preceding it * \[[\#8303](https://gitlab.com/OpenMW/openmw/-/issues/8303)\] Underwater spell projectiles cast by objects will explode rather than immediately disappear (this matches Morrowind) * \[[\#8340](https://gitlab.com/OpenMW/openmw/-/issues/8340)\] Multi-effect enchantment service price is now noticeably lower and should match Morrowind; it's now based on the accumulated strength of the final effect rather than the enchantment's overall strength * \[[\#8371](https://gitlab.com/OpenMW/openmw/-/issues/8371)\] Silence no longer affects powers * \[[\#8383](https://gitlab.com/OpenMW/openmw/-/issues/8383)\] Bound helm and boot effects cast on beast race characters are now interrupted immediately * \[[\#8399](https://gitlab.com/OpenMW/openmw/-/issues/8399)\] Jail-induced major/minor skill increases count as level progress * \[[\#8404](https://gitlab.com/OpenMW/openmw/-/issues/8404)\] Actors will no longer equip items to all slots when they want to replace their equipped light with a more appropriate shield. This allows the `prevent merchant equipping` option to work more intuitively for exterior merchants * \[[\#8446](https://gitlab.com/OpenMW/openmw/-/issues/8446)\] Travel prices are calculated more accurately when the player has multiple followers: instead of calculating the offered price based on the base price for one character and multiplying it, the base price is multiplied first and then used for the offer * \[[\#8459](https://gitlab.com/OpenMW/openmw/-/issues/8459)\] Spell prices are autocalculated properly for autocalculated spells * \[[\#8485](https://gitlab.com/OpenMW/openmw/-/issues/8485)\] Base diseases bypass disease resistance * \[[\#8500](https://gitlab.com/OpenMW/openmw/-/issues/8500)\] Fight rating change crime reaction accounts for the number of items in the stolen stack * \[[\#8519](https://gitlab.com/OpenMW/openmw/-/issues/8519)\] Pickpocket crimes will no longer be erroneously detected twice * \[[\#8540](https://gitlab.com/OpenMW/openmw/-/issues/8540)\] Effects with no magnitude can no longer be resisted partially * \[[\#8557](https://gitlab.com/OpenMW/openmw/-/issues/8557)\] Charm no longer influences the disposition clamping range * \[[\#8606](https://gitlab.com/OpenMW/openmw/-/issues/8606)\] Floating-point imprecision should be less likely to mess with container capacity * \[[\#8615](https://gitlab.com/OpenMW/openmw/-/issues/8615)\] Increased waiting/resting progress speed to better match Morrowind (tuned based on the expected framerate of 60 FPS) * \[[\#8680](https://gitlab.com/OpenMW/openmw/-/issues/8680)\] Permanent effects are no longer erroneously restored on dead actors, e.g., when the player rests * \[[\#8710](https://gitlab.com/OpenMW/openmw/-/issues/8710)\] Creatures can no longer break the game by casting an Absorb Skill spell * \[[\#8734](https://gitlab.com/OpenMW/openmw/-/issues/8734)\] Shield sheathing animations work properly (0.49.0 regression) ### **Graphics** **Fixes** * \[[\#4437](https://gitlab.com/OpenMW/openmw/-/issues/4437)\] Skinning base transformations and root bone are now used * \[[\#7799](https://gitlab.com/OpenMW/openmw/-/issues/7799)\] Harvesting herbalism-enabled plants will no longer trigger expensive object paging chunk regeneration * \[[\#8176](https://gitlab.com/OpenMW/openmw/-/issues/8176)\] Error marker loading is now thread-safe, preventing a potential crash when cell preloading and cell loading fail to find a model simultaneously * \[[\#8341](https://gitlab.com/OpenMW/openmw/-/issues/8341)\] Magic glow will no longer disable parallax on the affected geometry * \[[\#8375](https://gitlab.com/OpenMW/openmw/-/issues/8375)\] Moon phase cycle should now match Morrowind, e.g., "skip" days less often * \[[\#8447](https://gitlab.com/OpenMW/openmw/-/issues/8447)\] Non-vanilla threshold-based turning is no longer used for the player, fixing werewolf swimming turning animation getting stuck * \[[\#8490](https://gitlab.com/OpenMW/openmw/-/issues/8490)\] Water normals exposed to post-processing no longer sometimes disappear when refraction is disabled * \[[\#8560](https://gitlab.com/OpenMW/openmw/-/issues/8560)\] Global filtering settings are used for overridden textures of spawned magic VFX * \[[\#8593](https://gitlab.com/OpenMW/openmw/-/issues/8593)\] Mipmaps are properly generated for post-processing render targets * \[[\#8598](https://gitlab.com/OpenMW/openmw/-/issues/8598)\] Post-processing shaders can be loaded from BSA files * \[[\#8610](https://gitlab.com/OpenMW/openmw/-/issues/8610)\] Terrain normal maps now use the correct (DirectX or \-Y) vertical convention * Parallax should behave correctly for flipped geometry ### **Scripting: mwscript** **New Features** * \[[\#3769](https://gitlab.com/OpenMW/openmw/-/issues/3769)\] `GetSpellEffects` now detects enchantments, similar to how the relevant Morrowind Code Patch option works * \[[\#8509](https://gitlab.com/OpenMW/openmw/-/issues/8509)\] `FillJournal` debug instruction, which adds all topics and journal entries into the journal **Fixes** * \[[\#4885](https://gitlab.com/OpenMW/openmw/-/issues/4885)\] Disabling actors through dialogue scripting should no longer cause crashes * \[[\#8245](https://gitlab.com/OpenMW/openmw/-/issues/8245)\] `ShowVars` debug instruction now lists the global scripts * \[[\#8318](https://gitlab.com/OpenMW/openmw/-/issues/8318)\] Improved dialogue filtering: filters are handled more consistently for creatures, while missing global variables no longer break the dialogue window * \[[\#8414](https://gitlab.com/OpenMW/openmw/-/issues/8414)\] Water Walking effect no longer makes the player collide with water when collision is disabled * \[[\#8432](https://gitlab.com/OpenMW/openmw/-/issues/8432)\] Moving between an interior and an exterior properly spawns in the (postponed) collision shapes of objects spawned by scripting * \[[\#8466](https://gitlab.com/OpenMW/openmw/-/issues/8466)\] `ShowMap` now requires a non-empty argument ### **Scripting: OpenMW-Lua** For a full overview of the current state of OpenMW-Lua, please consult [the scripting API reference](https://openmw.readthedocs.io/en/openmw-0.50.0/reference/lua-scripting/api.html). **Now Dehardcoded** * \[[\#8399](https://gitlab.com/OpenMW/openmw/-/issues/8399)\] Jail skill impact * \[[\#8642](https://gitlab.com/OpenMW/openmw/-/issues/8642)\] Various mechanics triggered when attacks hit the target: armour condition damage and hit sound, damage adjustment due to difficulty and armour rating, blood spawning and miss sound playback. Shield hit redistribution tweak copied from Morrowind Code Patch is now optional **New APIs and Interfaces** * \[[\#6976](https://gitlab.com/OpenMW/openmw/-/issues/6976)\] `core.weather`: weather API, which allows manipulating various built-in weather settings * \[[\#7879](https://gitlab.com/OpenMW/openmw/-/issues/7879)\] `core.regions`: region record bindings * \[[\#7966](https://gitlab.com/OpenMW/openmw/-/issues/7966)\] `types.Player.journal`: API for player journal entries for both topics and quests * \[[\#8112](https://gitlab.com/OpenMW/openmw/-/issues/8112)\] `core.land`: API for terrain, which currently lets you recover the terrain height and texture for the default exterior * \[[\#8320](https://gitlab.com/OpenMW/openmw/-/issues/8320)\] `core.mwscripts`: API for mwscript script records, which allows recovering their source * \[[\#8642](https://gitlab.com/OpenMW/openmw/-/issues/8642)\] `Combat`: interface for interacting with the combat system, primarily attacks (as a part of on-hit mechanics dehardcoding) **New Bindings and Utility Functions** * \[[\#8285](https://gitlab.com/OpenMW/openmw/-/issues/8285)\] `postprocessing.getChain()`: the chain of active post-processing shaders * \[[\#8334](https://gitlab.com/OpenMW/openmw/-/issues/8334)\] `types.Player.addTopic(player, topicId)`: mwscript AddTopic equivalent; adds a topic that the given player will be able to ask characters about * \[[\#8355](https://gitlab.com/OpenMW/openmw/-/issues/8355)\] `Interfaces.UI.isWindowVisible(windowName)`: returns whether the given UI window is currently visible * \[[\#8629](https://gitlab.com/OpenMW/openmw/-/issues/8629)\] `Cell.pathGrid`: the path grid record relevant to the cell, i.e., the traversable path links and nodes **New Events** * \[[\#8597](https://gitlab.com/OpenMW/openmw/-/issues/8597)\] `AddVfx`, `PlaySound3d`, `BreakInvisibility`, `Unequip`, `Hit`, `ModifyItemCondition`, `ShowMessage`, `SpawnVfx`, `ConsumeItem`, `Lock` and `Unlock` events (mostly self-explanatory, see [documentation](https://openmw.readthedocs.io/en/openmw-0.50.0/reference/lua-scripting/events.html)) **Other New Features** * \[[\#8654](https://gitlab.com/OpenMW/openmw/-/issues/8654)\] Custom NPC records can now be created **Fixes** * \[[\#7693](https://gitlab.com/OpenMW/openmw/-/issues/7693)\] `ItemUsage` interface returns the item to its original stack if it could not be equipped or consumed, instead of moving it to the player's inventory * \[[\#8012](https://gitlab.com/OpenMW/openmw/-/issues/8012)\] OnUpdate engine handlers are now called with a simulation time of zero for paused frames * \[[\#8582](https://gitlab.com/OpenMW/openmw/-/issues/8582)\] Local scripts started by another script no longer start out inactive * \[[\#8614](https://gitlab.com/OpenMW/openmw/-/issues/8614)\] Fixed a sol3-side memory leak when indexing user-defined types * \[[\#8650](https://gitlab.com/OpenMW/openmw/-/issues/8650)\] Checking if a container is resolved no longer initialises its contents, which could previously cause herbalism-enabled containers to be automatically harvested * \[[\#8720](https://gitlab.com/OpenMW/openmw/-/issues/8720)\] Fixed potential custom UI element corruption during error handling that could lead to instability * \[[\#8757](https://gitlab.com/OpenMW/openmw/-/issues/8757)\] Fixed a crash when the object type is accessed in a coroutine * \[[\#8758](https://gitlab.com/OpenMW/openmw/-/issues/8758)\] Fixed a crash when nested UI elements are created twice without destroying the original parent ### **Sound** **New Feature** * \[[\#7813](https://gitlab.com/OpenMW/openmw/-/issues/7813)\] The Doppler effect is now enabled for the 3D audio. The Doppler effect is a real-life phenomenon that shifts the sound's pitch depending on its velocity relative to the listener ### **User Interface** **New Features** * \[[\#2522](https://gitlab.com/OpenMW/openmw/-/issues/2522)\] Alt-clicking transfers items immediately in container menus * \[[\#3740](https://gitlab.com/OpenMW/openmw/-/issues/3740)\] Improved controller menu navigation with an alternative UI (find it in the launcher) * \[[\#8290](https://gitlab.com/OpenMW/openmw/-/issues/8290)\] Player gold is now shown in the spell creation menu * \[[\#8313](https://gitlab.com/OpenMW/openmw/-/issues/8313)\] Character name is shown in save info if it doesn't match the current profile * \[[\#8580](https://gitlab.com/OpenMW/openmw/-/issues/8580)\] Character save profiles are now sorted by date rather than filesystem order * \[[\#8665](https://gitlab.com/OpenMW/openmw/-/issues/8665)\] Polish translations for OpenMW-specific in-game lines **Fixes** * \[[\#2967](https://gitlab.com/OpenMW/openmw/-/issues/2967), [\#8431](https://gitlab.com/OpenMW/openmw/-/issues/8431)\] Container menus should always react appropriately to scripted item additions/removals without crashing * \[[\#6792](https://gitlab.com/OpenMW/openmw/-/issues/6792)\] Tweaked birthsign tooltip appearance. Descriptions are now printed in multiple lines * \[[\#7371](https://gitlab.com/OpenMW/openmw/-/issues/7371)\] Failing to equip an item plays a sound when it's moved back to the inventory * \[[\#7740](https://gitlab.com/OpenMW/openmw/-/issues/7740)\] Enchanted item backgrounds no longer overlap the selected weapon/enchanted item HUD boxes * \[[\#8265](https://gitlab.com/OpenMW/openmw/-/issues/8265)\] Topic hyperlink generation respects word separators and will no longer inappropriately highlight the middle of a word * \[[\#8349](https://gitlab.com/OpenMW/openmw/-/issues/8349)\] Non-existent destinations are no longer shown in the travel menu * \[[\#8349](https://gitlab.com/OpenMW/openmw/-/issues/8349)\] Exterior cells set as travel destinations by name are supported in the travel menu * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Quick keys menu looks more like Morrowind's * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Assigning an item to a quick key plays a sound * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Scripted items that are normally impossible to equip can no longer be assigned to quick keys * \[[\#8385](https://gitlab.com/OpenMW/openmw/-/issues/8385)\] Fixed Unicode handling problems in formatted strings that go through the YAML localisation system * \[[\#8408](https://gitlab.com/OpenMW/openmw/-/issues/8408)\] Both potential hindrances for waiting (enemies being nearby and the player not being on solid ground) can be reported by the rest menu * \[[\#8436](https://gitlab.com/OpenMW/openmw/-/issues/8436)\] Pinned spell window reacts to selected spell and enchanted item changes triggered by quick keys * \[[\#8437](https://gitlab.com/OpenMW/openmw/-/issues/8437)\] Pinned inventory window button remains visible when out of menu mode, like for other HUD windows * \[[\#8551](https://gitlab.com/OpenMW/openmw/-/issues/8551)\] Quick keys will remain bound to now-unavailable items when they're loaded, rather than "forget" them * \[[\#8584](https://gitlab.com/OpenMW/openmw/-/issues/8584)\] Reworked the appearance of various service menus to match Morrowind * \[[\#8585](https://gitlab.com/OpenMW/openmw/-/issues/8585)\] Increased padding between non-special dialogue menu topics to match Morrowind * \[[\#8609](https://gitlab.com/OpenMW/openmw/-/issues/8609)\] Reduced the size of the crosshair to match Morrowind ### **OpenMW-CS, Launcher and Tools** **New Features** * \[[\#8113](https://gitlab.com/OpenMW/openmw/-/issues/8113)\] **Launcher:** Subdirectory addition dialogue now supports extended selection * \[[\#8139](https://gitlab.com/OpenMW/openmw/-/issues/8139)\] **Editor:** Revamped instance selection markers for better look and usability * \[[\#8579](https://gitlab.com/OpenMW/openmw/-/issues/8579)\] **Editor:** Bulk indentation support in the script editor * \[[\#8665](https://gitlab.com/OpenMW/openmw/-/issues/8665)\] Polish localisation for the launcher and the wizard **Fixes** * \[[\#6573](https://gitlab.com/OpenMW/openmw/-/issues/6573)\] **Editor:** Fixed cube/sphere selection behaviour on high-DPI displays and scaled windows * \[[\#8587](https://gitlab.com/OpenMW/openmw/-/issues/8587)\] **INI Importer:** Improved consistency with how the other tools handle config file editing * \[[\#8620](https://gitlab.com/OpenMW/openmw/-/issues/8620)\] **Editor:** Created and cloned instances should no longer erroneously reuse RefNums * \[[\#8686](https://gitlab.com/OpenMW/openmw/-/issues/8686)\] **Editor:** Fixed a crash when the terrain is smoothened in an undefined cell **Other** * \[[\#8578](https://gitlab.com/OpenMW/openmw/-/issues/8578)\] Removed Qt 5 support ### **Beyond Morrowind** **New Features** * \[[\#6000](https://gitlab.com/OpenMW/openmw/-/issues/6000)\] Terrain texturing, finishing the initial terrain rendering implementation * Initial distant object rendering through the means of object paging * Door opening sounds * Faster decompression of files in zlib-compressed archives: quicker loading times for all games other than Skyrim Special Edition and Anniversary Edition
vopenmw-50-rc2
\[[\#8724](https://gitlab.com/OpenMW/openmw/-/issues/8724)\] Interacting with empty container menus should no longer cause crashes on assertion-enabled builds when the new gamepad UI is used
\[[\#8720](https://gitlab.com/OpenMW/openmw/-/issues/8720)\] **OpenMW-Lua:** Fixed potential custom UI element corruption during error handling that could lead to crashes
Linux:** Fixed the generic tarball startup crashes of Qt-based applications on some systems, e.g. Ubuntu
[\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving
\[[\#8748](https://gitlab.com/OpenMW/openmw/-/issues/8748)\] Building OpenMW under the newly released Qt 6.10 is now supported
Improved BSA archive reading stability in various cases, e.g. for corrupted files or files where directory hash collision occurs
\[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** This is the second round of release candidate (RC) builds of the upcoming 0.50.0 stable release released for wider testing. Further changes may occur for later RC rounds and the full release. Read the [announcement blog post](https://openmw.org/2025/openmw-0-50-0-is-now-in-rc-phase/) for more details. You may find the preliminary changelog of the coming release, excluding some of the following changes specific to this RC round, in the description of the [first](https://github.com/OpenMW/openmw/releases/tag/openmw-50-rc1) RC round. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you might need to install an older version of the driver. We've had reports of something similar happening on recent AMD drivers: the same workaround should apply * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that **Changes since RC1** * \[[\#8176](https://gitlab.com/OpenMW/openmw/-/issues/8176)\] Error marker loading is now thread-safe, preventing a potential crash when cell preloading and cell loading fail to find a model simultaneously * \[[\#8710](https://gitlab.com/OpenMW/openmw/-/issues/8710)\] Creatures can no longer break the game by casting an Absorb Skill spell * \[[\#8720](https://gitlab.com/OpenMW/openmw/-/issues/8720)\] **OpenMW-Lua:** Fixed potential custom UI element corruption during error handling that could lead to crashes * \[[\#8721](https://gitlab.com/OpenMW/openmw/-/issues/8721)\] Actions can be properly rebound to gamepad triggers again * \[[\#8724](https://gitlab.com/OpenMW/openmw/-/issues/8724)\] Interacting with empty container menus should no longer cause crashes on assertion-enabled builds when the new gamepad UI is used * \[[\#8729](https://gitlab.com/OpenMW/openmw/-/issues/8729)\] Encumbrance is properly updated when items are temporarily moved into/out of the inventory during barter again * \[[\#8734](https://gitlab.com/OpenMW/openmw/-/issues/8734)\] Shield sheathing animations work properly again (issue introduced in 0.49.0) * \[[\#8737](https://gitlab.com/OpenMW/openmw/-/issues/8737)\] Magic effects that cannot be applied to the target are no longer repeatedly applied if they're permanent * \[[\#8748](https://gitlab.com/OpenMW/openmw/-/issues/8748)\] Building OpenMW under the newly released Qt 6.10 is now supported * **Linux:** Fixed the generic tarball startup crashes of Qt-based applications on some systems, e.g. Ubuntu * Improved BSA archive reading stability in various cases, e.g. for corrupted files or files where directory hash collision occurs
vopenmw-50-rc1
\[[\#3740](https://gitlab.com/OpenMW/openmw/-/issues/3740)\] Improved gamepad navigation with an optional UI tailored better for gamepads
\[[\#8686](https://gitlab.com/OpenMW/openmw/-/issues/8686)\] **Editor:** Fixed a crash when the terrain is smoothened in an undefined cell
\[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you might need to install an older version of the driver
[\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving
\[[\#8433](https://gitlab.com/OpenMW/openmw/-/issues/8433)\] Improved Wander pathfinding: actors will try to avoid moving into unreachable path grid nodes when possible
\[[\#8318](https://gitlab.com/OpenMW/openmw/-/issues/8318)\] Improved dialogue filtering: filters are handled more consistently for creatures, while missing global variables no longer break the dialogue window
Other New Features
\[[\#8587](https://gitlab.com/OpenMW/openmw/-/issues/8587)\] **INI Importer:** Improved consistency with how the other tools handle config file editing
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** This is the first round of release candidate (RC) builds of the upcoming 0.50.0 stable release released for wider testing. Preliminary changes vs. the stable release 0.49.0 follow, and further changes may occur for later RC rounds and the full release. Read the [announcement blog post](https://openmw.org/2025/openmw-0-50-0-is-now-in-rc-phase/) for more details. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless, as it should eventually disappear, but if it doesn't, share the freeze dump with us * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD has yet to address * \[[\#8255](https://gitlab.com/OpenMW/openmw/-/issues/8255)\] On Intel GPUs the game may freeze visually while still responding to input. This appears to be a recently introduced driver bug; as a workaround, you might need to install an older version of the driver * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that ### **AI and Pathfinding** *Contributions from **Aussiemon, Capo, elsid** and **Evil Eye*** **Fixes** * \[[\#5331](https://gitlab.com/OpenMW/openmw/-/issues/5331)\] When Command effects stop, the affected actor will wander around their new location * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] Hostile actors will no longer engage in combat with the player if they have \>=75% Chameleon active * \[[\#6029](https://gitlab.com/OpenMW/openmw/-/issues/6029)\] The awareness rolls of non-hostile actors are now cached for 5 seconds to allow easier gain of Sneak experience * \[[\#7871](https://gitlab.com/OpenMW/openmw/-/issues/7871)\] Immobile actors such as the Kwama Queen in Morrowind are allowed to initiate combat, however futile that would be * \[[\#7979](https://gitlab.com/OpenMW/openmw/-/issues/7979)\] Incapacitated (paralysed or knocked down) NPCs can no longer use combat actions, so they won't yell taunts or drink potions to get themselves out of their predicament * \[[\#8433](https://gitlab.com/OpenMW/openmw/-/issues/8433)\] Improved Wander pathfinding: actors will try to avoid moving into unreachable path grid nodes when possible * \[[\#8612](https://gitlab.com/OpenMW/openmw/-/issues/8612)\] Actors no longer harvest herbalism-enabled plants non-stop when the Activate package is used ### **Configuration and VFS** *Contributions from **Duron27** and **Evil Eye*** **New Features** * \[[\#8077](https://gitlab.com/OpenMW/openmw/-/issues/8077)\] Setting files are now saved when you exit the settings window, rather than only when you exit the game **Fixes** * \[[\#8599](https://gitlab.com/OpenMW/openmw/-/issues/8599)\] Non-ASCII paths using native encodings are properly supported in Morrowind BSA format ### **ESM Format and Saved Games** *Contribution from **S3ctor*** We took care not to change the saved game format since 0.49.0. This means that you should be able to revert to 0.49.0 on your ongoing playthrough if you experience issues in the new release, although this is not recommended. For RC testing purposes, this also allows you to compare any behaviour between 0.49.0 and 0.50.0 easily. **Fixes** * \[[\#8333](https://gitlab.com/OpenMW/openmw/-/issues/8333)\] Reading quest status subrecords no longer causes the rest of the quest record data to be discarded ### **Gameplay** *Contributions from **Aussiemon, Capo, Evil Eye, Foal** and **Kuyondo*** **Fixes** * \[[\#6039](https://gitlab.com/OpenMW/openmw/-/issues/6039)\] Next Spell now skips over items that belong to the same stack as the current item (it would previously get stuck if there were multiple copies) * \[[\#7622](https://gitlab.com/OpenMW/openmw/-/issues/7622)\] Ranged attacks will now hit underwater if you're up close to a target (this matches Morrowind) * \[[\#7649](https://gitlab.com/OpenMW/openmw/-/issues/7649)\] Sounds and visual effects of resisted effects no longer play * \[[\#7693](https://gitlab.com/OpenMW/openmw/-/issues/7693)\] Potions and ingredients no longer visually end up back in the inventory for a single frame before getting picked up again for convenient consumption (0.49.0 regression) * \[[\#7996](https://gitlab.com/OpenMW/openmw/-/issues/7996)\] Instant (zero-duration) effects can now act immediately. For example, instant Cure Poison can immediately cure the instant Poison preceding it * \[[\#8303](https://gitlab.com/OpenMW/openmw/-/issues/8303)\] Underwater spell projectiles cast by objects will explode rather than immediately disappear (this matches Morrowind) * \[[\#8340](https://gitlab.com/OpenMW/openmw/-/issues/8340)\] Multi-effect enchantment service price is now noticeably lower and should match Morrowind; it's now based on the accumulated strength of the final effect rather than the enchantment's overall strength * \[[\#8371](https://gitlab.com/OpenMW/openmw/-/issues/8371)\] Silence no longer affects powers * \[[\#8383](https://gitlab.com/OpenMW/openmw/-/issues/8383)\] Bound helm and boot effects cast on beast race characters are now interrupted immediately * \[[\#8399](https://gitlab.com/OpenMW/openmw/-/issues/8399)\] Jail-induced major/minor skill increases count as level progress * \[[\#8404](https://gitlab.com/OpenMW/openmw/-/issues/8404)\] Actors will no longer equip items to all slots when they want to replace their equipped light with a more appropriate shield. This allows the `prevent merchant equipping` option to work more intuitively for exterior merchants * \[[\#8446](https://gitlab.com/OpenMW/openmw/-/issues/8446)\] Travel prices are calculated more accurately when the player has multiple followers: instead of calculating the offered price based on the base price for one character and multiplying it, the base price is multiplied first and then used for the offer * \[[\#8459](https://gitlab.com/OpenMW/openmw/-/issues/8459)\] Spell prices are autocalculated properly for autocalculated spells * \[[\#8485](https://gitlab.com/OpenMW/openmw/-/issues/8485)\] Base diseases bypass disease resistance * \[[\#8500](https://gitlab.com/OpenMW/openmw/-/issues/8500)\] Fight rating adjustment crime reaction accounts for the number of items in the stolen stack * \[[\#8519](https://gitlab.com/OpenMW/openmw/-/issues/8519)\] Pickpocket crimes will no longer be erroneously detected twice sometimes * \[[\#8540](https://gitlab.com/OpenMW/openmw/-/issues/8540)\] Effects with no magnitude can no longer be resisted partially * \[[\#8557](https://gitlab.com/OpenMW/openmw/-/issues/8557)\] Charm no longer influences the disposition clamping range * \[[\#8606](https://gitlab.com/OpenMW/openmw/-/issues/8606)\] Floating-point imprecision should be less likely to mess with container capacity * \[[\#8615](https://gitlab.com/OpenMW/openmw/-/issues/8615)\] Increased waiting/resting progress speed to better match Morrowind (tuned based on the expected framerate of 60 FPS) * \[[\#8680](https://gitlab.com/OpenMW/openmw/-/issues/8680)\] Permanent effects are no longer erroneously restored on dead actors, e.g., when the player rests ### **Graphics** *Contributions from **akortunov, AnyOldName3, Aussiemon, Capo, Evil Eye, wareya** and **wazabear*** **Fixes** * \[[\#4437](https://gitlab.com/OpenMW/openmw/-/issues/4437)\] Base transformations and root bone included in the skinning data are properly used * \[[\#7799](https://gitlab.com/OpenMW/openmw/-/issues/7799)\] Harvesting herbalism-enabled plants will no longer trigger expensive object paging chunk regeneration * \[[\#8341](https://gitlab.com/OpenMW/openmw/-/issues/8341)\] Magic glow will no longer disable parallax on the affected geometry * \[[\#8375](https://gitlab.com/OpenMW/openmw/-/issues/8375)\] Moon phase cycle should now match Morrowind, e.g., "skip" days less often * \[[\#8447](https://gitlab.com/OpenMW/openmw/-/issues/8447)\] Non-vanilla threshold-based turning is no longer used for the player, fixing werewolf swimming turning animation getting stuck * \[[\#8490](https://gitlab.com/OpenMW/openmw/-/issues/8490)\] Water normals exposed to post-processing no longer sometimes disappear when refraction is disabled * \[[\#8560](https://gitlab.com/OpenMW/openmw/-/issues/8560)\] Global filtering settings are properly used for overridden textures of spawned magic VFX * \[[\#8593](https://gitlab.com/OpenMW/openmw/-/issues/8593)\] Mipmaps are properly generated for post-processing render targets * \[[\#8598](https://gitlab.com/OpenMW/openmw/-/issues/8598)\] Post-processing shaders are properly loaded from BSA files * \[[\#8610](https://gitlab.com/OpenMW/openmw/-/issues/8610)\] Terrain normal maps now use the correct (DirectX or \-Y) vertical convention * Parallax should behave correctly for flipped geometry ### **Scripting: mwscript** *Contributions from **Aussiemon, Capo, Evil Eye** and **Kuyondo*** **New Features** * \[[\#3769](https://gitlab.com/OpenMW/openmw/-/issues/3769)\] `GetSpellEffects` now detects enchantments, similar to how a Morrowind Code Patch option works * \[[\#8509](https://gitlab.com/OpenMW/openmw/-/issues/8509)\] `FillJournal` debug instruction, which adds all topics and journal entries into the journal **Fixes** * \[[\#4885](https://gitlab.com/OpenMW/openmw/-/issues/4885)\] Disabling actors through dialogue scripting should no longer cause crashes * \[[\#8245](https://gitlab.com/OpenMW/openmw/-/issues/8245)\] `ShowVars` debug instruction now lists the global scripts * \[[\#8318](https://gitlab.com/OpenMW/openmw/-/issues/8318)\] Improved dialogue filtering: filters are handled more consistently for creatures, while missing global variables no longer break the dialogue window * \[[\#8414](https://gitlab.com/OpenMW/openmw/-/issues/8414)\] Water Walking effect no longer makes the player collide with water when collision is disabled * \[[\#8432](https://gitlab.com/OpenMW/openmw/-/issues/8432)\] Moving between an interior and an exterior properly spawns in the (postponed) collision shapes of objects spawned by scripting * \[[\#8466](https://gitlab.com/OpenMW/openmw/-/issues/8466)\] `ShowMap` now requires a non-empty argument ### **Scripting: OpenMW-Lua** *Contributions from **akortunov, Calandiel, DaisyHasaCat, Evil Eye, fallchildren, Foal, S3ctor, trav** and **wazabear*** For a full overview of the current state of OpenMW-Lua, please consult [the scripting API reference](https://openmw.readthedocs.io/en/latest/reference/lua-scripting/api.html). **Now Dehardcoded** * \[[\#8399](https://gitlab.com/OpenMW/openmw/-/issues/8399)\] Jail skill impact * \[[\#8642](https://gitlab.com/OpenMW/openmw/-/issues/8642)\] Various mechanics triggered when attacks hit the target: armour condition damage and hit sound, damage adjustment due to difficulty and armour rating, blood VFX spawning and miss sound playback. Shield hit redistribution tweak copied from Morrowind Code Patch is now optional **New APIs and Interfaces** * \[[\#6976](https://gitlab.com/OpenMW/openmw/-/issues/6976)\] `core.weather`: weather API, which allows manipulating various built-in weather settings * \[[\#7879](https://gitlab.com/OpenMW/openmw/-/issues/7879)\] `core.regions`: region record bindings * \[[\#7966](https://gitlab.com/OpenMW/openmw/-/issues/7966)\] `types.Player.journal`: API for player journal entries for both topics and quests * \[[\#8112](https://gitlab.com/OpenMW/openmw/-/issues/8112)\] `core.land`: API for terrain, which currently lets you recover the terrain height and texture for the default exterior * \[[\#8320](https://gitlab.com/OpenMW/openmw/-/issues/8320)\] `core.mwscripts`: API for mwscript script records, which allows recovering their source * \[[\#8642](https://gitlab.com/OpenMW/openmw/-/issues/8642)\] `Combat`: interface for interacting with the combat system, primarily attacks (as a part of on-hit mechanics dehardcoding) **New Bindings and Utility Functions** * \[[\#8285](https://gitlab.com/OpenMW/openmw/-/issues/8285)\] `postprocessing.getChain()`: the chain of active post-processing shaders * \[[\#8334](https://gitlab.com/OpenMW/openmw/-/issues/8334)\] `types.Player.addTopic(player, topicId)`: mwscript AddTopic equivalent; adds a topic that the given player will be able to ask characters about * \[[\#8355](https://gitlab.com/OpenMW/openmw/-/issues/8355)\] `Interfaces.UI.isWindowVisible(windowName)`: returns whether the given UI window is currently visible * \[[\#8629](https://gitlab.com/OpenMW/openmw/-/issues/8629)\] `Cell.pathGrid`: the path grid record relevant to the cell, i.e., the traversable path links and nodes **New Events** * \[[\#8597](https://gitlab.com/OpenMW/openmw/-/issues/8597)\] `AddVfx`, `PlaySound3d`, `BreakInvisibility`, `Unequip`, `Hit`, `ModifyItemCondition`, `ShowMessage`, `SpawnVfx`, `ConsumeItem`, `Lock` and `Unlock` events (mostly self-explanatory, see [documentation](https://openmw.readthedocs.io/en/latest/reference/lua-scripting/events.html)) **Other New Features** * \[[\#8654](https://gitlab.com/OpenMW/openmw/-/issues/8654)\] Custom NPC records can now be created **Fixes** * \[[\#7693](https://gitlab.com/OpenMW/openmw/-/issues/7693)\] `ItemUsage` interface returns the item to its original stack if it could not be equipped or consumed, instead of moving it to the player's inventory * \[[\#8012](https://gitlab.com/OpenMW/openmw/-/issues/8012)\] OnUpdate engine handlers are now called with a simulation time of zero for paused frames, which allows scripts to react more conveniently to events happening out of normal simulation. For example, combat music properly reacts to combat starting and ending during dialogue again. **Note:** this is a breaking change\! Scripts cannot assume the simulation time is always positive any more * \[[\#8582](https://gitlab.com/OpenMW/openmw/-/issues/8582)\] Local scripts started by another script no longer start out inactive * \[[\#8614](https://gitlab.com/OpenMW/openmw/-/issues/8614)\] Fixed a sol3-side memory leak when indexing user-defined types * \[[\#8650](https://gitlab.com/OpenMW/openmw/-/issues/8650)\] Checking if a container is resolved no longer initialises its contents, which could previously cause herbalism-enabled containers to be automatically harvested ### **Sound** *Contribution from **Epoch*** **New Feature** * \[[\#7813](https://gitlab.com/OpenMW/openmw/-/issues/7813)\] The Doppler effect is now enabled for the 3D audio. The Doppler effect is a real-life phenomenon that shifts the sound's pitch depending on its velocity relative to the listener ### **User Interface** *Major contributions from **Capo, enoznal** and **Kuyondo*** *Contributions from **akortunov, bmdhacks, Charles Horn, DaisyHasaCat, elsid, Evil Eye** and **Igilq*** *Translator (French): **jvoisin*** *Translator (Russian): **Capo*** *Translator (Swedish): **Lysol*** *Translators (Polish): **Igilq, Karoline Pauls, mc003** and **trav*** Kudos to the international community of our Discord/IRC servers for helping us translate OpenMW\! **New Features** * \[[\#2522](https://gitlab.com/OpenMW/openmw/-/issues/2522)\] Alt-clicking transfers items immediately in container menus * \[[\#3740](https://gitlab.com/OpenMW/openmw/-/issues/3740)\] Improved gamepad navigation with an optional UI tailored better for gamepads * \[[\#8290](https://gitlab.com/OpenMW/openmw/-/issues/8290)\] Player gold is now shown in the spell creation menu * \[[\#8313](https://gitlab.com/OpenMW/openmw/-/issues/8313)\] Character name is shown in save info if it doesn't match the current profile * \[[\#8580](https://gitlab.com/OpenMW/openmw/-/issues/8580)\] Character save profiles are now sorted by date rather than filesystem order * \[[\#8665](https://gitlab.com/OpenMW/openmw/-/issues/8665)\] OpenMW-specific in-game lines are now translated into Polish **Fixes** * \[[\#2967](https://gitlab.com/OpenMW/openmw/-/issues/2967), [\#8431](https://gitlab.com/OpenMW/openmw/-/issues/8431)\] Container menus should always react appropriately to scripted item additions/removals without crashing * \[[\#6792](https://gitlab.com/OpenMW/openmw/-/issues/6792)\] Tweaked birthsign tooltip appearance. Descriptions are now printed in multiple lines * \[[\#7371](https://gitlab.com/OpenMW/openmw/-/issues/7371)\] Failing to equip an item properly plays a sound when it's moved back to the inventory * \[[\#7740](https://gitlab.com/OpenMW/openmw/-/issues/7740)\] Enchanted item backgrounds no longer overlap the selected weapon/enchanted item HUD boxes * \[[\#8265](https://gitlab.com/OpenMW/openmw/-/issues/8265)\] Topic hyperlink generation respects word separators and will no longer inappropriately highlight the middle of a word * \[[\#8349](https://gitlab.com/OpenMW/openmw/-/issues/8349)\] Non-existent destinations are no longer shown in the travel menu * \[[\#8349](https://gitlab.com/OpenMW/openmw/-/issues/8349)\] Exterior cells set as travel destinations by name are properly supported in the travel menu * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Quick keys menu looks more like Morrowind's * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Assigning an item to a quick key plays a sound * \[[\#8359](https://gitlab.com/OpenMW/openmw/-/issues/8359)\] Scripted items that are normally impossible to equip can no longer be assigned to quick keys * \[[\#8385](https://gitlab.com/OpenMW/openmw/-/issues/8385)\] Fixed Unicode handling problems in formatted strings that go through the YAML localisation system * \[[\#8408](https://gitlab.com/OpenMW/openmw/-/issues/8408)\] Both potential hindrances for waiting (enemies being nearby and the player not being on solid ground) can be reported by the rest menu * \[[\#8436](https://gitlab.com/OpenMW/openmw/-/issues/8436)\] Pinned spell window properly reacts to selected spell and enchanted item changes triggered by quick keys * \[[\#8437](https://gitlab.com/OpenMW/openmw/-/issues/8437)\] Pinned inventory window button remains visible when out of menu mode, like for other HUD windows * \[[\#8551](https://gitlab.com/OpenMW/openmw/-/issues/8551)\] Quick keys will remain bound to now-unavailable items when they're loaded, rather than "forget" them * \[[\#8584](https://gitlab.com/OpenMW/openmw/-/issues/8584)\] Reworked the appearance of various service menus to match Morrowind * \[[\#8585](https://gitlab.com/OpenMW/openmw/-/issues/8585)\] Increased padding between non-special dialogue menu topics to match Morrowind * \[[\#8609](https://gitlab.com/OpenMW/openmw/-/issues/8609)\] Reduced the size of the crosshair to match Morrowind ### **OpenMW-CS, Launcher and Tools** *Contributions from **AnyOldName3, Capo, Evil Eye, Igilq*** and ***S3ctor*** Deprecated support for building under Qt 5 has been removed. **New Features** * \[[\#8113](https://gitlab.com/OpenMW/openmw/-/issues/8113)\] **Launcher:** Subdirectory addition dialogue now supports extended selection * \[[\#8139](https://gitlab.com/OpenMW/openmw/-/issues/8139)\] **Editor:** Revamped instance selection markers for better look and usability * \[[\#8579](https://gitlab.com/OpenMW/openmw/-/issues/8579)\] **Editor:** Bulk indentation support in the script editor * \[[\#8665](https://gitlab.com/OpenMW/openmw/-/issues/8665)\] The launcher and the wizard are now translated into Polish **Fixes** * \[[\#6573](https://gitlab.com/OpenMW/openmw/-/issues/6573)\] **Editor:** Fixed cube/sphere selection behaviour on high-DPI displays and scaled windows * \[[\#8587](https://gitlab.com/OpenMW/openmw/-/issues/8587)\] **INI Importer:** Improved consistency with how the other tools handle config file editing * \[[\#8620](https://gitlab.com/OpenMW/openmw/-/issues/8620)\] **Editor:** Created and cloned instances should no longer erroneously reuse RefNums * \[[\#8686](https://gitlab.com/OpenMW/openmw/-/issues/8686)\] **Editor:** Fixed a crash when the terrain is smoothened in an undefined cell ### **Beyond Morrowind** *Major contributions from **ptmikheev*** *Contributions from **Capo** and **cc9cii*** * \[[\#6000](https://gitlab.com/OpenMW/openmw/-/issues/6000)\] Terrain texturing, finishing the initial terrain rendering implementation * Initial distant object rendering through the means of object paging * Door opening sounds * Faster decompression of files in zlib-compressed archives: quicker loading times for all games other than Skyrim Special Edition and Anniversary Edition
vopenmw-0.49.0
\[[\#8462](https://gitlab.com/OpenMW/openmw/-/issues/8462)\] Fixed crashes when the window is resized or a setting is changed on macOS builds using SDL 2.24.0 or newer
[\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving; this is possibly a bug in Qt 6
\[[\#8021](https://gitlab.com/OpenMW/openmw/-/issues/8021)\] Fixed incomplete player cell reference reset when a new game is started during an active game session
\[[\#7744](https://gitlab.com/OpenMW/openmw/-/issues/7744)\] Fixed a crash when the player's starting inventory contains a weapon
\[[\#7353](https://gitlab.com/OpenMW/openmw/-/issues/7353)\] Fixed a crash when normal maps are assigned to geometry with no UV
\[[\#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)\] Fixed a variety of crashes when a creature doesn't have a model
\[[\#7950](https://gitlab.com/OpenMW/openmw/-/issues/7950)\] Fixed a potential crash when an object is removed from the scene in the middle of physics simulation
\[[\#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)\] Fixed a crash when the post-processing chain refers to an existing shader file in a different case
Changelog complet
After almost 3 years of development, we’re thrilled to release OpenMW version 0.49.0—our largest and most ambitious update yet\! This new release brings a hefty number of additions to our Lua scripting API, further polish to every single area of the engine—animations and lighting in particular—and it is the first one that goes beyond Morrowind\! Be sure to read below for the full list of changes. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless as it should eventually disappear, but if it doesn't, share the freeze dump with us * \[[\#8012](https://gitlab.com/OpenMW/openmw/-/issues/8012)\] Combat music does not start during pause (e.g., during the dialogue that is scripted to start combat) * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD is yet to address * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving; this is possibly a bug in Qt 6 * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that **Removed Features** * \[[\#6624](https://gitlab.com/OpenMW/openmw/-/issues/6624)\] Support for pre-0.45.0 saved games. Saves made in 0.45.0 up to 0.49.0 RC remain compatible. Use 0.48.0 to convert older saves * \[[\#7394](https://gitlab.com/OpenMW/openmw/-/issues/7394)\] Virtual filesystem case-sensitivity support * \[[\#7720](https://gitlab.com/OpenMW/openmw/-/issues/7720)\] Broken 360**°** screenshot support * \[[\#8214](https://gitlab.com/OpenMW/openmw/-/issues/8214)\] Script blacklisting used in the `--script-all` option and OpenMW-CS script verifier, which served no purpose ### **AI and Pathfinding** **Fixes** * \[[\#2623](https://gitlab.com/OpenMW/openmw/-/issues/2623)\] Actors prioritise Bound and Summon spells more * \[[\#4207](https://gitlab.com/OpenMW/openmw/-/issues/4207)\] Actors prioritise healing spells and potions much less * \[[\#5065\]](https://gitlab.com/OpenMW/openmw/-/issues/5065) Actors no longer attempt pathfinding while playing scripted animations * \[[\#5129](https://gitlab.com/OpenMW/openmw/-/issues/5129)\] Actors back up smoother during ranged combat * [\[\#5413\]](https://gitlab.com/OpenMW/openmw/-/issues/5413) Actors don’t yell taunts when engaging in combat against new allies of their current enemies * \[[\#5755](https://gitlab.com/OpenMW/openmw/-/issues/5755)\] Friendly hit counter doesn't increment during combat and resets after it * \[[\#6313](https://gitlab.com/OpenMW/openmw/-/issues/6313)\] High Fight rating allies no longer become hostile when the player has multiple allies * \[[\#6574](https://gitlab.com/OpenMW/openmw/-/issues/6574)\] Navmeshes are no longer generated for very distant exterior cells, preventing a crash * \[[\#6932](https://gitlab.com/OpenMW/openmw/-/issues/6932)\] Actors will no longer give preference to unreachable/invisible enemies in combat * \[[\#6964](https://gitlab.com/OpenMW/openmw/-/issues/6964)\] Failed path smoothing can no longer cause the path to be rejected * \[[\#7064](https://gitlab.com/OpenMW/openmw/-/issues/7064)\] Assaulted actors will realise they were assaulted even if they didn't detect the player * \[[\#7450](https://gitlab.com/OpenMW/openmw/-/issues/7450)\] Improved obstacle evasion: more movement directions are used depending on the actor's animations * \[[\#7548](https://gitlab.com/OpenMW/openmw/-/issues/7548)\] Actors can open doors teleported from a different cell * \[[\#7604](https://gitlab.com/OpenMW/openmw/-/issues/7604)\] Creatures can properly use potions * \[[\#7639](https://gitlab.com/OpenMW/openmw/-/issues/7639)\] Weapons are now considered useless if the actor's relevant skill is 0 * \[[\#7646](https://gitlab.com/OpenMW/openmw/-/issues/7646)\] Ranged attacks against allies make them hostile immediately * \[[\#7646](https://gitlab.com/OpenMW/openmw/-/issues/7646)\] Magical attacks no longer prompt vocal friendly fire responses * \[[\#7647](https://gitlab.com/OpenMW/openmw/-/issues/7647)\] Wandering interrupted by a greeting properly resumes * \[[\#7661](https://gitlab.com/OpenMW/openmw/-/issues/7661)\] AI package assignments interrupt combat * \[[\#7685](https://gitlab.com/OpenMW/openmw/-/issues/7685)\] Increased follow package activation distance to match Morrowind * \[[\#7723](https://gitlab.com/OpenMW/openmw/-/issues/7723)\] Legalised assault and murder of vampires and werewolves * \[[\#7724](https://gitlab.com/OpenMW/openmw/-/issues/7724)\] Guards attack NPC werewolves * \[[\#7758](https://gitlab.com/OpenMW/openmw/-/issues/7758)\] Water-walking actors now properly consider their ability when pathfinding over water * \[[\#7959](https://gitlab.com/OpenMW/openmw/-/issues/7959)\] NPC in-world book activations are handled as player book activations * \[[\#8132](https://gitlab.com/OpenMW/openmw/-/issues/8132)\] Actors no longer face the player for greetings they won't deliver * Absorb Skill/Attribute effects, like Drain and Damage effects, are no longer used when the relevant stat is zero and are prioritised based on how important the relevant stat is * Alternate bound weapon spells aren't cast if a bound weapon is already in use * Bound weapon spell priority takes weapon skill and ammunition into account * Combat taunts are suppressed for On Self and On Touch spellcasting * Escort packages terminate immediately when no destination is provided * Wander AI properly supports crossing cell boundaries * Weapon enchantments no longer receive spell priority multipliers when rated as weapons ### **Animations** **New Features** * \[[\#6009](https://gitlab.com/OpenMW/openmw/-/issues/6009)\] Animation blending: optional, moddable animation transition smoothing for both NIF and Collada files * \[[\#6823](https://gitlab.com/OpenMW/openmw/-/issues/6823)\] Animation layering support for Collada files (previously erroneously attributed to 0.48.0) **Fixes** * \[[\#4127](https://gitlab.com/OpenMW/openmw/-/issues/4127)\] Segments of attack wind-up and release are played continuously and are thus less choppy * \[[\#4610](https://gitlab.com/OpenMW/openmw/-/issues/4610)\] Weapons can no longer be unequipped during an attack, which ensures bound weapons appear after spellcasting animation ends * \[[\#4742](https://gitlab.com/OpenMW/openmw/-/issues/4742)\] Finished scripted animations no longer cause the same animations played afterwards as non-scripted animations to get stuck * \[[\#4743](https://gitlab.com/OpenMW/openmw/-/issues/4743)\] Scripted animations that can't loop are no longer automatically disabled * \[[\#4822](https://gitlab.com/OpenMW/openmw/-/issues/4822)\] Individual NPC body parts can have their own animations * \[[\#5062](https://gitlab.com/OpenMW/openmw/-/issues/5062)\] Accumulated animation movement is no longer discarded in favour of manual movement This makes movement match Morrowind more closely, e.g. third-person camera sways for beast race characters * \[[\#5066](https://gitlab.com/OpenMW/openmw/-/issues/5066)\] Playing an ongoing scripted animation group with a script no longer restarts it * \[[\#5371](https://gitlab.com/OpenMW/openmw/-/issues/5371)\] Animations are no longer enabled for x prefix NIF files without *their own* x prefix NIF files when they are used as models * \[[\#6723](https://gitlab.com/OpenMW/openmw/-/issues/6723)\] Collada files support head tracking and `turn to movement direction` and `smooth movement` options * \[[\#6992](https://gitlab.com/OpenMW/openmw/-/issues/6992)\] Crossbow reloading animation is played on the entire body again * \[[\#6993](https://gitlab.com/OpenMW/openmw/-/issues/6993)\] Shooting the last round of ammunition is no longer interrupted abruptly * \[[\#7042](https://gitlab.com/OpenMW/openmw/-/issues/7042)\] Unexpected hit triggers are no longer processed – this stops some weapon animations from applying damage multiple times * \[[\#7611](https://gitlab.com/OpenMW/openmw/-/issues/7611)\] Manual movement mode is no longer stuck after turning or jumping – this prevents idle sliding * \[[\#7636](https://gitlab.com/OpenMW/openmw/-/issues/7636)\] Scripted animations persist through view mode changes * \[[\#7637](https://gitlab.com/OpenMW/openmw/-/issues/7637)\] Scripted animations always restrict movement * \[[\#7641](https://gitlab.com/OpenMW/openmw/-/issues/7641)\] Scripted animation loop count matches Morrowind * \[[\#7886](https://gitlab.com/OpenMW/openmw/-/issues/7886)\] Ready Weapon transitions can reuse the animation * \[[\#7980](https://gitlab.com/OpenMW/openmw/-/issues/7980)\] Paralysed actors no longer play blinking and talking animations * \[[\#8191](https://gitlab.com/OpenMW/openmw/-/issues/8191)\] Re-enabled sheathed melee weapon animations * \[[\#8223](https://gitlab.com/OpenMW/openmw/-/issues/8223)\] Movement takes priority over weapon animations for non-bipedal actors, allowing them to react to player movement when they're trying to attack * \[[\#8237](https://gitlab.com/OpenMW/openmw/-/issues/8237)\] Spellcasting stance transitions are disabled again for non-bipedal actors (for now) * Recoil/reloading weapon animation choice matches Morrowind ### **Configuration and VFS** **Fixes** * \[[\#6085](https://gitlab.com/OpenMW/openmw/-/issues/6085)\] Replaced the remaining usage of Boost filesystem library with C++ standard filesystem library * \[[\#6876](https://gitlab.com/OpenMW/openmw/-/issues/6876)\] Improved setting validation with automatic value adjustment * \[[\#7092](https://gitlab.com/OpenMW/openmw/-/issues/7092)\] Archive files of the same name are no longer overridden in reverse order * \[[\#7924](https://gitlab.com/OpenMW/openmw/-/issues/7924)\] On Windows, crash catcher now generates a full memory dump if the `OPENMW_FULL_MEMDUMP` environment variable is set * \[[\#8567](https://gitlab.com/OpenMW/openmw/-/issues/8567)\] Paths passed to the applications through the command line support token replacement * \[[\#8567](https://gitlab.com/OpenMW/openmw/-/issues/8567)\] Passed relative paths are relative to the current working directory ### **ESM Format and Saved Games** **New Features** * \[[\#2566](https://gitlab.com/OpenMW/openmw/-/issues/2566)\] Proper NAM9 subrecord handling for item stack counts * \[[\#7477](https://gitlab.com/OpenMW/openmw/-/issues/7477)\] Magic effect negative light flag support. Not to be confused with normal negative lights, this flag merely inverts the effect's colour * \[[\#7608](https://gitlab.com/OpenMW/openmw/-/issues/7608)\] Saved game dependency warning now lists the missing dependencies * \[[\#7618](https://gitlab.com/OpenMW/openmw/-/issues/7618)\] Saved game info includes the game day and player health **Fixes** * \[[\#5977](https://gitlab.com/OpenMW/openmw/-/issues/5977)\] Removed pre-0.43.0 save knockdown state handling, which had side effects in newer saves * \[[\#6025](https://gitlab.com/OpenMW/openmw/-/issues/6025)\] Subrecords can now overlap the records that follow them, allowing some plugins to load properly * \[[\#6754](https://gitlab.com/OpenMW/openmw/-/issues/6754)\] NPCs that use default skeleton models use the skeleton requested by their race record * [\[\#7134](https://gitlab.com/OpenMW/openmw/-/issues/7134)\] Saves with invalid last generated RefNum some OpenMW builds could export can no longer be loaded * \[[\#7204](https://gitlab.com/OpenMW/openmw/-/issues/7204)\] Missing actor script links are discarded upon loading to prevent runtime problems * \[[\#7553](https://gitlab.com/OpenMW/openmw/-/issues/7553)\] If multiple faction reactions are defined for a faction, the lowest reaction is used * \[[\#7654](https://gitlab.com/OpenMW/openmw/-/issues/7654)\] Invalid enchantment effect data is discarded upon loading * \[[\#8021](https://gitlab.com/OpenMW/openmw/-/issues/8021)\] Fixed incomplete player cell reference reset when a new game is started during an active game session * \[[\#8252](https://gitlab.com/OpenMW/openmw/-/issues/8252)\] Restored file dependency loading requirement * Broken dialogue response filter conditions are discarded upon loading * NPCs with missing races fall back to the first race loaded * You no longer need to press Sneak twice to leave the stance when a save made while sneaking is loaded and `toggle sneak` option is enabled * Terrain texture records are overridden based on ID rather than both index and ID and can be deleted ### **Gameplay** **New Features** * \[[\#1415](https://gitlab.com/OpenMW/openmw/-/issues/1415)\] Infinite fall failsafe for interiors **Fixes** * \[[\#3438](https://gitlab.com/OpenMW/openmw/-/issues/3438)\] Overhauled melee hit target selection to match Morrowind much closer * \[[\#4204](https://gitlab.com/OpenMW/openmw/-/issues/4204)\] Only actors with a base health of 0 are prevented from floating up upon cell reloading * \[[\#4508](https://gitlab.com/OpenMW/openmw/-/issues/4508)\] Identical enchanted items' effects can stack * \[[\#4683](https://gitlab.com/OpenMW/openmw/-/issues/4683)\] Temporary crime disposition changes are properly applied * \[[\#4754](https://gitlab.com/OpenMW/openmw/-/issues/4754)\] Ammunition can now be equipped partially * \[[\#5057](https://gitlab.com/OpenMW/openmw/-/issues/5057)\] Melee hit success evaluation now occurs at weapon release rather than apparent target impact * \[[\#5714](https://gitlab.com/OpenMW/openmw/-/issues/5714)\] On Touch range effects cast by non-actors always explode * \[[\#6156](https://gitlab.com/OpenMW/openmw/-/issues/6156)\] On Touch spells explode from the correct position * \[[\#6894](https://gitlab.com/OpenMW/openmw/-/issues/6894)\] To match Morrowind, picked-up ammunition is no longer automatically stacked with equipped ammunition * \[[\#6949](https://gitlab.com/OpenMW/openmw/-/issues/6949)\] Sun Damage is applied in quasi-exteriors * \[[\#6974](https://gitlab.com/OpenMW/openmw/-/issues/6974)\] Beneficial effects are reflected * \[[\#6977](https://gitlab.com/OpenMW/openmw/-/issues/6977)\] Sun Damage properly accounts for sun and cloud visibility * \[[\#7034](https://gitlab.com/OpenMW/openmw/-/issues/7034)\] Key flag is assigned automatically to items that are used as keys * \[[\#7044](https://gitlab.com/OpenMW/openmw/-/issues/7044)\] Autocalculated NPCs use service flags from their class * \[[\#7122](https://gitlab.com/OpenMW/openmw/-/issues/7122)\] Teleporting to a location where Water Walking cannot be active removes the effect * \[[\#7163](https://gitlab.com/OpenMW/openmw/-/issues/7163)\] Ingredients that do not have the first effect assigned can no longer be consumed instead of breaking the UI * \[[\#7284](https://gitlab.com/OpenMW/openmw/-/issues/7284)\] *Your weapon has no effect* message of normal weapon resistance shows up regardless of hit success * \[[\#7413](https://gitlab.com/OpenMW/openmw/-/issues/7413)\] Creatures are now spawned in generated ocean exterior cells * \[[\#7415](https://gitlab.com/OpenMW/openmw/-/issues/7415)\] Unbreakable lock behaviour matches Morrowind more closely, e.g. they can be unlocked using Open spells * \[[\#7428](https://gitlab.com/OpenMW/openmw/-/issues/7428)\] Enchantment cost and charge is auto-calculated when the relevant flag is set in the record * \[[\#7472](https://gitlab.com/OpenMW/openmw/-/issues/7472)\] Fixed the number of items used to calculate the enchantment price * \[[\#7573](https://gitlab.com/OpenMW/openmw/-/issues/7573)\] Drain effects can bring stats below zero again * \[[\#7630](https://gitlab.com/OpenMW/openmw/-/issues/7630)\] Charm effect can no longer be applied to creatures * \[[\#7631](https://gitlab.com/OpenMW/openmw/-/issues/7631), [\#7794](https://gitlab.com/OpenMW/openmw/-/issues/7794)\] Fleeing actors can now be activated (with varying results) * \[[\#7643](https://gitlab.com/OpenMW/openmw/-/issues/7643)\] Any effect is allowed to be used in constant effect enchantments regardless of range support * \[[\#7660](https://gitlab.com/OpenMW/openmw/-/issues/7660)\] Failed ingredient consumption no longer breaks invisibility * \[[\#7660](https://gitlab.com/OpenMW/openmw/-/issues/7660)\] Item recharging and repairing and potion brewing break invisibility * \[[\#7676](https://gitlab.com/OpenMW/openmw/-/issues/7676)\] Ingredient order affects the potion effect order * \[[\#7712](https://gitlab.com/OpenMW/openmw/-/issues/7712)\] Spells and enchantments are no longer required to have effects to be cast * \[[\#7728](https://gitlab.com/OpenMW/openmw/-/issues/7728)\] Attempting to use a controller that cannot be used no longer causes a crash * \[[\#7742](https://gitlab.com/OpenMW/openmw/-/issues/7742)\] Governing attribute training limit now checks modified attributes rather than base attributes * \[[\#7744](https://gitlab.com/OpenMW/openmw/-/issues/7744)\] Fixed a crash when the player's starting inventory contains a weapon * \[[\#7796](https://gitlab.com/OpenMW/openmw/-/issues/7796)\] Absorbing enchantments properly restores Magicka * \[[\#7859](https://gitlab.com/OpenMW/openmw/-/issues/7859)\] Potion value is auto-calculated when the relevant flag is set in the record * \[[\#7970](https://gitlab.com/OpenMW/openmw/-/issues/7970)\] Magic effects removed during resting are no longer active throughout the remainder of resting * \[[\#7997](https://gitlab.com/OpenMW/openmw/-/issues/7997)\] Paralysis blocks camera perspective changes * \[[\#8018](https://gitlab.com/OpenMW/openmw/-/issues/8018)\] Potion effects of any range now apply, and they apply exclusively to the drinker * \[[\#8064](https://gitlab.com/OpenMW/openmw/-/issues/8064)\] 360° movement mode camera zoom can be properly disabled by scripting * \[[\#8124](https://gitlab.com/OpenMW/openmw/-/issues/8124)\] NPCs no longer resist normal weapons twice * \[[\#8171](https://gitlab.com/OpenMW/openmw/-/issues/8171)\] Items with above 100% condition can no longer be repaired to 100% condition * \[[\#8187](https://gitlab.com/OpenMW/openmw/-/issues/8187)\] Intervention spell destination logic now uses cell grid-based Chebyshev distance instead of Euclidean distance * \[[\#8204](https://gitlab.com/OpenMW/openmw/-/issues/8204)\] Storm wind makes you faster when you move away from its origin * Containers that only contain unresolved levelled items can be properly harvested * Directional movement controller bindings have been unbound from the DPad and can be rebound * Diseases cast as spells can no longer be resisted * If one of multiple active bound effects of the same type expires, a bound item will be properly re-equipped * Only On Self range constant and permanent effects are applied * Scripted effect explosions cannot be reflected ### **Graphics** **New Features** * \[[\#3537](https://gitlab.com/OpenMW/openmw/-/issues/3537)\] Shader water ripples * \[[\#5492](https://gitlab.com/OpenMW/openmw/-/issues/5492)\] Precipitation occlusion * \[[\#5926](https://gitlab.com/OpenMW/openmw/-/issues/5926)\] Water transparency is based on vertical depth rather than the distance to the camera * \[[\#6188](https://gitlab.com/OpenMW/openmw/-/issues/6188)\] Specular lighting for all light sources * \[[\#6447](https://gitlab.com/OpenMW/openmw/-/issues/6447)\] Improved object paging LOD node handling * \[[\#6979](https://gitlab.com/OpenMW/openmw/-/issues/6979)\] Object paging automatically uses meshes intended for MGE XE LOD generation * \[[\#7129](https://gitlab.com/OpenMW/openmw/-/issues/7129)\] Restored non-adaptive vsync option, which, unlike adaptive vsync, is not disabled when the frame rate gets too low * \[[\#7180](https://gitlab.com/OpenMW/openmw/-/issues/7180)\] Water shader normal map is now overridable * \[[\#7292](https://gitlab.com/OpenMW/openmw/-/issues/7292)\] Support for `Rain Ripples` and `Snow Ripples` Morrowind.ini settings, which control the visibility of ripples emitted by precipitation * \[[\#7318](https://gitlab.com/OpenMW/openmw/-/issues/7318)\] You can now opt out of terrain-occluded water culling * \[[\#7792](https://gitlab.com/OpenMW/openmw/-/issues/7792)\] Support for `Timescale Clouds` Morrowind.ini setting, which links cloud movement speed to game time scaling * \[[\#7795](https://gitlab.com/OpenMW/openmw/-/issues/7795)\] Support for `MaxNumberRipples` Morrowind.ini setting, which controls water ripple quantity for non-shader water * \[[\#7932](https://gitlab.com/OpenMW/openmw/-/issues/7932)\] Two-channel normal map support This allows BC5-compressed normal maps to be used that come with improved quality and memory efficiency on compatible hardware Note to third-party maintainers: RGTC-compressed DDS support is exclusive to [our OpenSceneGraph fork](https://github.com/OpenMW/osg/) * \[[\#8067](https://gitlab.com/OpenMW/openmw/-/issues/8067)\] Added macOS Game Mode support * Distortion shader effect (see [documentation](https://openmw.readthedocs.io/en/latest/reference/modding/custom-shader-effects.html)) * In-game per-pixel lighting toggle * Water shader sunlight scattering and wobbly shores are now optional * Weapon and shield sheathing support for Collada models **Fixes** * \[[\#3842](https://gitlab.com/OpenMW/openmw/-/issues/3842)\] The first rather than the last instance of every bone found in an object's subgraph is used for skinning * \[[\#4898](https://gitlab.com/OpenMW/openmw/-/issues/4898), [\#7585](https://gitlab.com/OpenMW/openmw/-/issues/7585)\] Sunlight direction in exterior and interior cells now matches Morrowind, which improves accuracy and hides some vanilla asset lighting seam issues Indoor shadows continue to align with the sunlight and might look more conspicuous * \[[\#5280](https://gitlab.com/OpenMW/openmw/-/issues/5280)\] Non-skinned geometry is no longer included in skinned body parts * \[[\#5883](https://gitlab.com/OpenMW/openmw/-/issues/5883)\] Idle actors now also emit water ripples * \[[\#6190](https://gitlab.com/OpenMW/openmw/-/issues/6190)\] Sunlight ("moonlight") specularity is no longer disabled for objects and terrain during nighttime * \[[\#6190](https://gitlab.com/OpenMW/openmw/-/issues/6190)\] Water specularity is no longer subdued harshly during the morning and the evening * \[[\#6240](https://gitlab.com/OpenMW/openmw/-/issues/6240)\] The same texture file can now be reused for different texture types without them getting confused on enchanted items * \[[\#6657](https://gitlab.com/OpenMW/openmw/-/issues/6657)\] Diffuse-specular terrain textures (or any terrain textures with an alpha channel) are no longer considered "transparent" by distant terrain (or any non-shader terrain rendering) * \[[\#6665](https://gitlab.com/OpenMW/openmw/-/issues/6665)\] Creatures should no longer be inappropriately rescaled by `turn to movement direction` setting * \[[\#7040](https://gitlab.com/OpenMW/openmw/-/issues/7040)\] Geometry rendered at the same depth as previously rendered geometry is drawn over it, which is important for some modded assets * \[[\#7051](https://gitlab.com/OpenMW/openmw/-/issues/7051)\] Object paging no longer separates animated Collada models from their collision shapes * \[[\#7102](https://gitlab.com/OpenMW/openmw/-/issues/7102)\] Shadow maps no longer take up texture slots used for normal textures * \[[\#7229](https://gitlab.com/OpenMW/openmw/-/issues/7229)\] If the error marker provided by content fails to load, the engine will fall back to the built-in error marker instead of crashing * \[[\#7298](https://gitlab.com/OpenMW/openmw/-/issues/7298)\] When projectiles hit water, their hit position is now used instead of their current position to emit water ripples, which should prevent ripple rendering issues * \[[\#7309](https://gitlab.com/OpenMW/openmw/-/issues/7309)\] Sunlight scattering accounts for sun visibility * \[[\#7322](https://gitlab.com/OpenMW/openmw/-/issues/7322)\] Shadows are properly applied to groundcover when the shadow scene bound calculation method is `primitives` * \[[\#7353](https://gitlab.com/OpenMW/openmw/-/issues/7353)\] Fixed a crash when normal maps are assigned to geometry with no UV * \[[\#7505](https://gitlab.com/OpenMW/openmw/-/issues/7505)\] Terrain samples used to generate distant terrain are now allowed to cover an area larger than a cell * \[[\#7535](https://gitlab.com/OpenMW/openmw/-/issues/7535)\] Bookart images can be used as regular object textures and vice versa * \[[\#7557](https://gitlab.com/OpenMW/openmw/-/issues/7557)\] Terrain preloading should no longer attempt to generate and cache terrain that is not going to be used * \[[\#7633](https://gitlab.com/OpenMW/openmw/-/issues/7633)\] Legacy groundcover now only attempts to instance normal geometry * \[[\#7696](https://gitlab.com/OpenMW/openmw/-/issues/7696)\] Fixed a potential freeze during distant terrain texture generation * \[[\#7737](https://gitlab.com/OpenMW/openmw/-/issues/7737)\] Rendering debug stats are now reported for loading screen frames * \[[\#7931](https://gitlab.com/OpenMW/openmw/-/issues/7931)\] Individual light contribution is no longer capped * \[[\#7931](https://gitlab.com/OpenMW/openmw/-/issues/7931)\] Light selection is now view-independent, significantly reducing pop-in * \[[\#7931](https://gitlab.com/OpenMW/openmw/-/issues/7931)\] You can now opt out of the early light cutoff. Classic falloff is more accurate to Morrowind but also more prone to seams/pop-in, especially when active grid paging is enabled * \[[\#8002](https://gitlab.com/OpenMW/openmw/-/issues/8002)\] Light sources held by creatures properly emit light * \[[\#8172](https://gitlab.com/OpenMW/openmw/-/issues/8172)\] Generating extremely complex path grid geometry for `TogglePathGrid` or OpenMW-CS views no longer causes a crash * \[[\#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)\] Fixed a variety of crashes when a creature doesn't have a model * \[[\#8462](https://gitlab.com/OpenMW/openmw/-/issues/8462)\] Fixed crashes when the window is resized or a setting is changed on macOS builds using SDL 2.24.0 or newer * Fixed blizzard wind and particle effect direction mismatch * Herbalism switch nodes no longer change state when a compatible container is reloaded and herbalism switch node support is disabled * Skinned models properly support switch node-based harvesting * Water will no longer sometimes turn invisible due to interior water level changes * Water waves are no longer flipped whenever you change water settings ### **NIF Format** **New Features** * \[[\#5173](https://gitlab.com/OpenMW/openmw/-/issues/5173)\] `NiFogProperty` support. It is a property often used to disable fogging for parts of the model * \[[\#6945](https://gitlab.com/OpenMW/openmw/-/issues/6945)\] S3TC-compressed and BGR format `NiPixelData` embedded image support * \[[\#7634](https://gitlab.com/OpenMW/openmw/-/issues/7634)\] `NiParticleBomb` support. It is a particle effect used to simulate explosions **Fixes** * \[[\#6550](https://gitlab.com/OpenMW/openmw/-/issues/6550)\] Environment maps are assigned to the affected node's immediate children to ensure certain armour meshes can properly use them * \[[\#7380](https://gitlab.com/OpenMW/openmw/-/issues/7380)\] `NiZBufferProperty` can *really* disable depth testing this time * \[[\#7763](https://gitlab.com/OpenMW/openmw/-/issues/7763)\] Extra data flags are no longer handled for nested nodes * \[[\#7780](https://gitlab.com/OpenMW/openmw/-/issues/7780)\] Non-ASCII NIF strings are properly handled * \[[\#8231](https://gitlab.com/OpenMW/openmw/-/issues/8231)\] `NiCollisionSwitch` nodes should no longer be accidentally optimised out by active grid object paging or in general ### **Physics** **Fixes** * \[[\#6027](https://gitlab.com/OpenMW/openmw/-/issues/6027)\] Collision shapes are no longer merged for the entire object and are generated in a more optimal way This improves the performance of very complex meshes and prevents breakage when objects have more than 21 thousand triangles * \[[\#7009](https://gitlab.com/OpenMW/openmw/-/issues/7009)\] Falling actors no longer teleport to the ground without taking any damage when their cell is reloaded * \[[\#7077](https://gitlab.com/OpenMW/openmw/-/issues/7077)\] Empty Collada collision shapes no longer cause a crash * \[[\#7763](https://gitlab.com/OpenMW/openmw/-/issues/7763)\] Collision shapes track the scale of animated nodes * \[[\#7763](https://gitlab.com/OpenMW/openmw/-/issues/7763)\] Bounding box nodes are detected based on the node name rather than unused flags * \[[\#7763](https://gitlab.com/OpenMW/openmw/-/issues/7763)\] Detected bounding boxes no longer override non-actor collision shapes * \[[\#7950](https://gitlab.com/OpenMW/openmw/-/issues/7950)\] Fixed a potential crash when an object is removed from the scene in the middle of physics simulation * \[[\#8048](https://gitlab.com/OpenMW/openmw/-/issues/8048)\] Invalid extent bounding boxes are replaced with autogenerated bounding boxes ### **Post-Processing** **New Features** * Dropdown menus as shader setting control type * API version shader uniform * Frame number shader uniform * Sky and ambient colour shader uniforms * Render targets can be persistent across frames, which allows temporal effect support **Fixes** * \[[\#7145](https://gitlab.com/OpenMW/openmw/-/issues/7145), [\#7146](https://gitlab.com/OpenMW/openmw/-/issues/7146), [\#7202](https://gitlab.com/OpenMW/openmw/-/issues/7202)\] Fixed various problems with exposed normals * \[[\#7168](https://gitlab.com/OpenMW/openmw/-/issues/7168)\] Average luminance is now based on a rescaled power-of-two resolution render target, which gives more accurate results * \[[\#7354](https://gitlab.com/OpenMW/openmw/-/issues/7354)\] Disabling post-processing in-game will no longer cause a crash when reverse Z depth buffer and soft particles are disabled * \[[\#7364](https://gitlab.com/OpenMW/openmw/-/issues/7364)\] Post-processing is reflected in saved game previews * \[[\#7487](https://gitlab.com/OpenMW/openmw/-/issues/7487)\] Shader compilation errors caused by intentionally unsupported Clamp wrap mode are more informative * \[[\#7587](https://gitlab.com/OpenMW/openmw/-/issues/7587)\] Invalid dynamic shader entries should no longer cause crashes upon reloading the game * \[[\#7652](https://gitlab.com/OpenMW/openmw/-/issues/7652)\] Inactive post-processing shaders are now sorted alphabetically * \[[\#7679](https://gitlab.com/OpenMW/openmw/-/issues/7679)\] Average luminance is no longer hard reset every time you configure a shader that uses it * \[[\#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)\] Fixed a crash when the post-processing chain refers to an existing shader file in a different case * \[[\#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)\] Fixed a crash when the post-processing chain includes an existing shader file nested into a subdirectory of the shaders directory (which is going to be unusable) * \[[\#8465](https://gitlab.com/OpenMW/openmw/-/issues/8465)\] Fixed broken rendering on macOS when hardware antialiasing is enabled * GLSL versions above 1.20 are properly requested on setups that don't support UBO rendering (such as macOS) * GLSL versions above 3.30 are no longer handled as legacy versions * Sun uniforms are properly set when you enter interiors ### **Scripting: mwscript** **New Features** * \[[\#6983](https://gitlab.com/OpenMW/openmw/-/issues/6983)\] `Get/Set/ModPCVisionBonus` functions, which interact with the base value of the Night-Eye magic effect * \[[\#7058](https://gitlab.com/OpenMW/openmw/-/issues/7058)\] `TestModels` (`T3D`) instruction, which is used for testing the loading of every single model used by your game content * \[[\#7194](https://gitlab.com/OpenMW/openmw/-/issues/7194)\] `OutputRefInfo` (`ORI`) debug instruction now also prints the object's currently bound textures. Missing textures are not bound * \[[\#7609](https://gitlab.com/OpenMW/openmw/-/issues/7609)\] `AllowWerewolfForceGreeting` variable, which controls whether 'ForceGreeting' works if the player is in werewolf form * \[[\#7625](https://gitlab.com/OpenMW/openmw/-/issues/7625)\] `AddItem`, `RemoveItem`, `StartScript`, `StopScript` and `AddTopic` provide more helpful warnings if the relevant records are not available **Fixes** * \[[\#3846](https://gitlab.com/OpenMW/openmw/-/issues/3846)\] Unquoted string arguments that start with a period or a minus are supported in more cases * \[[\#4289](https://gitlab.com/OpenMW/openmw/-/issues/4289)\] Disabling objects that have no placed instances is now allowed * \[[\#4816](https://gitlab.com/OpenMW/openmw/-/issues/4816)\] `GetWeaponDrawn` starts returning 1 when the weapon is attached, rather than the moment you enter combat stance * \[[\#4996](https://gitlab.com/OpenMW/openmw/-/issues/4996)\] Redundant function arguments are ignored in a generalised way (but not yet ignored in expressions) * \[[\#6716](https://gitlab.com/OpenMW/openmw/-/issues/6716)\] Comparison operator parsing is more restrictive in terms of white space and less restrictive in terms of allowed special characters This means combinations such as `>!
vopenmw-49-rc9
Windows**: Improved crash catcher error reporting in situations when crash dump creation fails
[[#8039](https://gitlab.com/OpenMW/openmw/-/issues/8039)] Fixed movement accumulation for actors that use Collada models on some builds compiled under LLVM
[[#8563](https://gitlab.com/OpenMW/openmw/-/issues/8563)] Improved handling of content files that are defined in the non-user version of openmw.cfg
Linux**: Improved application detection for default shortcuts
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
[[#8559](https://gitlab.com/OpenMW/openmw/-/issues/8559)] **ESSImporter**: Fixed selected spell/enchanted item and stolen item counter conversion
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it. If you're running an Intel GPU and the game's visuals often appear to freeze, try to check if it still happens with the latest available driver for your GPU and downgrade the driver if it does. This also appears to be a driver-side regression. Finally, we received many reports on Nvidia Windows driver crashes with unclear reason or connection. This is *also* suspected to be a vendor-side regression associated with post-50 series drivers, but we do not currently have a recommendation on how to deal with those other than to provide us with more crash dumps and `openmw.log` files. Changes since RC8: * [[#8039](https://gitlab.com/OpenMW/openmw/-/issues/8039)] Fixed movement accumulation for actors that use Collada models on some builds compiled under LLVM * [[#8558](https://gitlab.com/OpenMW/openmw/-/issues/8558)] **OpenMW-Lua**: Light record color is now exposed as `util.color` rather than as a number * [[#8559](https://gitlab.com/OpenMW/openmw/-/issues/8559)] **ESSImporter**: Fixed selected spell/enchanted item and stolen item counter conversion * [[#8563](https://gitlab.com/OpenMW/openmw/-/issues/8563)] Improved handling of content files that are defined in the non-user version of openmw.cfg * [[#8567](https://gitlab.com/OpenMW/openmw/-/issues/8567)] Token replacement and relative paths work properly when the paths are passed through CLI * **Linux**: Improved application detection for default shortcuts * **macOS**: Packages now use Qt 6 like the other systems * **macOS**: Reintroduced an Intel package * **Windows**: Improved crash catcher error reporting in situations when crash dump creation fails
vopenmw-49-rc8
[[#8445](https://gitlab.com/OpenMW/openmw/-/issues/8445)] **Launcher:** Fixed a rare crash on exit due to start cell list reloading being interrupted
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
[[#8514](https://gitlab.com/OpenMW/openmw/-/issues/8514)] **AMD:** Fixed broken shadows when they are enabled globally but need to be disabled (e.g. in interiors) on some hardware
[[#8516](https://gitlab.com/OpenMW/openmw/-/issues/8516)] **OpenMW-Lua:** Fixed the order of UI layer insertions if they happened during the same frame
Fixed undefined behaviour in the linear bloom shader that reportedly led to problems on Android
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
[[#8465](https://gitlab.com/OpenMW/openmw/-/issues/8465)] **macOS:** Hardware antialiasing no longer breaks rendering
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. If you're running an AMD GPU and get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it. If you're running an Intel GPU and the game's visuals often appear to freeze, try to check if it still happens with the latest available driver for your GPU and downgrade the driver if it does. This also appears to be a driver-side regression. Finally, we received many reports on Nvidia Windows driver crashes with unclear reason or connection. This is *also* suspected to be a vendor-side regression associated with post-50 series drivers, but we do not currently have a recommendation on how to deal with those other than to provide us with more crash dumps and `openmw.log` files. Changes since RC7: - [[#8165](https://gitlab.com/OpenMW/openmw/-/issues/8165)] **OpenMW-Lua:** For Lua-triggered object activation, Lua activation handler takes priority over mwscript activation inhibition - [[#8445](https://gitlab.com/OpenMW/openmw/-/issues/8445)] **Launcher:** Fixed a rare crash on exit due to start cell list reloading being interrupted - [[#8465](https://gitlab.com/OpenMW/openmw/-/issues/8465)] **macOS:** Hardware antialiasing no longer breaks rendering - [[#8469](https://gitlab.com/OpenMW/openmw/-/issues/8469)] **OpenMW-Lua:** Cell change events are no longer triggered when the player is teleported within a cell - [[#8478](https://gitlab.com/OpenMW/openmw/-/issues/8478)] **Launcher:** Various startup, content list loading and mass plugin toggling optimisations - [[#8499](https://gitlab.com/OpenMW/openmw/-/issues/8499)] **Linux:** Generic package launch scripts now support whitespace in the path to OpenMW - [[#8503](https://gitlab.com/OpenMW/openmw/-/issues/8503)] **OpenMW-Lua:** To prevent rendering deadlocks, camera, time scale and animation speed bindings no longer accept infinities and NaN as input - [[#8514](https://gitlab.com/OpenMW/openmw/-/issues/8514)] **AMD:** Fixed broken shadows when they are enabled globally but need to be disabled (e.g. in interiors) on some hardware - [[#8516](https://gitlab.com/OpenMW/openmw/-/issues/8516)] **OpenMW-Lua:** Fixed the order of UI layer insertions if they happened during the same frame - [[#8532](https://gitlab.com/OpenMW/openmw/-/issues/8532)] Console search works properly and can no longer crash if the current marked occurrence includes the first character of the history - [[#8541](https://gitlab.com/OpenMW/openmw/-/issues/8541)] **OpenMW-Lua:** `util.color:asHex` properly converts color channel values lower than 16 - **OpenMW-Lua:** Animation API is no longer accessible in menu and global contexts - **OpenMW-Lua:** `self:isActive` binding properly returns false when the object is inactive - Fixed undefined behaviour in the linear bloom shader that reportedly led to problems on Android - Post-processing shaders can properly request a higher minimum GLSL version on systems that don't support UBO rendering, like macOS - Weapon/shield attachment/detachment can once again happen at the very beginning of the (un)equipment animation
vopenmw-49-rc7
[[#8462](https://gitlab.com/OpenMW/openmw/-/issues/8462)] **macOS:** Fixed crashes when the window is resized or a setting is tweaked in-game
[[#8378](https://gitlab.com/OpenMW/openmw/-/issues/8378)] Fixed non-breaking space glyph rendering issues in dialogue and books: this further improves Korean bitmap font support
[[#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)] Fixed crashes when a creature in the scene doesn't have a defined model, e.g. when it fades out at the edge of actor processing range
Fixed a crash when shaders required to render ripples are unavailable or cannot be compiled
Windows 10 or newer is required to run the Windows build.
If you're running an AMD GPU and you get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it.
[[#8380](https://gitlab.com/OpenMW/openmw/-/issues/8380)] **OpenMW-Lua:** Lua-opened service menus no longer assume they're opened from dialogue: this prevents "crashes" when they're closed automatically on assertion-enabled builds
[[#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)] Fixed loading of saves that contain inventory items with non-existent enchantments
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. If you're running an AMD GPU and you get frequent freezes (driver timeouts), disable antialiasing in the launcher. AMD is aware of the issue and is working on fixing it. Changes since RC6: * [[#8273](https://gitlab.com/OpenMW/openmw/-/issues/8273)] Pathfinding message log level is now controlled by `OPENMW_RECAST_MAX_LOG_LEVEL` environment variable and is raised to Error by default * [[#8378](https://gitlab.com/OpenMW/openmw/-/issues/8378)] Fixed non-breaking space glyph rendering issues in dialogue and books: this further improves Korean bitmap font support * [[#8380](https://gitlab.com/OpenMW/openmw/-/issues/8380)] **OpenMW-Lua:** Lua-opened service menus no longer assume they're opened from dialogue: this prevents "crashes" when they're closed automatically on assertion-enabled builds * [[#8405](https://gitlab.com/OpenMW/openmw/-/issues/8405)] **Launcher:** Major content initialisation optimisations: this eliminates freezes during startup for very large content lists * [[#8425](https://gitlab.com/OpenMW/openmw/-/issues/8425)] Optimised plugin dependency resolution: this fixes a freeze when a single plugin has many dependencies during initial loading * [[#8426](https://gitlab.com/OpenMW/openmw/-/issues/8426)] **Launcher:** Data directory selection dialog once again preserves the last directory it was in * [[#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)] Fixed crashes when a creature in the scene doesn't have a defined model, e.g. when it fades out at the edge of actor processing range * [[#8439](https://gitlab.com/OpenMW/openmw/-/issues/8439)] Fixed loading of saves that contain inventory items with non-existent enchantments * [[#8441](https://gitlab.com/OpenMW/openmw/-/issues/8441)] Main menu video is paused when the window is minimised to prevent a freeze upon reopening * [[#8462](https://gitlab.com/OpenMW/openmw/-/issues/8462)] **macOS:** Fixed crashes when the window is resized or a setting is tweaked in-game * **OpenMW-Lua:** `TargetPolygonNotFound` pathfinding status is properly enumerated * **OpenMW-Lua:** victim awareness option is properly supported in crime events * Fixed a crash when shaders required to render ripples are unavailable or cannot be compiled * Fixed graphic herbalism support for containers that only contain unresolved levelled items and containers that use skinned models * Minimum point light radius has been raised to 16 to match Morrowind and prevent zero radius lights from turning very bright when `classic falloff` is enabled * Pathfinding debug mesh write errors (e.g. when the files are written to an inaccessible location) can no longer cause a deadlock * Restored `--export-fonts` command line option useful for testing bitmap font loading * TES4 format quest record script variable subrecords are ignored: this allows esmtool to parse Fallout 3 DLC ESMs * **Windows:** Config and data path detection errors are now reported * **Windows:** Freeze catcher message has been revised and will disappear quicker if the application unfreezes
vopenmw-49-rc6
Windows 10 or newer is required to run the Windows build.
[[#8311](https://gitlab.com/OpenMW/openmw/-/issues/8311)] Fixed more potential breakage when an object removed by Lua cannot be properly unloaded, this time in object paging
[[#8370](https://gitlab.com/OpenMW/openmw/-/issues/8370)] Fixed various memory corruption issues when some bindings are used in coroutines
[[#8387](https://gitlab.com/OpenMW/openmw/-/issues/8387)] Fixed invalid memory access when the last remaining saved game is deleted for a character
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
[[#7531](https://gitlab.com/OpenMW/openmw/-/issues/7531)] Added more missing bitmap font glyph substitutions and removed custom substitutions for characters that are already defined by the fonts
[[#8317](https://gitlab.com/OpenMW/openmw/-/issues/8317)] Magic effect removal in Lua is now a delayed action to prevent it from removing the VFX when they are being rendered (this caused crashes)
[[#8364](https://gitlab.com/OpenMW/openmw/-/issues/8364)] Resizing the dialogue window can no longer break the scrollbar and make it crash the game upon use
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. Changes since RC5: * [[#7531](https://gitlab.com/OpenMW/openmw/-/issues/7531)] Added more missing bitmap font glyph substitutions and removed custom substitutions for characters that are already defined by the fonts * [[#8311](https://gitlab.com/OpenMW/openmw/-/issues/8311)] Fixed more potential breakage when an object removed by Lua cannot be properly unloaded, this time in object paging * [[#8317](https://gitlab.com/OpenMW/openmw/-/issues/8317)] Magic effect removal in Lua is now a delayed action to prevent it from removing the VFX when they are being rendered (this caused crashes) * [[#8358](https://gitlab.com/OpenMW/openmw/-/issues/8358)] Automove is no longer automatically disabled when the player cannot move * [[#8364](https://gitlab.com/OpenMW/openmw/-/issues/8364)] Resizing the dialogue window can no longer break the scrollbar and make it crash the game upon use * [[#8365](https://gitlab.com/OpenMW/openmw/-/issues/8365)] Actions registered in Lua menu context persist through the entire session * [[#8370](https://gitlab.com/OpenMW/openmw/-/issues/8370)] Fixed various memory corruption issues when some bindings are used in coroutines * [[#8378](https://gitlab.com/OpenMW/openmw/-/issues/8378)] Support for unofficial Korean fonts: bitmap font kerning is now set up properly and it is now legal for fonts to only provide partial texture data * [[#8387](https://gitlab.com/OpenMW/openmw/-/issues/8387)] Fixed invalid memory access when the last remaining saved game is deleted for a character * [[#8389](https://gitlab.com/OpenMW/openmw/-/issues/8389)] `GetSoundPlaying` mwscript function no longer requires a reference to work (it will always return 0) * LLVM 19.1.0 toolset support * Medium and strong weapon recoil/reloading animations play properly again * Starting or loading the game through Lua automatically hides the main menu
vopenmw-49-rc5
[[#8346](https://gitlab.com/OpenMW/openmw/-/issues/8346)] Fixed a crash when a Lua script attempts to start a new game
[[#8311](https://gitlab.com/OpenMW/openmw/-/issues/8311)] Fixed a crash when an object removed by Lua cannot be properly unloaded; this could happen during saved game loading
[[#8344](https://gitlab.com/OpenMW/openmw/-/issues/8344)] Fixed a potential crash when pathgrid geometry is generated but all pathgrid edges are invalid
[[#8347](https://gitlab.com/OpenMW/openmw/-/issues/8347)] Fixed a crash when levelled creature list record `creatures` binding is used
[[#8354](https://gitlab.com/OpenMW/openmw/-/issues/8354)] Editor: Improved the robustness of screen detection on multi-monitor setups; it will never fail well, as long as you *do* have a display
Windows 10 or newer is required to run the Windows build.
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
These RC builds are outdated!
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. Changes since RC4: * [[#8311](https://gitlab.com/OpenMW/openmw/-/issues/8311)] Fixed a crash when an object removed by Lua cannot be properly unloaded; this could happen during saved game loading * [[#8344](https://gitlab.com/OpenMW/openmw/-/issues/8344)] Fixed a potential crash when pathgrid geometry is generated but all pathgrid edges are invalid * [[#8346](https://gitlab.com/OpenMW/openmw/-/issues/8346)] Fixed a crash when a Lua script attempts to start a new game * [[#8347](https://gitlab.com/OpenMW/openmw/-/issues/8347)] Fixed a crash when levelled creature list record `creatures` binding is used * [[#8354](https://gitlab.com/OpenMW/openmw/-/issues/8354)] Editor: Improved the robustness of screen detection on multi-monitor setups; it will never fail — well, as long as you *do* have a display * Third-party builds built against SDL2-compat will no longer suffer from unhandled SDL3 display/window event warning spam * `ShowSceneGraph` (`SSG`) command no longer complains about billboard callback (billboard node representation) presence in serialised objects
vopenmw-49-rc4
Various stereo/multiview setup fixes to allow 0.49.0 and updated OpenMW-VR to use the same shaders: shadow maps are shared between views while sky blending, soft and distortion shader effects and post-processing account for multiple views better
Windows 10 or newer is required to run the Windows build.
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
Loading progress bar is properly updated for TES4 format files
These RC builds are outdated!
We *do not* provide support for outdated RC builds!
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. Changes since RC3: * [[#7273](https://gitlab.com/OpenMW/openmw/-/issues/7273)] Precipitation occlusion should no longer require sky blending to be enabled to work as intended * [[#8280](https://gitlab.com/OpenMW/openmw/-/issues/8280)] Attacks evaluated as successful will no longer hit if the target is out of reach when the attack is applied * Loading progress bar is properly updated for TES4 format files * Various stereo/multiview setup fixes to allow 0.49.0 and updated OpenMW-VR to use the same shaders: shadow maps are shared between views while sky blending, soft and distortion shader effects and post-processing account for multiple views better
vopenmw-49-rc3
[[#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)] Fixed a crash when the post-processing chain refers to an existing shader file in a different case (0.48.0 issue)
[[#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)] Fixed a crash when the post-processing chain refers to an existing shader file nested into a subdirectory of the shaders directory (0.48.0 issue)
[[#8299](https://gitlab.com/OpenMW/openmw/-/issues/8299)] Editor: Fixed a crash when terrain is smoothed at a border with undefined cell (0.46.0-0.48.0 issue)
When the relevant setting is enabled, Recast meshes are exported before navmeshes are generated to make debugging navmesh generation crashes easier
Windows 10 or newer is required to run the Windows build.
[[#7731](https://gitlab.com/OpenMW/openmw/-/issues/7731)] Fixed default sound output device tracking sometimes malfunctioning under PulseAudio backend and causing audio stuttering notably on Steam Deck
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
[[#8286](https://gitlab.com/OpenMW/openmw/-/issues/8286)] The launcher will no longer overwrite openmw.cfg if the original file already has all the settings it was going to write (new in 0.49.0)
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. Changes since RC2: * [[#7731](https://gitlab.com/OpenMW/openmw/-/issues/7731)] Fixed default sound output device tracking sometimes malfunctioning under PulseAudio backend and causing audio stuttering — notably on Steam Deck * [[#8286](https://gitlab.com/OpenMW/openmw/-/issues/8286)] The launcher will no longer overwrite openmw.cfg if the original file already has all the settings it was going to write (new in 0.49.0) * [[#8287](https://gitlab.com/OpenMW/openmw/-/issues/8287)] The launcher no longer has unintuitive special handling for commas in setting values when preserving their comments (new in 0.49.0) * [[#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)] Fixed a crash when the post-processing chain refers to an existing shader file in a different case (0.48.0 issue) * [[#8295](https://gitlab.com/OpenMW/openmw/-/issues/8295)] Fixed a crash when the post-processing chain refers to an existing shader file nested into a subdirectory of the shaders directory (0.48.0 issue) * [[#8299](https://gitlab.com/OpenMW/openmw/-/issues/8299)] Editor: Fixed a crash when terrain is smoothed at a border with undefined cell (0.46.0-0.48.0 issue) * [[#8300](https://gitlab.com/OpenMW/openmw/-/issues/8300)] Flawed weapon type validation has been corrected to allow custom ammunition records to be created through Lua * Windows build now includes bsatool, esmtool and niftest utilities * When the relevant setting is enabled, Recast meshes are exported before navmeshes are generated to make debugging navmesh generation crashes easier
vopenmw-49-rc2
Windows 10 or newer is required to run the Windows build.
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
on January 12 to replace `libexpat` with a version dependent on glibc 2.35 and fix Ubuntu 22.04 compatibility
Fixes since RC1:
These RC builds are outdated!
We *do not* provide support for outdated RC builds!
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.** Windows 10 or newer is required to run the Windows build. Linux binary was reuploaded multiple times: - on January 8 to use Qt6, multithreaded Bullet and the latest revision of our OpenSceneGraph fork - on January 10 to include libraries missing on some systems: `libb2`, `libmd`, `libcap`, `libbsd` and `libzstd` - on January 12 to replace `libexpat` with a version dependent on glibc 2.35 and fix Ubuntu 22.04 compatibility Fixes since RC1: * Localized On/Off buttons in the in-game settings will no longer reset to GMST lines when clicked.
vopenmw-49-rc1
Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.
These RC builds are outdated!
We *do not* provide support for outdated RC builds!
Changelog complet
**These RC builds are outdated!** **We *do not* provide support for outdated RC builds!** **Visit the main [Releases page](https://github.com/OpenMW/openmw/releases) to find the most recent RC build or corresponding stable release.**
vopenmw-0.48.0
New Engine Features:
New Editor Features:
Engine Bug Fixes:
Editor Bug Fixes:
\[[\#6705](https://gitlab.com/OpenMW/openmw/-/issues/6705)\] Improved nested table column naming for levelled list subviews
With the bump of the minimum required version of OpenSceneGraph to 3.6.5, the following older improvements of OSG are brought over to every possible build of OpenMW:
\[[\#6386](https://gitlab.com/OpenMW/openmw/-/issues/6386)\] Fixed screen-space coordinate computations for water reflections, preventing them from becoming a pixelated mess as you get close to the water surface on some video cards
\[[\#6282](https://gitlab.com/OpenMW/openmw/-/issues/6282)\] Fixed parsing of unquoted string literals that start with a digit
Changelog complet
The OpenMW team is proud to announce the release of version 0.48.0 of our open-source engine! So what does another fruitful year of diligent work bring us this time? The two biggest improvements in this new version of OpenMW are the long-awaited post-processing shader framework and an early version of a brand-new Lua scripting API! Both of these features greatly expand what the engine can deliver in terms of visual fidelity and game logic. As usual, we've also solved numerous problems major and minor, particularly pertaining to the newly overhauled magic system and character animations. Read the full list of changes below! **Known Issues:** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * Performance of enchanted ranged weapons (e.g., darts) isn’t as good as other projectiles’ performance * \[[\#7354](https://gitlab.com/OpenMW/openmw/-/issues/7354)\] If reverse Z depth buffer and soft particles are off or unsupported, disabling all post-processing in-game will trigger a crash * Rarely, quitting the game may crash it on some setups for an unclear reason. If you encounter such an issue, please send us feedback regarding its circumstances **New Engine Features:** * *by ptmikheev, uramer and others* * \[[\#5996](https://gitlab.com/OpenMW/openmw/-/issues/5996)\] Lua scripting API * *by akortunov* * \[[\#4974](https://gitlab.com/OpenMW/openmw/-/issues/4974)\] Fonts and GUI layout files are now overridable through the VFS * \[[\#4975](https://gitlab.com/OpenMW/openmw/-/issues/4975)\] TrueType font replacements are now included by default to avoid missing glyphs with OpenMW-specific GUI localisation * \[[\#6867](https://gitlab.com/OpenMW/openmw/-/issues/6867)\] GUI localisation support. Most of the previously hardcoded strings have been localised in French, German, Russian and Swedish * \[[\#6925](https://gitlab.com/OpenMW/openmw/-/issues/6925)\] In the character creation widget, the character's head can be rotated in the preview area using the mouse wheel, as if you scrolled the slider below it * \[[\#6941](https://gitlab.com/OpenMW/openmw/-/issues/6941)\] TrueType font settings can be changed in the launcher * *by Assumeru/Evil Eye* * \[[\#1465](https://gitlab.com/OpenMW/openmw/-/issues/1465), [\#6177](https://gitlab.com/OpenMW/openmw/-/issues/6177)\] 'Repeat' flag is supported for AI package script commands. * \[[\#2780](https://gitlab.com/OpenMW/openmw/-/issues/2780)\] 'Help' console command, which prints OpenMW's version string and every available command * \[[\#4297](https://gitlab.com/OpenMW/openmw/-/issues/4297)\] The remnants of 'APPLIED_ONCE' spell effect flag have been properly implemented * \[[\#4414](https://gitlab.com/OpenMW/openmw/-/issues/4414)\] EXTRA SPELL spell effect expiry now triggers re-equipment * \[[\#5198](https://gitlab.com/OpenMW/openmw/-/issues/5198)\] Spell effect expiry is now tracked * \[[\#5454](https://gitlab.com/OpenMW/openmw/-/issues/5454)\] Active spell effects are cleared from actors that are removed from the scene for any reason * \[[\#5489](https://gitlab.com/OpenMW/openmw/-/issues/5489)\] Telekinesis also extends the activation range of activators, like in Morrowind Code Patch * \[[\#6380](https://gitlab.com/OpenMW/openmw/-/issues/6380)\] Commas are treated as whitespace in scripts, heavily loosening the restrictions on their use * \[[\#6699](https://gitlab.com/OpenMW/openmw/-/issues/6699)\] 'Ignored' ESM record flag is now respected * *by Capo* * \[[\#6541](https://gitlab.com/OpenMW/openmw/-/issues/6541)\] Gloss-mapping support * *by Cédric Mocquillon* * \[[\#3616](https://gitlab.com/OpenMW/openmw/-/issues/3616)\] Optional: You can now zoom the in-game map in and out * \[[\#6248](https://gitlab.com/OpenMW/openmw/-/issues/6248)\] A default error marker model is now embedded into the engine * *by Dominique Martinet* * \[[\#6631](https://gitlab.com/OpenMW/openmw/-/issues/6631)\] FFmpeg 5 support * *by elsid* * \[[\#6189](https://gitlab.com/OpenMW/openmw/-/issues/6189)\] Generated navigation meshes are now cached on your storage device * *by Eris Caffee* * \[[\#2766](https://gitlab.com/OpenMW/openmw/-/issues/2766)\] Wizard will warn the user if the used version of Morrowind is unrecognised and potentially too old using the known size of English Morrowind BSA * \[[\#6706](https://gitlab.com/OpenMW/openmw/-/issues/6706)\] The dimensions of the in-game settings window are saved and loaded * *by fr3dz10* * \[[\#2858](https://gitlab.com/OpenMW/openmw/-/issues/2858)\] Data directories can be set up and BSA archives can be registered through the launcher * \[[\#6496](https://gitlab.com/OpenMW/openmw/-/issues/6496)\] 'No Camera Collision' flag is properly implemented for NIF nodes * *by myrix* * \[[\#6419](https://gitlab.com/OpenMW/openmw/-/issues/6419)\] Topics will not be considered exhausted if they can produce a hyperlink to a new topic * \[[\#6888](https://gitlab.com/OpenMW/openmw/-/issues/6888)\] Optional: Creature damage damages armour * *by ptmikheev* * \[[\#2491](https://gitlab.com/OpenMW/openmw/-/issues/2491)\] The directory configuration files are read from can be specified manually, allowing you to produce portable OpenMW distributions * \[[\#4595](https://gitlab.com/OpenMW/openmw/-/issues/4595)\] Every object instance in the game can now be uniquely identified * \[[\#6161](https://gitlab.com/OpenMW/openmw/-/issues/6161)\] In-game log viewer (assigned to F10) * \[[\#7434](https://gitlab.com/OpenMW/openmw/-/issues/7434)\] Exponential fog * \[[\#7435](https://gitlab.com/OpenMW/openmw/-/issues/7435)\] Sky blending * *by unelsson* * \[[\#5701](https://gitlab.com/OpenMW/openmw/-/issues/5701)\] Optimised Collada model skinning * \[[\#6249](https://gitlab.com/OpenMW/openmw/-/issues/6249)\] Alpha testing support for Collada models * \[[\#6823](https://gitlab.com/OpenMW/openmw/-/issues/6823)\] Animation layering support for Collada models * *by uramer* * \[[\#6557](https://gitlab.com/OpenMW/openmw/-/issues/6557)\] Controller gyroscope support * *by Vulpen* * \[[\#6019](https://gitlab.com/OpenMW/openmw/-/issues/6019)\] Alpha-to-coverage can be toggled on through the launcher * *by wareya* * \[[\#6360](https://gitlab.com/OpenMW/openmw/-/issues/6360)\] Raindrop ripples have been visually revamped * *by wazabear* * \[[\#4067](https://gitlab.com/OpenMW/openmw/-/issues/4067)\] Post-processing shader support * \[[\#5928](https://gitlab.com/OpenMW/openmw/-/issues/5928)\] Time of day-dependent node switching can be disabled * \[[\#6032](https://gitlab.com/OpenMW/openmw/-/issues/6032)\] Support of reverse-Z depth buffer, which reduces the flickering of distant objects tremendously * \[[\#6078](https://gitlab.com/OpenMW/openmw/-/issues/6078)\] The depth buffer is no longer cleared before rendering first-person models * \[[\#6128](https://gitlab.com/OpenMW/openmw/-/issues/6128)\] Support for soft particles * \[[\#6199](https://gitlab.com/OpenMW/openmw/-/issues/6199)\] FBO rendering support * \[[\#6443](https://gitlab.com/OpenMW/openmw/-/issues/6443)\] NIF stencil buffer manipulations are supported, completing NiStencilProperty support * \[[\#6534](https://gitlab.com/OpenMW/openmw/-/issues/6534)\] Decal texture blending using vertex/material colours is now simulated in shader pipeline * \[[\#6592](https://gitlab.com/OpenMW/openmw/-/issues/6592)\] Geometry-based particle emission support * \[[\#6600](https://gitlab.com/OpenMW/openmw/-/issues/6600)\] NiSortAdjustNode record type support * \[[\#6700](https://gitlab.com/OpenMW/openmw/-/issues/6700)\] Windowed fullscreen support. In this mode, the game is played in a borderless window that matches the display resolution * *by Wolfgang Lieff* * \[[\#6684](https://gitlab.com/OpenMW/openmw/-/issues/6684)\] Support of NiFltAnimationNode NIF record type, which represents an animated sequence of nodes. * *by AnyOldName3 and Capo* * With the bump of the minimum required version of OpenSceneGraph to 3.6.5, the following older improvements of OSG are brought over to every possible build of OpenMW: * \[[\#3180](https://gitlab.com/OpenMW/openmw/-/issues/3180)\] Support of uncompressed colour-mapped TGA files * \[[\#3668](https://gitlab.com/OpenMW/openmw/-/issues/3668)\] Support of palettised DDS files **New Editor Features:** * *by cc9cii* * \[[\#2554](https://gitlab.com/OpenMW/openmw/-/issues/2554)\] Modifying an instance in the scene widget will scroll the instances table to that instance * \[[\#5737](https://gitlab.com/OpenMW/openmw/-/issues/5737)\] Moved instances are properly deleted from their original cell * \[[\#6017](https://gitlab.com/OpenMW/openmw/-/issues/6017)\] Persistent and temporary instances are properly distinguished upon saving a file to improve compatibility with the original ESM format * \[[\#6288](https://gitlab.com/OpenMW/openmw/-/issues/6288)\] 'Blocked' record flag support * *by pi03k* * \[[\#890](https://gitlab.com/OpenMW/openmw/-/issues/890)\] Table columns can now be hidden using a new menu or with a middle-click * *by SaintMercury* * \[[\#6721](https://gitlab.com/OpenMW/openmw/-/issues/6721)\] Record subviews can be opened in an exclusive window as an option * *by unelsson* * \[[\#6251](https://gitlab.com/OpenMW/openmw/-/issues/6251)\] Instance movement now follows the mouse cursor * *by VidiAquam* * \[[\#3245](https://gitlab.com/OpenMW/openmw/-/issues/3245)\] Instance editing grid and snapping **Engine Bug Fixes:** * *by akortunov* * \[[\#5913](https://gitlab.com/OpenMW/openmw/-/issues/5913)\] Self-targeted line-of-sight checks no longer cause issues * \[[\#6276](https://gitlab.com/OpenMW/openmw/-/issues/6276)\] 'Deleted' flag is properly supported for groundcover instance records * \[[\#6347](https://gitlab.com/OpenMW/openmw/-/issues/6347)\] Scripts can now spawn levelled creatures * \[[\#6519](https://gitlab.com/OpenMW/openmw/-/issues/6519)\] Duration is no longer displayed for ingredient magic effects * *by Andreas Stöckel* * \[[\#6129](https://gitlab.com/OpenMW/openmw/-/issues/6129), [\#6131](https://gitlab.com/OpenMW/openmw/-/issues/6131)\] Character doll coordinates are properly calculated for large window sizes and non-1.0 UI scaling factor * \[[\#6354](https://gitlab.com/OpenMW/openmw/-/issues/6354)\] Sounds that are being culled due to being too far away will fade out instead of getting cut off * \[[\#6386](https://gitlab.com/OpenMW/openmw/-/issues/6386)\] Fixed screen-space coordinate computations for water reflections, preventing them from becoming a pixelated mess as you get close to the water surface on some video cards * *by andrew-app* * \[[\#5434](https://gitlab.com/OpenMW/openmw/-/issues/5434)\] Pinned windows no longer cover the remaining breath bar * *by anikm21* * \[[\#6303](https://gitlab.com/OpenMW/openmw/-/issues/6303)\] Going to jail makes the player cancel their current attack and sheathe their weapon * *by AnyOldName3* * \[[\#6718](https://gitlab.com/OpenMW/openmw/-/issues/6718)\] Throwable weapons’ enchantments will no longer break the rendering of their target in unpredictable ways * \[[\#7251](https://gitlab.com/OpenMW/openmw/-/issues/7251)\] Shader rendering is properly enabled for nodes that don't have any rendering state set * *by Assumeru/Evil Eye* * \[[\#1751](https://gitlab.com/OpenMW/openmw/-/issues/1751)\] Birthsign abilities increase base stat values * \[[\#1930](https://gitlab.com/OpenMW/openmw/-/issues/1930)\] When an actor stops fighting a target, the actor’s allies stop fighting that target as well * \[[\#2036](https://gitlab.com/OpenMW/openmw/-/issues/2036)\] 'SetStat' and 'ModStat' group instructions behave much more like Morrowind, which allows Galsiah’s Character Development to increase stats beyond the cap of 100 * \[[\#3488](https://gitlab.com/OpenMW/openmw/-/issues/3488)\] AI will not attempt to attack before finishing aiming * \[[\#3737](https://gitlab.com/OpenMW/openmw/-/issues/3737)\] If a script’s execution fails on one target, it will still run on other targets, as it could have failed due to target-specific factors * \[[\#3737](https://gitlab.com/OpenMW/openmw/-/issues/3737)\] 'Equip'’s behaviour of implicitly adding an item if it’s missing will no longer make the actor equip anything else * \[[\#3792](https://gitlab.com/OpenMW/openmw/-/issues/3792)\] Magicka is recalculated immediately after Intelligence is changed instead of doing so a frame later * \[[\#3846](https://gitlab.com/OpenMW/openmw/-/issues/3846)\] Scripts now support unquoted string literals that start with a hyphen * \[[\#3855](https://gitlab.com/OpenMW/openmw/-/issues/3855)\] AI will avoid casting identical Bound item effects * \[[\#3855](https://gitlab.com/OpenMW/openmw/-/issues/3855)\] AI will also avoid casting Bound Shield if it can’t make use of the shield * \[[\#3867](https://gitlab.com/OpenMW/openmw/-/issues/3867), [\#5318](https://gitlab.com/OpenMW/openmw/-/issues/5318)\] An actor’s allies that are already in combat will not join combat with the actor’s potential new targets * \[[\#3905](https://gitlab.com/OpenMW/openmw/-/issues/3905)\] 'GetDistance' that has no target will still “work”, preventing a problem in Great House Dagoth * \[[\#4203](https://gitlab.com/OpenMW/openmw/-/issues/4203)\] Overriding an object’s inventory will close that object’s looting window, preventing issues or crashes if an actor is resurrected during looting * \[[\#4376](https://gitlab.com/OpenMW/openmw/-/issues/4376)\] Levelled creatures that moved out of their original cell will properly respawn in their original cell, instead of being duplicated * \[[\#5054](https://gitlab.com/OpenMW/openmw/-/issues/5054)\] Spellcast equip/unequip animations are supported for non-bipedal creatures * \[[\#5100](https://gitlab.com/OpenMW/openmw/-/issues/5100)\] Temporary disposition changes can no longer bring an actor’s disposition below zero * \[[\#5120](https://gitlab.com/OpenMW/openmw/-/issues/5120)\] Scripted object spawning no longer automatically inserts the object’s physics model – it will be inserted when the scene is reloaded, when the object is enabled or when any object in the scene is disabled * \[[\#5207](https://gitlab.com/OpenMW/openmw/-/issues/5207)\] Summoned creatures are properly cleared if their caster is removed from the scene * \[[\#5377](https://gitlab.com/OpenMW/openmw/-/issues/5377)\] Keyboard focus is only restored to widgets with visible parents, preventing MenuTest from messing with the console input field focus * \[[\#5596](https://gitlab.com/OpenMW/openmw/-/issues/5596)\] Using multiple identical Summon effects in permanent spells can summon multiple creatures of the same type like temporary spells can * \[[\#5621](https://gitlab.com/OpenMW/openmw/-/issues/5621)\] Restore effects can restore drained stats * \[[\#5801](https://gitlab.com/OpenMW/openmw/-/issues/5801)\] The order of teleportation effects in a single spell matters; the last effect will take priority * \[[\#5842](https://gitlab.com/OpenMW/openmw/-/issues/5842)\] Temporary disposition change from the currently active dialogue will not affect GetDisposition result for any other actor * \[[\#5842](https://gitlab.com/OpenMW/openmw/-/issues/5842)\] 'ForceGreeting' updates disposition change target * \[[\#5842](https://gitlab.com/OpenMW/openmw/-/issues/5842)\] 'SetDisposition'/'ModDisposition' applies the current temporary disposition change permanently * \[[\#5863](https://gitlab.com/OpenMW/openmw/-/issues/5863)\] 'GetEffect' returns 1 for teleportation spell effects only after the teleportation is complete * \[[\#5937](https://gitlab.com/OpenMW/openmw/-/issues/5937)\] All portable light sources are rotated by 90 degrees when they’re attached to the character, while body parts that have a BoneOffset node are not * \[[\#6051](https://gitlab.com/OpenMW/openmw/-/issues/6051)\] Invalid water levels are handled more gracefully * \[[\#6066](https://gitlab.com/OpenMW/openmw/-/issues/6066)\] Quoted keywords can be used as string literals * \[[\#6087](https://gitlab.com/OpenMW/openmw/-/issues/6087)\] Manually added bound items no longer conflict with bound item effects and won’t disappear when they end * \[[\#6107](https://gitlab.com/OpenMW/openmw/-/issues/6107)\] Fatigue recalculation after attributes are updated can properly bring its current value above the maximum, like Magicka recalculation, if necessary * \[[\#6123](https://gitlab.com/OpenMW/openmw/-/issues/6123)\] Scripts assigned to voiced greetings that cannot be compiled will no longer break the game: their local variables are cached, fixing problems in Traveling Merchants * \[[\#6172](https://gitlab.com/OpenMW/openmw/-/issues/6172)\] All weapon-wielding creatures can open doors * \[[\#6184](https://gitlab.com/OpenMW/openmw/-/issues/6184), [\#6255](https://gitlab.com/OpenMW/openmw/-/issues/6255)\] Illusion school and Reflect effects work more like vanilla * \[[\#6197](https://gitlab.com/OpenMW/openmw/-/issues/6197)\] Scripted spellcasting commands will no longer stack, and instead either override the previous packages (if casting hasn’t started yet) or do nothing (if casting is in progress) * \[[\#6253](https://gitlab.com/OpenMW/openmw/-/issues/6253)\] Reflect effects are now multiplicative * \[[\#6273](https://gitlab.com/OpenMW/openmw/-/issues/6273)\] The rotation of actors that have been respawned is reset to the original rotation * \[[\#6282](https://gitlab.com/OpenMW/openmw/-/issues/6282)\] Fixed parsing of unquoted string literals that start with a digit * \[[\#6283](https://gitlab.com/OpenMW/openmw/-/issues/6283)\] 'GetCurrentAIPackage' returns -1 for non-actors and dead actors * \[[\#6291](https://gitlab.com/OpenMW/openmw/-/issues/6291)\] Local variables that are named the same as a script command will be used instead of that command * \[[\#6302](https://gitlab.com/OpenMW/openmw/-/issues/6302)\] Only enabled objects are added to the scene after teleportation * \[[\#6321](https://gitlab.com/OpenMW/openmw/-/issues/6321)\] On-self projectile enchantments are applied to the projectile’s target instead of the caster * \[[\#6323](https://gitlab.com/OpenMW/openmw/-/issues/6323)\] 'StayOutside' script variable now only blocks a follower’s teleportation from an exterior to an interior * \[[\#6324](https://gitlab.com/OpenMW/openmw/-/issues/6324)\] 'Rotate' script instruction always rotates the player on the Z axis regardless of the axis argument * \[[\#6326](https://gitlab.com/OpenMW/openmw/-/issues/6326)\] Detect Enchantment/Key effects can detect items in containers the contents of which weren’t resolved yet * \[[\#6333](https://gitlab.com/OpenMW/openmw/-/issues/6333)\] Werewolf stat bonuses are now considered magical in nature instead of affecting the base stats * \[[\#6363](https://gitlab.com/OpenMW/openmw/-/issues/6363)\] Integer arguments can be passed as string arguments and treated as names in unambiguous contexts * \[[\#6376](https://gitlab.com/OpenMW/openmw/-/issues/6376)\] All creatures can equip portable light sources at night * \[[\#6396](https://gitlab.com/OpenMW/openmw/-/issues/6396)\] Various instances of non-ASCII character handling have been made more reliable * \[[\#6493](https://gitlab.com/OpenMW/openmw/-/issues/6493)\] Magically unlocking owned containers and doors that have never been locked is no longer illegal * \[[\#6493](https://gitlab.com/OpenMW/openmw/-/issues/6493)\] However, magically unlocking owned doors that have already been unlocked is now illegal as was the case for containers * \[[\#6523](https://gitlab.com/OpenMW/openmw/-/issues/6523)\] Disintegrate Weapon effect is resisted by Sanctuary instead of Resist Magicka * \[[\#6606](https://gitlab.com/OpenMW/openmw/-/issues/6606)\] All quests with the same name are restarted when one of them is restarted * \[[\#6670](https://gitlab.com/OpenMW/openmw/-/issues/6670)\] Dialogue ordering matches Morrowind behaviour more closely * \[[\#6682](https://gitlab.com/OpenMW/openmw/-/issues/6682)\] 'HitOnMe' script function will only reset the hit object if there was a match * \[[\#6717](https://gitlab.com/OpenMW/openmw/-/issues/6717)\] Broken scripts should no longer cause interpreter stack corruption * \[[\#6655](https://gitlab.com/OpenMW/openmw/-/issues/6655)\] Creating constant effect Absorb Attribute/Skill enchantments no longer breaks the game * \[[\#6730](https://gitlab.com/OpenMW/openmw/-/issues/6730)\] Scripted animations will no longer prevent wandering actors from playing idle animations after the animations finish * \[[\#6753](https://gitlab.com/OpenMW/openmw/-/issues/6753)\] Dialogue response records without a DATA subrecord are loaded properly * \[[\#6799](https://gitlab.com/OpenMW/openmw/-/issues/6799)\] Class-less NPCs fall back to the default class instead of causing crashes * \[[\#6913](https://gitlab.com/OpenMW/openmw/-/issues/6913)\] Equipping constant effect enchanted items cancels invisibility * \[[\#6923](https://gitlab.com/OpenMW/openmw/-/issues/6923)\] Loading a save where a corpse was disposed no longer prevents the actor’s respawning * *by Bo Svensson* * \[[\#4602](https://gitlab.com/OpenMW/openmw/-/issues/4602)\] Attaching a non-skinned body part that is potentially shared between multiple instances of a model always copies it, preventing crashes with Robert’s Bodies * \[[\#6142](https://gitlab.com/OpenMW/openmw/-/issues/6142)\] Groundcover mods no longer override cell flags * *by Capo* * \[[\#4227](https://gitlab.com/OpenMW/openmw/-/issues/4227)\] Spellcasting animation will still play even if the casting fails due to insufficient Magicka * \[[\#4310](https://gitlab.com/OpenMW/openmw/-/issues/4310)\] Spell and enchanted item effect list is aligned left instead of centre * \[[\#4374](https://gitlab.com/OpenMW/openmw/-/issues/4374)\] Mouse movement events happening during a loading screen are discarded * \[[\#4389](https://gitlab.com/OpenMW/openmw/-/issues/4389)\] Lip animation timer source will override any other timer source in the head model, fixing the animation of head models that have Autoplay animation flag set on the root node * \[[\#4744](https://gitlab.com/OpenMW/openmw/-/issues/4744)\] Invisible particles are always processed to prevent visual glitches with some creature animations * \[[\#5192](https://gitlab.com/OpenMW/openmw/-/issues/5192)\] Base actor turning speed is about 57% faster, increased from 10 radians (\~573 degrees) per second to the original value of 900 degrees per second * \[[\#5453](https://gitlab.com/OpenMW/openmw/-/issues/5453)\] Fixed magic effect VFX position and scale calculations to be in-line with Morrowind * \[[\#5592](https://gitlab.com/OpenMW/openmw/-/issues/5592)\] Fixed many instances of idle animation seemingly restarting at the wrong time * \[[\#5976](https://gitlab.com/OpenMW/openmw/-/issues/5976)\] An attack will cancel invisibility when it’s released, not when it’s started * \[[\#5978](https://gitlab.com/OpenMW/openmw/-/issues/5978)\] Actors will not talk with or look at a magically invisible player character * \[[\#6049](https://gitlab.com/OpenMW/openmw/-/issues/6049)\] Pre-menu video audio will play at the same time as the title music, like in Morrowind, making Arktwend intro – which has a silent audio stream which would previously prevent the title music from playing – behave as expected * \[[\#6054](https://gitlab.com/OpenMW/openmw/-/issues/6054)\] All quick keys actions will be delayed while an important animation is playing, not just weapon equipment * \[[\#6109](https://gitlab.com/OpenMW/openmw/-/issues/6109)\] Multiple videos playing at the same time will no longer crash the game * \[[\#6115](https://gitlab.com/OpenMW/openmw/-/issues/6115)\] 'ShowMap' script instruction will enable map markers for all locations whose names start from its argument, not just those that match the argument * \[[\#6118](https://gitlab.com/OpenMW/openmw/-/issues/6118)\] Creature landing sound is considered an Effect type sound, not a Footstep type sound * \[[\#6154](https://gitlab.com/OpenMW/openmw/-/issues/6154)\] Levitating/swimming actors will be snapped down upon teleportation into an inactive cell * \[[\#6174](https://gitlab.com/OpenMW/openmw/-/issues/6174)\] Clicking on the free area in spell effect creation sliders increments the values instead of shifting the sliders to an unpredictable position * \[[\#6307](https://gitlab.com/OpenMW/openmw/-/issues/6307)\] Actors with a Travel package will stop if they have been close enough to the destination for a bit of time like in Morrowind, preventing them from getting stuck on their destination if they can’t quite reach the final position and fixing Infidelities quest in Tribunal expansion * \[[\#6327](https://gitlab.com/OpenMW/openmw/-/issues/6327)\] Blocking no longer prevents movement * \[[\#6343](https://gitlab.com/OpenMW/openmw/-/issues/6343)\] Magic projectile velocity is affected by NPC casters’ Weight * \[[\#6416](https://gitlab.com/OpenMW/openmw/-/issues/6416)\] In morph geometry, morph target zero is considered to be the target geometry instead of being ignored * \[[\#6417](https://gitlab.com/OpenMW/openmw/-/issues/6417)\] Movement accumulation node choice now takes into account whether the animation source references either of the possible nodes * \[[\#6429](https://gitlab.com/OpenMW/openmw/-/issues/6429)\] Any AI script commands are no-op on non-actors instead of stopping script execution * \[[\#6473](https://gitlab.com/OpenMW/openmw/-/issues/6473)\] NIF strings are only parsed up to their first null terminator * \[[\#6517](https://gitlab.com/OpenMW/openmw/-/issues/6517)\] Empty Euler/XYZ rotation key groups are properly read * Alternative Euler rotation orders are now supported * \[[\#6545](https://gitlab.com/OpenMW/openmw/-/issues/6545)\] Actor momentums are discarded upon worldspace changes * \[[\#6559](https://gitlab.com/OpenMW/openmw/-/issues/6559)\] Weapon condition is consistently damaged before damage bonuses are applied * \[[\#6579](https://gitlab.com/OpenMW/openmw/-/issues/6579)\] OSG builds with double precision bounding sphere type are supported * \[[\#6653](https://gitlab.com/OpenMW/openmw/-/issues/6653)\] Console and maximised window dimensions are closer to Morrowind’s * \[[\#6869](https://gitlab.com/OpenMW/openmw/-/issues/6869)\] Stagger animation is cancelled when an attack animation is completed * \[[\#6890](https://gitlab.com/OpenMW/openmw/-/issues/6890)\] SDL input event errors are properly handled * \[[\#6895](https://gitlab.com/OpenMW/openmw/-/issues/6895)\] 'RemoveItem' with a negative count argument will overflow like 'AddItem' instead of stopping script execution * \[[\#6896](https://gitlab.com/OpenMW/openmw/-/issues/6896)\] Sounds are no longer stopped when their emitter leaves the worldspace, until the player leaves the cell * \[[\#6898](https://gitlab.com/OpenMW/openmw/-/issues/6898)\] Quick keys menu can be opened when a different GUI window is active * \[[\#6909](https://gitlab.com/OpenMW/openmw/-/issues/6909)\] Enchanted item casting aligns the first person character model to the direction of the casting for a single frame * \[[\#6910](https://gitlab.com/OpenMW/openmw/-/issues/6910)\] Portable light sources are no longer extinguished under water when they are not held * *by cc9cii* * \[[\#3246](https://gitlab.com/OpenMW/openmw/-/issues/3246)\] Various actor stats potentially not included in converted ESS files will be loaded from the ESM file, preventing actors from being dead for no apparent reason * \[[\#6067](https://gitlab.com/OpenMW/openmw/-/issues/6067)\] Moved instances can now be loaded from any point in the instances list of a cell record * *by elsid* * \[[\#5508](https://gitlab.com/OpenMW/openmw/-/issues/5508)\] Binaries that don’t depend on Qt won’t be linked to Qt * \[[\#5858](https://gitlab.com/OpenMW/openmw/-/issues/5858)\] Giant objects no longer cause the navigation meshes to be generated based on everything within such objects’ bounds * \[[\#6143](https://gitlab.com/OpenMW/openmw/-/issues/6143)\] Screenshot capturing no longer freezes the game while it’s in progress * \[[\#6143](https://gitlab.com/OpenMW/openmw/-/issues/6143)\] Optional: Screenshot saved message can be shown again * \[[\#6256](https://gitlab.com/OpenMW/openmw/-/issues/6256)\] Enabling shadows should no longer cause a crash on exit with a statically linked OSG * \[[\#6711](https://gitlab.com/OpenMW/openmw/-/issues/6711)\] Log time always matches the real time * \[[\#6849](https://gitlab.com/OpenMW/openmw/-/issues/6849)\] The textures of textured buttons are properly scaled if their height is not a multiple of the original height * \[[\#6860](https://gitlab.com/OpenMW/openmw/-/issues/6860)\] Actors may no longer try to evade an obstacle when there isn’t an obstacle due to their destination position changing * \[[\#6937](https://gitlab.com/OpenMW/openmw/-/issues/6937)\] Wander package destination can no longer be outside of the Wander radius, fixing 'Divided by Nix Hounds' quest * \[[\#7008](https://gitlab.com/OpenMW/openmw/-/issues/7008)\] Reserved node name list handling is now thread-safe * \[[\#7121](https://gitlab.com/OpenMW/openmw/-/issues/7121)\] Making the game time settings invalid will no longer cause instability * *by Eris Caffee* * \[[\#5279](https://gitlab.com/OpenMW/openmw/-/issues/5279)\] Console text selection no longer breaks auto-scrolling * \[[\#6667](https://gitlab.com/OpenMW/openmw/-/issues/6667)\] Pressing Escape during waiting properly cleans up the wait dialogue * *by Kindi* * \[[\#6191](https://gitlab.com/OpenMW/openmw/-/issues/6191)\] Encumbrance messagebox works more like in Morrowind, with only one message appearing at a time and with the semi-broken delay removed * \[[\#6258](https://gitlab.com/OpenMW/openmw/-/issues/6258)\] Changing the offered price in the barter window may no longer cause the UI to confuse the seller and the buyer * \[[\#6322](https://gitlab.com/OpenMW/openmw/-/issues/6322)\] Barter offer price is properly reset when no items are getting exchanged * \[[\#6358](https://gitlab.com/OpenMW/openmw/-/issues/6358)\] 'ChangeWeather' script instruction will report a warning if the used region doesn’t exist * \[[\#6433](https://gitlab.com/OpenMW/openmw/-/issues/6433)\] Items assigned to quick keys are updated when their quick key is activated in case they become unavailable to prevent them from becoming unavailable until the quick keys menu is reopened * \[[\#6451](https://gitlab.com/OpenMW/openmw/-/issues/6451)\] Weapons summoned by Cast When Used enchantments will have their name set in the HUD properly * *by Léo Peltier* * \[[\#5483](https://gitlab.com/OpenMW/openmw/-/issues/5483)\] Spells that have 'Autocalc' flag set have their cost calculated automatically * *by myrix* * \[[\#6901](https://gitlab.com/OpenMW/openmw/-/issues/6901)\] Equip instruction prefers equipping filled soul gems * \[[\#6901](https://gitlab.com/OpenMW/openmw/-/issues/6901)\] Trying to use an empty soul gem shows a message * *by NeveHanter* * \[[\#6133](https://gitlab.com/OpenMW/openmw/-/issues/6133)\] The player’s allies no longer react to the crimes the player commits * *by Nuri* * \[[\#6165](https://gitlab.com/OpenMW/openmw/-/issues/6165)\] Paralysis, knockout and death prevent the player from picking up items from the ground through the inventory window * *by psi29a* * \[[\#4175](https://gitlab.com/OpenMW/openmw/-/issues/4175)\] OSGoS: Double precision transformation matrix type is used by default again, preventing objects far from the world origin from vibrating * \[[\#4526](https://gitlab.com/OpenMW/openmw/-/issues/4526)\] Bumping the minimum required OSG version to 3.6.5 prevents crashes when out-of-bounds UV sets are used for multitexturing * \[[\#5379](https://gitlab.com/OpenMW/openmw/-/issues/5379)\] Loaded actors are no longer snapped down until all objects in the scene are loaded * \[[\#5766](https://gitlab.com/OpenMW/openmw/-/issues/5766)\] Fixed an object paging culling issue, preventing some objects in the active grid from disappearing * *by Simon Meulenbeek* * \[[\#6037](https://gitlab.com/OpenMW/openmw/-/issues/6037)\] The choice of the content language in the launcher properly replaces the previous choice * *by Skeevert* * \[[\#6101](https://gitlab.com/OpenMW/openmw/-/issues/6101)\] Disarming trapped unlocked owned objects is considered illegal * *by Tetramir* * \[[\#6289](https://gitlab.com/OpenMW/openmw/-/issues/6289)\] Keyword highlighting no longer assumes all the text is ASCII * \[[\#6395](https://gitlab.com/OpenMW/openmw/-/issues/6395)\] Long in-game setting tab titles will cause the window’s minimum size to be recalculated * *by unelsson* * \[[\#6680](https://gitlab.com/OpenMW/openmw/-/issues/6680)\] Objects with malformed root nodes should no longer cause memory corruption * *by uramer* * \[[\#6395](https://gitlab.com/OpenMW/openmw/-/issues/6395)\] Left and right arrow skins were added to tab control widget, allowing you to scroll in-game settings tabs if their titles get too long * *by wazabear* * \[[\#4949](https://gitlab.com/OpenMW/openmw/-/issues/4949)\] Spell VFX now have a white light attached like in Morrowind, fixing the dullness of some VFX when shaders are used * \[[\#5088](https://gitlab.com/OpenMW/openmw/-/issues/5088)\] During weather transitions, sky rotation is separate for each weather * \[[\#5394](https://gitlab.com/OpenMW/openmw/-/issues/5394)\] Windows Aero snap works properly with a borderless window * \[[\#5989](https://gitlab.com/OpenMW/openmw/-/issues/5989)\] Simple water respects texture filtering settings * \[[\#6168](https://gitlab.com/OpenMW/openmw/-/issues/6168)\] Weather particles will no longer briefly disappear at the beginning of their animation * \[[\#6389](https://gitlab.com/OpenMW/openmw/-/issues/6389)\] Maximum light distance setting now affects water reflections * \[[\#6544](https://gitlab.com/OpenMW/openmw/-/issues/6544)\] Physics interpolation no longer causes objects to vibrate while the camera is still * \[[\#6697](https://gitlab.com/OpenMW/openmw/-/issues/6697)\] Per-vertex lighting clamping works properly again * \[[\#6794](https://gitlab.com/OpenMW/openmw/-/issues/6794)\] When 'AttachLight' node is missing, light sources are attached to the mesh origin instead of the centre of the object’s bounds **Editor Bug Fixes:** * *by Capo* * \[[\#6705](https://gitlab.com/OpenMW/openmw/-/issues/6705)\] Improved nested table column naming for levelled list subviews * *by cc9cii* * \[[\#3514](https://gitlab.com/OpenMW/openmw/-/issues/3514)\] Moved instances should no longer disappear for no reason * *by unelsson* * \[[\#4700](https://gitlab.com/OpenMW/openmw/-/issues/4700)\] Undo command implementation should be more reliable * \[[\#5788](https://gitlab.com/OpenMW/openmw/-/issues/5788)\] Fixed various problems with the parsing of land texture indices * \[[\#6285](https://gitlab.com/OpenMW/openmw/-/issues/6285)\] Optimised terrain editing and selection **Miscellaneous:** * *by psi29a* * \[[\#5534](https://gitlab.com/OpenMW/openmw/-/issues/5534)\] As mentioned, the minimum required version of OpenSceneGraph has been bumped from to 3.6.5 and the support for OpenSceneGraph 3.4 has been dropped * *by SaintMercury* * \[[\#6435](https://gitlab.com/OpenMW/openmw/-/issues/6435)\] Visual Studio 2022 support has been added * *by wazabear* * \[[\#6161](https://gitlab.com/OpenMW/openmw/-/issues/6161), [\#6162](https://gitlab.com/OpenMW/openmw/-/issues/6162)\] Sky and GUI can now be rendered using shaders
vopenmw-0.47.0
[[#4917](https://gitlab.com/OpenMW/openmw/-/issues/4917)] Objects too small to change the navigation mesh no longer trigger updates of that mesh which improves performance
[[#5807](https://gitlab.com/OpenMW/openmw/-/issues/5807)] Fixed crash on ARM machines caused by incorrect handling of frame allocation in 'osg-ffmpeg-videoplayer'
[[#3789](https://gitlab.com/OpenMW/openmw/-/issues/3789)] Fixed a crash which could occur when updating active magic effects
[[#6294](https://gitlab.com/OpenMW/openmw/-/issues/6294)] Fixed a crash caused by an empty path grid
[[#5472](https://gitlab.com/OpenMW/openmw/-/issues/5472)] Zero-lifetime particles are now handled properly and a related potential zero division in 'NiParticleColorModifier' that caused crashes on non-PC platforms, e.g., when using Melchior Dahrk's "Mistify" mod, has been fixed
In addition, countless bugs have been solved -- both for the vanilla game and for a variety of mods to ensure even better mod compatibility in the new version.
New Engine Features:
[[#5813](https://gitlab.com/OpenMW/openmw/-/issues/5813)] Improved handling of groundcover mods via grass instancing
Changelog complet
Another year of busy and fruitful development lies behind us -- and the OpenMW team is proud to announce the release of version 0.47.0 of our open-source engine! Grab it from our [Downloads Page](https://openmw.org/downloads/) for all supported operating systems. With over 180 solved issues and a plethora of new features, this release is on par with the enormous 0.46.0 release we had last year. Brace yourself for object paging which allows OpenMW to finally display distant statics, proper support for groundcover mods, an improved lighting system, more efficient and robust physics, the new, optional over-the-shoulder camera, and much, much more! In addition, countless bugs have been solved -- both for the vanilla game and for a variety of mods to ensure even better mod compatibility in the new version. Check out the [release announcement video](https://www.youtube.com/watch?v=_9sUhduT-K4) by the hacking Atahualpa and the slashing johnnyhostile, and see below for the full list of changes. There are also a [German release video](https://www.youtube.com/watch?v=9Cwdf7fwO6k) and a [German changelog](https://openmw.org/2021/openmw-0-47-0-veroffentlicht/) available. **Known Issues:** * On macOS, launching OpenMW from OpenMW-CS requires 'OpenMW.app' and 'OpenMW-CS.app' to be siblings * Lighting of spellcasting particles looks dull * Pathfinding during the "Tribunal" expansion quest "Infidelities" is broken and the journal may not get updated because Taren Andoren hasn't yet reached his target spot; as a workaround, waiting for one hour will allow Taren to reach his target spot and the journal to be correctly updated * Performance of enchanted ranged weapons (e.g., darts) isn't as good as other projectiles' performance **New Engine Features:** * *by akortunov* * [[#5524](https://gitlab.com/OpenMW/openmw/-/issues/5524)] Failed scripts are flagged as 'inactive' and ignored rather than being removed -- until the game is reloaded or restarted * [[#5580](https://gitlab.com/OpenMW/openmw/-/issues/5580)] An NPC's service refusal (e.g., for training, trading, or enchanting) can be filtered by service type to allow more complex NPC reactions instead of the vanilla "all or nothing" behaviour * [[#5642](https://gitlab.com/OpenMW/openmw/-/issues/5642)] Arrows can be attached to an actor's skeleton instead of the bow mesh to allow implementing left-handed bows and actor-dependent shooting animations * [[#5813](https://gitlab.com/OpenMW/openmw/-/issues/5813)] Improved handling of groundcover mods via grass instancing * *by AnyOldName3* * [[#4899](https://gitlab.com/OpenMW/openmw/-/issues/4899)] Alpha-to-coverage anti-aliasing -- this improves the look of alpha-tested objects, e.g., foliage from "Morrowind Optimization Patch" * [[#4977](https://gitlab.com/OpenMW/openmw/-/issues/4977)] Show default icon if an item's icon is not found * *by Assumeru* * [[#2404](https://gitlab.com/OpenMW/openmw/-/issues/2404)] Levelled lists can be placed in containers * [[#2798](https://gitlab.com/OpenMW/openmw/-/issues/2798)] Base records are mutable, i.e., modifying an instance of a base record (e.g., a guard NPC) will now affect all instances sharing the same base record (e.g., all other clones of that guard NPC) * [[#5730](https://gitlab.com/OpenMW/openmw/-/issues/5730)] Add option to support graphic herbalism to 'Advanced' tab in the launcher * [[#5771](https://gitlab.com/OpenMW/openmw/-/issues/5771)] 'ori' console command displays the mesh's data source as well as whether the x-prefixed version is used * *by bzzt* * Proper underwater shadows when refraction is enabled; disabled if 'refraction scale' setting is not 1.0 *[additions by AnyOldName3 and madsbuvi]* * [[#2386](https://gitlab.com/OpenMW/openmw/-/issues/2386)] Optional: Render distant static objects via object paging, i.e., by merging objects which are close to each other; ON by default but 'Distant land' needs to be enabled *[corrections and polishing by psi29a]* * [[#2386](https://gitlab.com/OpenMW/openmw/-/issues/2386)] Optional: Object paging in active cells (3x3 grid around player character); ON by default *[corrections and polishing by psi29a]* * *by Capostrophic* * [[#5362](https://gitlab.com/OpenMW/openmw/-/issues/5362)] Dialogue for splitting item stacks displays the name of the trapped soul for stacks of soul gems * [[#5445](https://gitlab.com/OpenMW/openmw/-/issues/5445)] Handle 'NiLines' property of NIF meshes * [[#5545](https://gitlab.com/OpenMW/openmw/-/issues/5545)] Optional: Allow the player character to steal from unconscious (knocked-down) NPCs during combat; OFF by default * [[#5579](https://gitlab.com/OpenMW/openmw/-/issues/5579)] Support for inverse-order rotation (z, y, x) in 'SetAngle' function * [[#5649](https://gitlab.com/OpenMW/openmw/-/issues/5649)] Support Skyrim SE's compressed BSA format * [[#5672](https://gitlab.com/OpenMW/openmw/-/issues/5672)] Setting 'Stretch menu background' which makes background images fit the full screen is also available in the launcher * *by CedricMocquillon* * [[#1536](https://gitlab.com/OpenMW/openmw/-/issues/1536)] Show current level-up attribute multipliers in 'Level' tooltip * [[#4486](https://gitlab.com/OpenMW/openmw/-/issues/4486)] Handling and logging of crashes on Windows * [[#5297](https://gitlab.com/OpenMW/openmw/-/issues/5297)] Search bar in the launcher's 'Data Files' tab * [[#5486](https://gitlab.com/OpenMW/openmw/-/issues/5486)] Optional: Determine a trainer's offered skills and their respective limits by evaluating base values instead of modified ones; OFF by default * [[#5519](https://gitlab.com/OpenMW/openmw/-/issues/5519)] Reorganised and expanded 'Advanced' tab in the launcher to integrate most MCP-like settings * [[#5814](https://gitlab.com/OpenMW/openmw/-/issues/5814)] 'bsatool' can add to or create new BSA archives (supports all BSA types) * *by elsid* * [[#4917](https://gitlab.com/OpenMW/openmw/-/issues/4917)] Objects too small to change the navigation mesh no longer trigger updates of that mesh which improves performance * [[#5500](https://gitlab.com/OpenMW/openmw/-/issues/5500)] Scene loading ends only when enough navigation mesh tiles around the player character have been generated * [[#6033](https://gitlab.com/OpenMW/openmw/-/issues/6033)] Automatically add existing path grid to navigation mesh to further improve pathfinding * [[#6033](https://gitlab.com/OpenMW/openmw/-/issues/6033)] Partially remove fallbacks to old pathfinding to avoid, e.g., actors following other enemies into lava * [[#6034](https://gitlab.com/OpenMW/openmw/-/issues/6034)] Calculate optimal navigation paths based on an actor's individual movement speed on land and in water * *by fr3dz10* * [[#2159](https://gitlab.com/OpenMW/openmw/-/issues/2159)] Optional: Grey out dialogue topics which are -- at least in that moment -- exhausted and highlight newly added topics; OFF by default (colours are customisable) * [[#4201](https://gitlab.com/OpenMW/openmw/-/issues/4201)] Projectile-projectile collision, including targeted spells (a successful hit cancels both projectiles); emulates vanilla behaviour * [[#5563](https://gitlab.com/OpenMW/openmw/-/issues/5563)] Optional: Physics are run in one or several background threads to improve performance; OFF by default * *by glassmancody.info* * [[#5828](https://gitlab.com/OpenMW/openmw/-/issues/5828)] New, shader-based, customisable lighting system which removes the limit of eight light sources per object * *by jefetienne* * [[#5692](https://gitlab.com/OpenMW/openmw/-/issues/5692)] Filter in the spell window also displays items and spells with matching magic effects -- not only those with matching names * *by ptmikheev* * Improved vanity mode in third-person view * [[#390](https://gitlab.com/OpenMW/openmw/-/issues/390)] Optional: New over-the-shoulder look in 3rd-person view; OFF by default * [[#390](https://gitlab.com/OpenMW/openmw/-/issues/390)] Optional: Auto-switch shoulder in narrow passages; ON by default but 'View over the shoulder' needs to be enabled * [[#2686](https://gitlab.com/OpenMW/openmw/-/issues/2686)] Logged info in 'openmw.log' displays timestamps * [[#4894](https://gitlab.com/OpenMW/openmw/-/issues/4894)] Optional: NPCs avoid collisions when moving; OFF by default * [[#4894](https://gitlab.com/OpenMW/openmw/-/issues/4894)] Optional: NPCs give way to moving actors if they are idle; ON by default but 'NPCs avoid collisions' needs to be enabled * [[#5043](https://gitlab.com/OpenMW/openmw/-/issues/5043)] Optional: Customisable head bobbing in first-person mode; OFF by default * [[#5457](https://gitlab.com/OpenMW/openmw/-/issues/5457)] Optional: More realistic diagonal character movement; OFF by default * [[#5610](https://gitlab.com/OpenMW/openmw/-/issues/5610)] Optional: Actors move and turn smoother; OFF by default * *by simonmeulenbeek* * [[#5511](https://gitlab.com/OpenMW/openmw/-/issues/5511)] Add audio settings to 'Advanced' tab in the launcher * *by TescoShoppah* * [[#3983](https://gitlab.com/OpenMW/openmw/-/issues/3983)] Installation wizard provides link to FAQ section regarding buying Morrowind. * *by unelsson* * [[#5456](https://gitlab.com/OpenMW/openmw/-/issues/5456)] Basic support for 'Collada' animation format * *by wareya* * [[#5762](https://gitlab.com/OpenMW/openmw/-/issues/5762)] 'Movement solver' is now much more robust * [[#5910](https://gitlab.com/OpenMW/openmw/-/issues/5910)] Fall back to true delta time if needed to prevent physics death spirals in game **New Editor Features:** * *by Atahualpa* * [[#6024](https://gitlab.com/OpenMW/openmw/-/issues/6024)] Customisable primary and secondary selection modes for 'terrain land editing' mode (see [#3171](https://gitlab.com/OpenMW/openmw/-/issues/3171)) * *by olcoal* * [[#5199](https://gitlab.com/OpenMW/openmw/-/issues/5199)] Improved and configurable colours in 3D view * *by unelsson* * [[#832](https://gitlab.com/OpenMW/openmw/-/issues/832)] Proper handling of deleted references * [[#3171](https://gitlab.com/OpenMW/openmw/-/issues/3171)] Instance drag selection with the following modes: 'centred cube', 'cube corner to corner', 'centred sphere' * [[#3171](https://gitlab.com/OpenMW/openmw/-/issues/3171)] Configurable actions for instance drag selection: 'select only', 'add to selection', 'remove from selection', 'invert selection' **Engine Bug Fixes:** * *by akortunov* * [[#3714](https://gitlab.com/OpenMW/openmw/-/issues/3714)] Resolved conflicts between 'SpellState' and 'MagicEffects' functionality of the engine * [[#3789](https://gitlab.com/OpenMW/openmw/-/issues/3789)] Fixed a crash which could occur when updating active magic effects * [[#4021](https://gitlab.com/OpenMW/openmw/-/issues/4021)] Attributes and skills are now stored as floating-point values * [[#4623](https://gitlab.com/OpenMW/openmw/-/issues/4623)] Improved implementation of the Corprus disease * [[#5108](https://gitlab.com/OpenMW/openmw/-/issues/5108)] Prevent save-game bloating by using an appropriate fog texture format * [[#5165](https://gitlab.com/OpenMW/openmw/-/issues/5165)] Active spell effects now use real-time updates instead of timestamps to avoid problems with time scale and scripted daytime changes * [[#5387](https://gitlab.com/OpenMW/openmw/-/issues/5387)] 'Move' and 'MoveWorld' commands now correctly update the moved object's cell * [[#5499](https://gitlab.com/OpenMW/openmw/-/issues/5499)] Game logic for rank advancement now properly considers the two favoured skills of a faction * [[#5502](https://gitlab.com/OpenMW/openmw/-/issues/5502)] Dead zone of analogue sticks can now be configured in the 'openmw.cfg' file * [[#5619](https://gitlab.com/OpenMW/openmw/-/issues/5619)] Key presses are now ignored during savegame loading * [[#5975](https://gitlab.com/OpenMW/openmw/-/issues/5975)] Controllers for "sheath" meshes (used by weapon sheathing mods) are now disabled to prevent, e.g., accidentally playing shooting animations for bows in "HQ Arsenal" mod * [[#6043](https://gitlab.com/OpenMW/openmw/-/issues/6043)] An NPC's 'shield' animation is now cancelled when a light source is equipped instead of a shield * [[#6047](https://gitlab.com/OpenMW/openmw/-/issues/6047)] In-game mouse bindings can no longer be triggered when controls are disabled, e.g., when loading a savegame * *by AnyOldName3* * [[#2069](https://gitlab.com/OpenMW/openmw/-/issues/2069)] 'NiFlipControllers' now only affect the base texture which, e.g., solves issues with the fireflies in the "Fireflies Invade Morrowind" mod * [[#2976](https://gitlab.com/OpenMW/openmw/-/issues/2976)] Fixed issues with the priority of OpenMW's local and global config files * [[#4631](https://gitlab.com/OpenMW/openmw/-/issues/4631)] GPUs which don't support an anti-aliasing value of 16 now always fall back to a lower value if '16' is set in the settings * [[#5391](https://gitlab.com/OpenMW/openmw/-/issues/5391)] Bodies from "Races Redone" mod are now correctly shown on the inventory's paper doll * [[#5688](https://gitlab.com/OpenMW/openmw/-/issues/5688)] Water shader no longer breaks in interior cells when indoor shadows are disabled * [[#5906](https://gitlab.com/OpenMW/openmw/-/issues/5906)] Sun-glare effect now works with 'Mesa' drivers and AMD GPUs * *by Assumeru* * [[#2311](https://gitlab.com/OpenMW/openmw/-/issues/2311)] Targeting non-unique actors in scripts is now supported * [[#2473](https://gitlab.com/OpenMW/openmw/-/issues/2473)] Selling respawning items to vendors now increases the amount that respawns * [[#3862](https://gitlab.com/OpenMW/openmw/-/issues/3862)] Random contents of containers are now determined in a similar way as in the original engine * [[#3929](https://gitlab.com/OpenMW/openmw/-/issues/3929)] Random loot in a container no longer respawns when the player character takes the loot and trades with the container's owner afterwards * [[#4039](https://gitlab.com/OpenMW/openmw/-/issues/4039)] Followers no longer form a train of actors but rather follow their leader at the same distance * [[#4055](https://gitlab.com/OpenMW/openmw/-/issues/4055)] If a script is running as a global script, newly triggered local instances of that script will now be initialised with the global script's variable state * [[#5300](https://gitlab.com/OpenMW/openmw/-/issues/5300)] NPCs carrying torches now switch to using a shield when they enter combat *[inspired by Capostrophic's work]* * [[#5423](https://gitlab.com/OpenMW/openmw/-/issues/5423)] Bigger creature followers -- e.g., Guars -- no longer bump into their leader * [[#5469](https://gitlab.com/OpenMW/openmw/-/issues/5469)] Scripted rotations or displacements of large objects no longer reset the local map's fog of war * [[#5661](https://gitlab.com/OpenMW/openmw/-/issues/5661)] Region sounds now use fallback values to determine the minimum and maximum time between sounds * [[#5661](https://gitlab.com/OpenMW/openmw/-/issues/5661)] There now is a chance to play no region sound at all if the sum of all sound chances for the current region is below 100 % * [[#5687](https://gitlab.com/OpenMW/openmw/-/issues/5687)] Bound items covering the same equipment slot no longer freeze the game if they expire at the same time, e.g., while resting * [[#5835](https://gitlab.com/OpenMW/openmw/-/issues/5835)] Scripts can now set AI values ('AI Hello', 'AI Alarm', 'AI Fight', 'AI Flee') to negative numbers * [[#5836](https://gitlab.com/OpenMW/openmw/-/issues/5836)] Dialogue conditions containing negative AI values now work * [[#5838](https://gitlab.com/OpenMW/openmw/-/issues/5838)] Teleport doors to non-existent wilderness cells no longer break the local map * [[#5840](https://gitlab.com/OpenMW/openmw/-/issues/5840)] NPCs being hit due to attacking an enemy with an active 'fire/frost/shock shield' effect now trigger the corresponding damage sound effect * [[#5841](https://gitlab.com/OpenMW/openmw/-/issues/5841)] Free spells can now be cast even if the caster has no magicka left * [[#5871](https://gitlab.com/OpenMW/openmw/-/issues/5871)] Users with Russian keyboard layout can now use 'Ё' in input fields without opening the console * [[#5912](https://gitlab.com/OpenMW/openmw/-/issues/5912)] 'Summon' effects that failed to summon anything are no longer removed * [[#5923](https://gitlab.com/OpenMW/openmw/-/issues/5923)] Clicking on blank spaces in the journal can no longer open topics on the next page * [[#5934](https://gitlab.com/OpenMW/openmw/-/issues/5934)] Morrowind legacy madness: The item count in 'AddItem' commands is now transformed into an unsigned value, i.e., negative numbers will overflow and result in a positive number of items being added * [[#5991](https://gitlab.com/OpenMW/openmw/-/issues/5991)] Scripts can now open books and scrolls in the inventory * [[#6007](https://gitlab.com/OpenMW/openmw/-/issues/6007)] Corrupt video files no longer crash the game * [[#6016](https://gitlab.com/OpenMW/openmw/-/issues/6016)] Sneaking or jumping NPCs no longer stop and turn to greet the player character * *by Capostrophic* * [[#4774](https://gitlab.com/OpenMW/openmw/-/issues/4774)] Guards no longer ignore attacks of invisible player characters but rather initiate dialogue and flee if the player resists being arrested * [[#5358](https://gitlab.com/OpenMW/openmw/-/issues/5358)] Initiating dialogue with another actor without closing the dialogue window no longer clears the dialogue history in order to allow, e.g., emulation of three-way dialogue via 'ForceGreeting' command * [[#5363](https://gitlab.com/OpenMW/openmw/-/issues/5363)] 'Auto Calc' flag for enchantments is now properly treated as flag in OpenMW-CS and in OpenMW's 'esmtool' * [[#5364](https://gitlab.com/OpenMW/openmw/-/issues/5364)] Scripts which try to start a non-existent global script now skip that step and continue execution instead of breaking * [[#5367](https://gitlab.com/OpenMW/openmw/-/issues/5367)] Selecting already equipped spells or magic items via hotkey no longer triggers the 'equip' sound to play * [[#5369](https://gitlab.com/OpenMW/openmw/-/issues/5369)] 'Scale' argument in levelled creature lists is now considered when spawning creatures from such lists * [[#5370](https://gitlab.com/OpenMW/openmw/-/issues/5370)] Morrowind legacy madness II: Using a key on a trapped door/container now only disarms the trap if the door/container is actually locked * [[#5397](https://gitlab.com/OpenMW/openmw/-/issues/5397)] NPC greetings are now properly reset when leaving and re-entering an area * [[#5403](https://gitlab.com/OpenMW/openmw/-/issues/5403)] Visual spell effects affecting an actor now also play during that actor's death animation * [[#5415](https://gitlab.com/OpenMW/openmw/-/issues/5415)] Environment maps now properly work for equipped items, e.g., those of the "HiRez Armors" mod * [[#5416](https://gitlab.com/OpenMW/openmw/-/issues/5416)] Junk non-node root records in NIF meshes are now handled more gracefully to allow certain modded assets to be loaded * [[#5424](https://gitlab.com/OpenMW/openmw/-/issues/5424)] Creatures now head-track the player character * [[#5425](https://gitlab.com/OpenMW/openmw/-/issues/5425)] Magic effects which are not applied once now have a minimum duration of 1 second * [[#5427](https://gitlab.com/OpenMW/openmw/-/issues/5427)] 'GetDistance' function no longer stops script execution when there is no object found for the given ID * [[#5427](https://gitlab.com/OpenMW/openmw/-/issues/5427)] 'GetDistance' function and the engine's object search now log improved warning messages regarding missing objects of a given ID * [[#5435](https://gitlab.com/OpenMW/openmw/-/issues/5435)] Enemy attacks can now hit the player character when collision is disabled * [[#5441](https://gitlab.com/OpenMW/openmw/-/issues/5441)] Fixed the priority of certain animations to allow enemies to push the player character in first-person view if the player just holds the attack button * [[#5451](https://gitlab.com/OpenMW/openmw/-/issues/5451)] Magic projectiles now instantly disappear when their caster vanishes or dies * [[#5452](https://gitlab.com/OpenMW/openmw/-/issues/5452)] Auto-walking is no longer included in savegames, i.e., the player character will stand still again after loading * [[#5484](https://gitlab.com/OpenMW/openmw/-/issues/5484)] Items with a base value of 0 can no longer be sold for 1 gold * [[#5485](https://gitlab.com/OpenMW/openmw/-/issues/5485)] Successful intimidation attempts now always increase an NPC's disposition by at least a minimum margin * [[#5490](https://gitlab.com/OpenMW/openmw/-/issues/5490)] Hits to the 'left carry' slot are now redistributed to the 'left pauldron' slot or the 'cuirass' slot if the actor has no shield equipped * [[#5525](https://gitlab.com/OpenMW/openmw/-/issues/5525)] Case-insensitive search in the inventory window now also works for non-ASCII characters * [[#5603](https://gitlab.com/OpenMW/openmw/-/issues/5603)] When switching to constant-effect enchanting in the enchantment window, all effect ranges are now reset to 'self' if possible and incompatible effects are removed * [[#5604](https://gitlab.com/OpenMW/openmw/-/issues/5604)] OpenMW's NIF loaders can now correctly handle NIF files with multiple root nodes * [[#5611](https://gitlab.com/OpenMW/openmw/-/issues/5611)] Repair hammers with 0 uses can now be used only once before they break, while lockpicks and probes with 0 uses do nothing at all -- thanks, Bethesda! * [[#5622](https://gitlab.com/OpenMW/openmw/-/issues/5622)] Fixed the priority of the main-menu window to prevent the in-game console from becoming unresponsive * [[#5627](https://gitlab.com/OpenMW/openmw/-/issues/5627)] Book parser now considers images and formatting tags after the last 'end of line' tag to correctly display certain in-game books and scrolls added by mods * [[#5633](https://gitlab.com/OpenMW/openmw/-/issues/5633)] Negative spell effects received before switching to god mode no longer continue to harm the player character * [[#5639](https://gitlab.com/OpenMW/openmw/-/issues/5639)] Tooltips no longer cover message boxes * [[#5644](https://gitlab.com/OpenMW/openmw/-/issues/5644)] Active summon effects on the player character no longer cause crashes during game initialisation * [[#5656](https://gitlab.com/OpenMW/openmw/-/issues/5656)] Characters no longer use the standing animation when blocking attacks in sneak mode * [[#5695](https://gitlab.com/OpenMW/openmw/-/issues/5695)] Actors casting a target spell at themselves via script now aim for their feet rather than casting the spell in their current target's direction * [[#5706](https://gitlab.com/OpenMW/openmw/-/issues/5706)] AI sequences -- e.g., for patrolling NPCs -- no longer stop looping when a savegame is reloaded * [[#5758](https://gitlab.com/OpenMW/openmw/-/issues/5758)] Paralysed actors who are underwater now float to the surface * [[#5758](https://gitlab.com/OpenMW/openmw/-/issues/5758)] Levitating actors who get paralysed now fall to the ground * [[#5869](https://gitlab.com/OpenMW/openmw/-/issues/5869)] Guards now only initiate the arrest dialogue if the player character is in line of sight * [[#5877](https://gitlab.com/OpenMW/openmw/-/issues/5877)] Transparency of magic-effect icons is now properly reset to prevent "empty" icons from appearing in certain situations * [[#5902](https://gitlab.com/OpenMW/openmw/-/issues/5902)] 'NiZBufferProperty' now handles 'depth test' flag * [[#5995](https://gitlab.com/OpenMW/openmw/-/issues/5995)] UV offset in 'NiUVController' -- which is used in vanilla Morrowind to simulate liquid movement -- is now properly calculated * *by ccalhoun1999* * [[#5101](https://gitlab.com/OpenMW/openmw/-/issues/5101)] Hostile followers no longer follow the player character through teleport doors or when they use travel services * *by davidcernat* * [[#5422](https://gitlab.com/OpenMW/openmw/-/issues/5422)] The player character no longer loses all spells if resurrected via the 'resurrect' console command * *by elsid* * [[#4764](https://gitlab.com/OpenMW/openmw/-/issues/4764)] Synchronise main thread and rendering thread to avoid errors with particles, e.g., in the water-ripple effect * [[#5479](https://gitlab.com/OpenMW/openmw/-/issues/5479)] Fixed an issue with pathfinding that led to NPCs standing rooted to the ground instead of wandering about * [[#5507](https://gitlab.com/OpenMW/openmw/-/issues/5507)] Sound volume settings are now always restricted to the range [0.0, 1.0] and are no longer potentially unclamped in response to in-game volume changes. * [[#5531](https://gitlab.com/OpenMW/openmw/-/issues/5531)] Fleeing actors are now correctly rotated which, e.g., prevents cliff racers from diving underwater when fleeing * [[#5914](https://gitlab.com/OpenMW/openmw/-/issues/5914)] 'Navigator' now builds "limited" paths for actors with far-away destinations to ensure pathfinding even over greater distances (outside the navigation mesh) * [[#6294](https://gitlab.com/OpenMW/openmw/-/issues/6294)] Fixed a crash caused by an empty path grid * *by fr3dz10* * [[#3372](https://gitlab.com/OpenMW/openmw/-/issues/3372)] Magic bolts and projectiles now always collide with moving targets * [[#4083](https://gitlab.com/OpenMW/openmw/-/issues/4083)] Doors now mimic vanilla Morrowind's behaviour when colliding with an actor during their open/close animation *[partially fixed by elsid]* * [[#5472](https://gitlab.com/OpenMW/openmw/-/issues/5472)] Zero-lifetime particles are now handled properly and a related potential zero division in 'NiParticleColorModifier' that caused crashes on non-PC platforms, e.g., when using Melchior Dahrk's "Mistify" mod, has been fixed * [[#5548](https://gitlab.com/OpenMW/openmw/-/issues/5548)] 'ClearInfoActor' script function now removes the correct topic from an actor * [[#5739](https://gitlab.com/OpenMW/openmw/-/issues/5739)] Saving and reloading the savegame prior to hitting the ground no longer prevents fall damage * *by glassmancody.info* * [[#5899](https://gitlab.com/OpenMW/openmw/-/issues/5899)] Exiting the game without having closed all modal windows no longer leads to a crash * [[#6028](https://gitlab.com/OpenMW/openmw/-/issues/6028)] NIF particle systems now properly inherit the particle count from their 'NiParticleData' record which, e.g., solves issues with the "I Lava Good Mesh Replacer" mod * *by kyleshrader* * [[#5588](https://gitlab.com/OpenMW/openmw/-/issues/5588)] Clicking on an empty journal page no longer triggers topic entries to show * *by madsbuvi* * [[#5539](https://gitlab.com/OpenMW/openmw/-/issues/5539)] Resizing of the game window no longer breaks when switching from lower resolution to full-screen resolution * *by mp3butcher* * [[#1952](https://gitlab.com/OpenMW/openmw/-/issues/1952), [#3676](https://gitlab.com/OpenMW/openmw/-/issues/3676)] 'NiParticleColorModifier' in NIF files is now properly handled which solves issues regarding particle effects, e.g., smoke and fire * *by ptmikheev* * [[#5557](https://gitlab.com/OpenMW/openmw/-/issues/5557)] Moving diagonally using a controller's analogue stick no longer results in slower movement speed compared to keyboard input * [[#5821](https://gitlab.com/OpenMW/openmw/-/issues/5821)] OpenMW now properly keeps track of NPCs which were added by a mod and moved to another cell, even if the mod's load-order position is changed * *by SaintMercury* * [[#5680](https://gitlab.com/OpenMW/openmw/-/issues/5680)] Actors now properly aim magic projectiles which, e.g., prevents bull netches from shooting over the player character's head * *by Tankinfrank* * [[#5800](https://gitlab.com/OpenMW/openmw/-/issues/5800)] Equipping a constant-effect ring no longer unequips a cast-on-use ring which is currently selected in the spell window * *by wareya* * [[#1901](https://gitlab.com/OpenMW/openmw/-/issues/1901)] Actors' collision behaviour now more closely replicates vanilla Morrowind's behaviour * [[#3137](https://gitlab.com/OpenMW/openmw/-/issues/3137)] Walking into a wall no longer prevents the player character from jumping * [[#4247](https://gitlab.com/OpenMW/openmw/-/issues/4247)] Actors can now walk up certain steep stairs thanks to the usage of AABB ("axis-aligned bounding box") collision shapes * [[#4447](https://gitlab.com/OpenMW/openmw/-/issues/4447)] Switching to AABB collision shapes also prevents the player character from looking through certain walls * [[#4465](https://gitlab.com/OpenMW/openmw/-/issues/4465)] Overlapping collision shapes no longer cause NPCs to twitch * [[#4476](https://gitlab.com/OpenMW/openmw/-/issues/4476)] Player character no longer floats in the air during scenic travel in abot's "Gondoliers" mod * [[#4568](https://gitlab.com/OpenMW/openmw/-/issues/4568)] Actors can no longer push each other out of level boundaries when there are too many of them in one spot * [[#5431](https://gitlab.com/OpenMW/openmw/-/issues/5431)] Prevent physics death spirals in scenes with a huge amount of actors * [[#5681](https://gitlab.com/OpenMW/openmw/-/issues/5681)] Player characters now properly collide with wooden bridges instead of getting stuck or passing through them **Editor Bug Fixes:** * *by akortunov* * [[#1662](https://gitlab.com/OpenMW/openmw/-/issues/1662)] OpenMW-CS no longer crashes if there are non-ASCII characters in a file path or in a configuration path * *by Atahualpa* * [[#5473](https://gitlab.com/OpenMW/openmw/-/issues/5473)] Cell borders are now properly redrawn when undoing/redoing changes made to the terrain * [[#6022](https://gitlab.com/OpenMW/openmw/-/issues/6022)] Terrain selection grid is now properly redrawn when undoing/redoing changes made to the terrain * [[#6023](https://gitlab.com/OpenMW/openmw/-/issues/6023)] Objects no longer block terrain selection in 'terrain land editing' mode * [[#6035](https://gitlab.com/OpenMW/openmw/-/issues/6035)] Circle brush no longer selects terrain vertices outside its perimeter * [[#6036](https://gitlab.com/OpenMW/openmw/-/issues/6036)] Brushes no longer ignore vertices at NE and SW corners of a cell * *by Capostrophic* * [[#5400](https://gitlab.com/OpenMW/openmw/-/issues/5400)] Verifier no longer checks for alleged 'race' entries in non-skin body parts * [[#5731](https://gitlab.com/OpenMW/openmw/-/issues/5731)] Skirts worn by NPCs are now properly displayed in 3D view * *by unelsson* * [[#4357](https://gitlab.com/OpenMW/openmw/-/issues/4357)] Sorting in 'Journal Infos' and 'Topic Infos' tables is now disabled; you may adjust the order of records manually * [[#4363](https://gitlab.com/OpenMW/openmw/-/issues/4363)] Clone function for 'Journal Infos' and 'Topic Infos' records now allows you to edit the new record's 'ID' respectively * [[#5675](https://gitlab.com/OpenMW/openmw/-/issues/5675)] Object instances are now loaded and saved with the correct master index to prevent overwritten objects from appearing in game * [[#5703](https://gitlab.com/OpenMW/openmw/-/issues/5703)] OpenMW-CS will no longer flicker and crash on XFCE desktop environments * [[#5713](https://gitlab.com/OpenMW/openmw/-/issues/5713)] OpenMW-CS now properly renders 'Collada' models * [[#6235](https://gitlab.com/OpenMW/openmw/-/issues/6235)] OpenMW-CS no longer crashes when changes to the terrain height are undone and then redone * *by Yoae* * [[#5384](https://gitlab.com/OpenMW/openmw/-/issues/5384)] Deleting an instance in 3D view now correctly updates all active 3D views **Miscellaneous:** * *by akortunov* * [[#5026](https://gitlab.com/OpenMW/openmw/-/issues/5026)] Prevent data races with 'rain intensity uniforms' * [[#5480](https://gitlab.com/OpenMW/openmw/-/issues/5480)] Drop Qt4 support in favour of Qt 5.12 or later * *by AnyOldName3* * [[#4765](https://gitlab.com/OpenMW/openmw/-/issues/4765)] Avoid binding an OSG array from multiple threads in OpenMW's 'ChunkManager' * [[#5551](https://gitlab.com/OpenMW/openmw/-/issues/5551)] Windows: OpenMW no longer forces a reboot during installation * [[#5904](https://gitlab.com/OpenMW/openmw/-/issues/5904)] Mesa: Fixed OpenSceneGraph issue regarding RTT method ("render-to-texture") * *by CedricMocquillon* * [[#5520](https://gitlab.com/OpenMW/openmw/-/issues/5520)] Improved handling of combo box 'Start default character at' in the launcher to avoid warning messages and possible memory leaks * *by fr3dz10* * [[#5980](https://gitlab.com/OpenMW/openmw/-/issues/5980)] Check for and enforce double-precision 'Bullet' during configuration *[addition by akortunov]* * *by glebm* * [[#5807](https://gitlab.com/OpenMW/openmw/-/issues/5807)] Fixed crash on ARM machines caused by incorrect handling of frame allocation in 'osg-ffmpeg-videoplayer' * [[#5897](https://gitlab.com/OpenMW/openmw/-/issues/5897)] Updated 'MyGUI' to prevent errors when dynamically linking it
vopenmw-0.46.0
Melee and thrown weapons use absolute animation time for controllers, fixing issues in Improved Thrown Weapon Projectiles mod (#3778) - akortunov
Mod compatibility has been significantly improved in this release, and you can expect dozens of mods that worked poorly previously to become playable starting with this version.
Shadows and the new navigation system are not yet perfect and they will get further tuning and refining - particularly in the area of performance when it comes to the shadows - in the subsequent releases
Major New Features:
Improved navigation mesh-based AI pathfinding system (#2229) - elsid
Object collisions are updated correctly immediately after it is teleported if the cell didn't change fixing issues in Sotha Sil Expanded mod (#4800) - Capostrophic
Exiting the game while the debug cell borders are active should no longer lead to crashes or serious issues (#5218) - akortunov
Editor Bug Fixes:
Changelog complet
After over a year of development, the OpenMW team is proud to announce the release of version 0.46.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release, potentially the largest ever since the move to OpenSceneGraph, finally reintroduces the long-awaited real-time shadows and also introduces a new improved navigation mesh-based AI pathfinding system based on recastnavigation library, among tons of other improvements. Mod compatibility has been significantly improved in this release, and you can expect dozens of mods that worked poorly previously to become playable starting with this version. Check out the release video (https://youtu.be/kMGjf6ZONE8) by the splendiferous johnnyhostile and see below for the full list of changes. The corresponding OpenMW-CS release video is planned to follow soon. One more thing: one of our major contributors, Capostrophic, has recently started a Patreon https://www.patreon.com/capostrophic. AnyOldName3 (our resident Master of Shadows) also has a Patreon https://www.patreon.com/anyoldname3 and psi29a https://www.patreon.com/psi29a, OpenMW’s new project lead also has a Patreon. So consider supporting them if you want to help OpenMW grow. Other contributors accept donations as well: you can find links to their Patreon pages in our FAQ. https://openmw.org/faq/#donations. Don’t forget to support the software that helps make this all possible: OpenSceneGraph, OpenAL-Soft and SDL2 to name a few. Known Issues: - To use generic Linux binaries, Qt4 and libpng12 must be installed on your system - On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings - Shadows and the new navigation system are not yet perfect and they will get further tuning and refining - particularly in the area of performance when it comes to the shadows - in the subsequent releases 0.45.0 Regression Fixes: - Slowfall magic effect no longer erroneously resets the player jumping flag used for GetPCJumping script function (#4775) - Capostrophic - Attacking and landing no longer causes issues with the idle animation (#4847) - akortunov - Actors outside of the actor processing range are now invisible immediately upon loading (#4860) - akortunov - AiTravel no longer ceases execution erroneously if the AI processing range too low (#4979) - akortunov - Actors with their AI disabled, including those out of the AI processing range, can no longer drown (#4980) - akortunov - Collision shapes of dead actors no longer prevent hitting a different actor through them (#4990) - akortunov - Offered prices are now only capped in the barter window (#5028) - Capostrophic - Ranged weapon critical hits are now vanilla-friendly (#5067) - Capostrophic - Blocking unarmed creatures' attacks degrades shield condition again (#5069) - Capostrophic - Actors will only attempt to open a door when one really obstructs their path (#5073) - elsid - Player's creature followers killing enemies using spells triggers a crime event properly (#5206) - akortunov - Windows: Logging can now be redirected into the command prompt again if you launch OpenMW from there - sthalik Major New Features: - Improved navigation mesh-based AI pathfinding system (#2229) - elsid - Native weapon and shield sheathing support (#4673, #5193) - akortunov - Support for NiPalette, NiRollController, NiTriStrips and NiSwitchNode NIF records (#4675, #4812, #4882, #5121) - akortunov & Capostrophic - Native seamless container open/close animations support (#4730) - akortunov - Real-time shadows (#4851) - AnyOldName3 - Support for loading the compressed BSA format from Oblivion, Fallout 3, Fallout: New Vegas and 2011 Skyrim games (#5000) - cc9cii & Azdul - Native graphic herbalism support (#5010) - akortunov - Support for custom attachment bones for different weapon types and custom bones in general (#5131) - akortunov - Support for unique animations for different weapon types (#5132) - akortunov - Environment-mapped bump-mapping support (#5304) - Capostrophic Minor Feature Additions: - Actors avoid walking on the children geometry of an AvoidNode (#1724) - elsid - Gamepad player character movement is now analogue (#3025) - Perry Hugh - The global/local openmw.cfg now provides somewhat sensible default config values, making it possible to play a game without Morrowind.ini (#3442) - psi29a - Optionally, multiple projectiles can be enchanted at once (#3517) - akortunov - Option to invert input X axis (#3610) - Capostrophic - Local variables of the object selected in the console can be modified directly (#3893) - Capostrophic - Controller input can now be disabled in-game (#3980) - Capostrophic - Shift+Double Click shortcut maximises or restores the size of right-click menus (#3999) - akortunov - "Toggle sneak" shortcut on gamepads (double-tap of the Sneak button) (#4001) - Perry Hugh - BetaComment/ObjectReferenceInfo output is logged into openmw.log as well for convenience (#4129) - akortunov - RepairedOnMe, which is broken in vanilla, is implemented and always returns zero (#4255) - Capostrophic - RaiseRank/LowerRank instructions now work correctly and their rank changes are saved properly (#4316) - akortunov - The default controller bindings now replicate those from Xbox version of Morrowind (#4360) - Perry Hugh - Travelling, following and wandering actors can now properly decelerate before reaching their destination (#4544) - akortunov - Optional: Fog's intensity can be calculated based on the actual distance from the eye point (#4708) - akortunov - "Clone Content List" button in the launcher which allows you to copy the current load order into a content list (#4784) - Capostrophic - Search fields were added to the inventory, trading and companion share windows (#4831) - fr3dz10 - Support for switch nodes that change their state depending on the time of the day (e.g. Glow in the Dahrk mod) (#4836) - akortunov - Water reflections have much more detail levels and can be disabled completely (#4859) - wareya & akortunov - Random number generator seed command line argument (#4887) - elsid - Various distant terrain settings (#4890) - bzzt - Audio and video playback is paused when the game is minimised (#4944) - akortunov - At least 8 supported blood types (like vanilla) instead of just 3 (#4958) - Capostrophic - Optional: Enchanted item usage triggers a casting animation (#4962) - akortunov - Most UI widget skins are now properly rescalable and can use a higher resolution texture (#4968) - akortunov - Pinnable windows hiding is persistent (#4994) - akortunov - GetWeaponType returns different values for tools which are consistent with those from a fix from Morrowind Code Patch (#5031) - Capostrophic - Creatures can make use of magic armor mitigation (#5033) - Capostrophic - Enchanting window stays open after a failed attempt to enchant an item, for the player's convenience (#5034) - Capostrophic - Characters can be removed from factions through scripting like the respective Morrowind Code Patch feature allows (#5036) - Capostrophic - Gamepad emulated cursor speed setting (#5046) - jrivany - Scroll bars now use separate replaceable textures (#5051) - akortunov - Optional light source duration display is now human-readable (#5091) - Capostrophic - Unix-like Ctrl+W and Ctrl+U shortcuts in the in-game console, which remove the last word and the entire line respectively (#5094) - Assumeru - User controller bindings (#5098) - alexarice - Refresh button in the launcher that allows you to reload the content files (#5114) - James Moore - Enchanted arrows glow correctly (#5122) - akortunov - Corpse disposal should be safe in most cases (#5146) - akortunov - Spell magicka cost is shown in the tooltip of the spell in spell buying window (#5147) - James Stephens - TestCells/TestInteriorCells debug instructions (#5219) - akortunov - NiTriShape can now be controlled by NiKeyframeControllers (#5224) - akortunov - Lighting can optionally be applied to environment maps like in Morrowind Code Patch, improving bump-mapped object appearance (#5304) - Capostrophic - On devices that have a gyroscope, its movement will optionally rotate the camera (#5311) - akortunov - Ingredients can be filtered by their name or their magic effects in the alchemy window (#5314) - fr3dz10 Editor Feature Additions: - Terrain texture selection (#3871) - unelsson - A more obvious way to reset key bindings to their defaults - a button (#4068) - Capostrophic - Content files can now be opened directly as a file association on Windows and GNU/Linux (#4202) - Utopium - Faction Ranks table (#4209) - akortunov - Transient terrain change support (#4840) - unelsson - Instance record editor can now be opened directly from the scene window (#5005) - Utopium - Terrain shape selection and editing (#5170) - unelsson - Object instances in the scene view can be deleted with a keypress (#5172) - unelsson - Edit mode tool outlines are displayed in the scene view (#5201) - unelsson - Keyboard shortcuts to drop objects to the ground in the scene view (#5274) - unelsson Bug Fixes: - The console window will no longer hide the other windows (#1515) - akortunov - Items with differing redundant ownership information now stack (#1933) - akortunov - Content file selector dialogues in the launcher and the editor only list one instance of a content file with a specific file name (#2395) - Capostrophic - The mouse wheel can now be bound to most actions in the in-game Controls menu, e.g. Previous and Next Weapon shortcuts (#2679) - Stomy - Scripted items no longer stack so as to avoid scripting issues (#2969) - Capostrophic - Data folders listed in the global openmw.cfg configuration file will no longer be handled after those in the user configuration file (#2976) - Capostrophic - Stray text following 'else' operator is now discarded, fixing scripting issues in Bloodmoon and mods like Sotha Sil Expanded (#3006) - Capostrophic - SetPos/Position can now teleport actors into active exterior cells, allowing modded followers to correctly handle player teleportation (#3109) - Capostrophic - Reserved F3, F4, F10 and Windows (on non-Apple platforms) keys can no longer be shortcuts for other actions (#3282) - Capostrophic - Modded companions will no longer try to start combat with themselves (#3550) - Capostrophic - Stealing items from the "evidence" chest is always considered to be a crime (#3609) - akortunov - Windows: Display scaling no longer breaks in-game GUI mouse controls (#3623) - sthalik - Script functions like OnActivate can be used in non-conditional expressions and still work as expected (#3725) - Capostrophic - Normal maps are no longer inverted on mirrored UVs (#3733) - Capostrophic - DisableTeleporting instruction no longer makes teleportation magic effects undetectable by scripting (#3765) - Capostrophic - Melee and thrown weapons use absolute animation time for controllers, fixing issues in Improved Thrown Weapon Projectiles mod (#3778) - akortunov - Multi-line tool-tips now have the correct width when they use word wrapping (#3812) - akortunov - GetEffect script instruction no longer relies on outdated magic effect information (#3894) - Capostrophic - Object and script IDs can now contain non-ASCII characters in various situations (#3977) - akortunov - First run and missing game data dialogues of the launcher behave more consistently (#4009) - Capostrophic - Enchanted items outside the player's inventory are now recharged automatically as well (#4077) - akortunov - PCSkipEquip and OnPCEquip hardcoded script variable behavior is much closer to vanilla, resolving issues with commonly used book script templates (#4141) - Capostrophic - Hand shielding animation behavior is now consistent with vanilla (#4240) - Capostrophic - Ash storm origin coordinates are now accurate to vanilla (#4240) - Capostrophic - Various rain and snow settings normally included in Morrowind.ini are no longer hardcoded (#4262) - akortunov - Door closing/opening sound effect is now stopped when the door is obstructed (#4270) - James Stephens - Character stats window left pane now has a minimum width and height (#4276) - anikm21 - Actors that are currently playing a random idle will not combine this idle with the sneaking idle animation (#4284) - Capostrophic - Removed birthsign abilities are no longer erroneously restored upon loading ensuring mod compatibility (#4329) - akortunov - Previously confusing GDB detection error message now prints the value of PATH environment variable for convenience (#4341) - akortunov - Pulled arrows are no longer off-center for the characters of races that are not scaled uniformly (#4383) - akortunov - Either the ranged weapon or its ammunition can be magical for its damage to ignore normal weapons resistance effects, with the previous behavior available as an option (#4384) - Capostrophic - Reloading a saved game where the player character was falling will no longer prevent the falling damage (#4411) - Capostrophic - Wind speed returned by GetWindSpeed function is now accurate to vanilla (#4449) - akortunov - AiActivate AI package now behaves mostly like in Morrowind (#4456, #5210) - akortunov - ModCurrentFatigue script instruction will always correctly knockdown the actor when their Fatigue reaches 0 due to it (#4523) - Capostrophic - The rain particles are no longer delayed when the camera emerges from the water (#4540) - sthalik - Having a wander package is no longer necessary for actors to use greeting and idle voiceover (#4594) - Capostrophic, akortunov - Script parser now fully supports non-ASCII characters, fixing scripting issues in Arktwend total conversion (#4598) - akortunov - Disabling the audio no longer causes issues or crashes in some situations (#4600) - jlaumon - Screen fading operations always correctly finish (#4639) - Capostrophic - Pressing Escape in the saved game window dialogues no longer resets the keyboard navigation focus (#4650) - James Stephens - Prison marker ESM record is now hardcoded as well to avoid issues in total conversions like Arktwend (#4701) - Capostrophic - Loading a saved game while a message box is active should no longer cause issues (#4714) - akortunov - Leaving the dialogue menu with Escape should no longer cause issues (#4715) - akortunov - Shields and two-handed weapons can no longer be displayed simultaneously on the inventory paper doll (#4720) - akortunov - ResetActors instruction now traces the affected actors down and no longer teleports them back to inactive cells (#4723) - akortunov - Land texture ESM records can be properly replaced (#4736) - akortunov - The player character can run and sneak when their collision shape is disabled by ToggleCollision instruction (#4746) - Capostrophic - NPCs correctly use the skeleton from the model set in their ESM record (#4747) - Capostrophic - The player character is no longer considered not sneaking when they are about to land an attack (#4750) - Capostrophic - Vertex Array Objects from OpenSceneGraph 3.6.x libraries are no longer incompatible (#4756) - AnyOldName3 - openmw.cfg numeric fallback setting recovery handles invalid values more gracefully (#4768) - Capostrophic - Interiors of Illusion puzzle in Sotha Sil Expanded mod is solvable (#4778) - Capostrophic - Blizzard weather particles origin is no longer a direction perpendicular to Red Mountain (#4783) - Capostrophic - First person sneaking animation is no longer very slow (#4787) - Capostrophic - Sneaking and running stances are handled correctly when the player character is airborne (#4797) - Capostrophic - Object collisions are updated correctly immediately after it is teleported if the cell didn't change fixing issues in Sotha Sil Expanded mod (#4800) - Capostrophic - The player character should no longer be able to rest before taking falling damage (#4802) - Capostrophic - Stray special characters are allowed before a Begin statement in scripts (#4803) - Capostrophic - Particle systems with no sizes defined in their models are valid (#4804) - akortunov - Optional: NPC movement speed calculations take race Weight into account by default (#4805) - Utopium - Nodes named Bip01 now have higher priority than nodes named Root Bone when the movement accumulator node is determined, fixing Raki creature movement in Skyrim: Home of the Nords (#4810) - Capostrophic - Like in vanilla, but only as a last resort, creatures will try to use the sounds of their "model-sakes" that were loaded earlier (#4813) - Capostrophic - Journal instruction now affects the quest status even if it sets the quest index to a lower value (#4815) - Capostrophic - SetJournalIndex no longer changes the quest status (#4815) - Capostrophic - Spell absorption effect absorbs both harmful and beneficial effects once again (#4820) - Capostrophic - Jail progress bar's behavior is more intuitive and has better performance (#4823) - akortunov - NiUVController only updates the texture slots that use the defined UV set (#4827) - akortunov - Looping VFX caused by potion effects are now shown for NPCs (#4828) - akortunov - A NiLODNode can be the root node of a mesh with particles (#4837) - akortunov - Russian Morrowind localization no longer ignores implicit topic keywords (#4841) - akortunov - Arbitrary text after local variable declarations no longer breaks script compilation (#4867) - Capostrophic - Actors with no AI data defined like the player character no longer have corrupted AI data (#4876) - Capostrophic - Hello AI rating has 0-65535 range (#4876) - Capostrophic - Startup script can execute if you load a specific save through a command line argument (#4877) - elsid - SayDone script function no longer returns 0 on the frame Say instruction is executed (#4879) - Capostrophic - Stray explicit reference calls of global variables and in expressions no longer break script compilation, fixing issues in Sotha Sil Expanded mod (#4888) - Capostrophic - Title screen music is looped (#4896) - Capostrophic - Invalid resolution changes are no longer queued and then applied when settings are changed in-game (infamously those with sliders) (#4902) - akortunov - Specular power/shininess specular map channel is no longer ignored (#4916) - AnyOldName3 - Permanent spells always play looping VFX correctly when they are applied (#4918) - akortunov - Combat AI checks Chameleon and Invisibility magic effects magnitude correctly (#4920) - akortunov - Werewolves' attack state is reset upon their transformation allowing them not to become helpless in combat (#4922) - akortunov - Invalid skill and attribute arguments are now automatically cleared from spell effects that do not accept them instead of causing severe issues (#4927) - Capostrophic - Instances with different base object IDs can no longer match when you are loading a saved game that depends on a plugin that was modified (#4932) - akortunov - The default vertical field of view is now 60 degrees like in Morrowind and not 55 degrees (#4933) - Capostrophic - ESM files can now contain both actually empty strings and zero-length null-terminated strings (#4938) - Capostrophic - Hand-to-hand attack type is no longer chosen randomly when "always use best attack" is turned off (#4942) - Capostrophic - Magic effect magnitude distribution now includes the maximum value in the range (#4945) - Capostrophic - Player character's 2D voiceover now uses lip animation (#4947) - Capostrophic - Footstep sounds are disabled for flying characters (#4948) - Capostrophic - Light source flickering and pulsing behavior now replicates vanilla calculations completely (#4952) - Capostrophic - Flying and swimming creatures no longer take vertical distance to their enemies into account, increasing cliff racer attack range (#4961) - Capostrophic - Enchant skill progression behaves like vanilla now (#4963) - akortunov - Only one instance of a specific Bolt sound will play for spell projectiles, fixing the loudness of Dagoth Ur's spell projectiles (#4964) - Capostrophic - All global attenuation settings from Morrowind.ini are now used (#4965) - Capostrophic - Light magic effect light source uses the global attenuation settings (#4965) - Capostrophic - Miss sound now only plays for the player character (#4969) - Capostrophic - Quick keys can no longer be used when DisablePlayerFighting script instruction is active (#4972) - terabyte25 - Only the player's allies react to friendly hits as friendly hits (#4984) - akortunov - Object dimension-dependent VFX scaling behavior is now consistent with vanilla (#4989) - Capostrophic - Jumping mechanics are no longer framerate-dependent (#4991) - Capostrophic - Drop script instruction now behaves much closer to vanilla (#4999) - Capostrophic - Werewolves no longer shield their eyes during storm (#5004) - akortunov - Taking all items from a container no longer generates multiple "Your crime has been reported" messages (#5012) - akortunov - Spell tooltips now support negative magnitudes (#5018) - Capostrophic - Self-enchanting success chance is now calculated like in vanilla (#5038) - Capostrophic - Hash sign (#) in cell, region and object names no longer changes the color of a part of the name (#5047) - Capostrophic - Invalid spell effects are now dropped from spell records upon loading (#5050) - Capostrophic - Instant magic effects are now applied immediately if they're removed through scripting during the frame they were added (#5055) - Capostrophic - Player->Cast/Player->ExplodeSpell instruction calls make the player character equip the spell instead of casting it (#5056) - Capostrophic - Actors will do and will only do damage randomly chosen from their weapon damage range if their weapon animations lack the wind up animation (#5059) - Capostrophic - Most magic effect visuals stop when the death animation of an NPC ends instead of when it begins (#5060) - Alexander Perepechko - NIF file shapes named "Tri Shadow" are always hidden (#5063) - Capostrophic - Paralyzed actors can no longer greet the player (#5074) - Capostrophic - Enchanting cast style can no longer be changed if there's no object (#5075) - Capostrophic - DisablePlayerLooking/EnablePlayerLooking now work correctly (#5078) - Capostrophic - Scrolling with a controller in GUI is now possible (#5082) - jrivany - Much more script keywords can be used as string arguments, allowing more valid script names to work properly (#5087) - Capostrophic - Swimming actors are no longer traced down upon loading (#5089) - Capostrophic - "Out of charge" enchanted item sound no longer plays for NPCs (#5092) - Capostrophic - Hand-to-hand damage sound no longer plays on KO'ed enemies (#5093) - Capostrophic - String arguments can be parsed as number literals in scripts, fixing some issues in Illuminated Order mod (#5097) - Capostrophic - Non-swimming enemies will no longer enter water if the player is walking on water (#5099) - anikm21 - Levitating player character can no longer be considered sneaking in more cases (#5103) - Capostrophic - Thrown weapons and ammunition now ignore their enchantment charge so they can always trigger their enchantment - like vanilla (#5104) - Capostrophic - Being over-encumbered no longer allows you to "jump" with zero vertical velocity (#5106) - Capostrophic - ModRegion accepts an additional numerical argument (#5110) - Capostrophic - Current spell HUD icon bar now correctly reflects the zero chance to cast a spell you don't have enough magicka to cast (#5112) - Capostrophic - Unknown effect question mark is now centered (#5113) - James Stephens - Local scripts will restart for respawned actors immediately (#5123) - Assumeru - Arrows are detached from the actor if their pulling animation is cancelled (#5124) - akortunov - Swimming creatures which lack RunForward animations but have WalkForward animations are no longer motionless (#5126) - Capostrophic - Lock script instruction now always resets the door rotation like a normal door rotation would, fixing gates in The Doors mod series (#5134) - akortunov - Textures that have tiling disabled are no longer too dark outside their boundaries (#5137) - Capostrophic - Actors have a lower chance to get stuck in a door when it is being opened (#5138) - elsid - Failing to pick a lock physically or magically is now a crime in all cases (#5149) - Capostrophic - Natural containers like plants can't be locked or unlocked using spells (#5155) - Assumeru - Lock and Unlock scripting instructions work on any object (#5155) - Assumeru - Objects can now use the ID as a substitution for their name in general case, allowing them to have tooltips and be activated (#5158) - Capostrophic - NiMaterialColorController target color is no longer hardcoded (#5159) - Capostrophic - Companions which use companion variable from Tribunal can always be activated (#5161) - Capostrophic - Node transformation data should no longer be shared between objects in some situations incorrectly (#5163) - akortunov - The player character will correctly get expelled from a faction upon an illegal interaction with an item owned by the faction (#5164) - akortunov - Scripts are no longer stopped after the player character's death (#5166) - akortunov - The player is no longer able to select and cast spells before the spells window is enabled (#5167) - akortunov - PCForce1stPerson/PCForce3rdPerson instructions now really force perspective changes (#5168) - akortunov - Nested levelled item and creature spawning chance is now calculated correctly (#5169) - Capostrophic - Random script function returns a floating point value (like 55.0) instead of an integer value (like 55) fixing math in scripts that rely on it (#5175) - Capostrophic - OnPCEquip flag is now set on skipped beast race attempts to equip something that cannot be equipped (#5182) - Capostrophic - Equipped item enchantments now affect creatures that can equip items (#5186) - Capostrophic - Non-projectile ranged weapons can no longer be enchanted on-strike which breaks the original game balance (#5190) - Capostrophic - On-strike enchantments cannot be used on non-projectile ranged weapons that were enchanted earlier (#5190) - Capostrophic - Dwarven ghosts play their idle animations properly (#5196) - akortunov - The launch position of spell projectiles takes the character's height into account (#5209) - akortunov - Excessive screen fading when a game saved in an interior cell is loaded first has been removed (#5211) - akortunov - Travelling actors are handled outside of AI processing range to avoid oddities in some mods (#5212) - Capostrophic - SameFaction script function is no longer broken (#5213) - Capostrophic - Exiting the game while the debug cell borders are active should no longer lead to crashes or serious issues (#5218) - akortunov - GetLineOfSight, GetDetected, StartCombat and Cast will no longer break scripts when they're working with actors that aren't present (#5220) - Capostrophic - The previous arrow is properly reattached when a spell with Bound Bow magic effect active on the player character expires (#5223) - akortunov - Actor reputation is now capped: it can no longer be above 255 or be negative (#5226) - akortunov - NIF controllers will no longer try to work without data and cause issues (#5229) - Capostrophic - On-self Absorb effect spells can be detected by scripting again (#5241) - Capostrophic - ExplodeSpell instruction behaves closer to Cast instruction (#5242) - Capostrophic - Water ripples will be correctly cleaned up when you enter a different cell again (#5246) - Capostrophic - Wandering actors wait longer after their greeting before starting walking again (#5249) - akortunov - Shields should always use the correct models when they are displayed on actors (#5250) - Capostrophic - GetTarget function with Player as an argument will return 1 when the affected actor is greeting the player (#5255) - Capostrophic - Wandering actors shouldn't become stuck when they are crossing cell borders (#5261) - akortunov - Absorb Fatigue effect will no longer bring Fatigue under 0 (#5264) - Capostrophic - Damage Fatigue effect will bring Fatigue under 0 only as an option (#5264) - Capostrophic - Show debug instruction will still show the value of relevant global variables even if the chosen object is not scripted or lacks a local variable with the given name (#5278) - Capostrophic - Thanks to an inefficient copy operation being removed from explored map loading - among other reasons - saved game loading should be slightly faster (#5308) - akortunov - NIF properties like NiAlphaProperty are always applied in the order they are listed, avoiding incorrect rendering when multiple properties of the same type are listed (#5313) - Capostrophic - Settings writer preserves blank lines more sensibly and should cause much less settings.cfg formatting issues (#5326) - Capostrophic - Skills of dead actors that were fortified or damaged are properly reset when their magic effects are cleared (#5328) - Capostrophic - dopey Necromancy mod scripts should execute correctly (#5345) - Assumeru - Magic bolts with invalid target direction should no longer cause issues (#5350) - akortunov - Light items won't use up their duration if the player character doesn't actually hold them while they are equipped (#5352) - Capostrophic Editor Bug Fixes: - Various fields like probabilities and actor AI ratings can no longer overflow (#2987) - Capostrophic - NPC records can be filtered by gender again (#4601) - Capostrophic - It is no longer possible to "preview" levelled list records which obviously lack models (#4703) - jrivany - Exterior cell views can be correctly opened from the Instances table (#4705) - unelsson - Interior cell lighting field values are now displayed as colors (#4745) - Capostrophic - Cloned, moved and added instances can no longer incorrectly reuse existing reference numbers (#4748) - Stomy - Texture painting is possible with a duplicate of a base texture (#4904) - unelsson - Rotations are now displayed as degrees and not radians (#4971) - Utopium - "Alembic" apparatus type is no longer misspelled as "Albemic" (#5081) - Atahualpa - Unexplored map tiles are no longer corrupted when a file with the relevant terrain record is resaved (#5177) - unelsson - Empty cell name subrecords are now saved to improve vanilla ESM format compatibility (#5222) - Capostrophic - Non-ASCII characters are supported in file paths (#5239) - akortunov - Interior cell lighting should no longer be corrupted in cleaned content files that were resaved (#5269) - Capostrophic Other Improvements: - Media decoding has been updated to a FFmpeg 4-compatible API (#4686) - akortunov - Serious distant terrain performance and memory usage optimisations (#4695) - bzzt - NMake support in Windows pre-build script (#4721) - AnyOldName3 - Cell transition performance optimisations (#4789) - bzzt & akortunov
vopenmw-0.45.0
Some issues with building OpenMW on Windows and macOS were fixed (#4429, #4613)
To improve performance, actors outside of the AI processing range are no longer rendered but faded out (#4647)
New Editor Features:
The handling of player character turning animations has been improved (#4574)
Editor Bug Fixes:
A native colour picker is now used on all operating systems, fixing major issues on macOS (#3681)
Issues with actors not returning to their initial position in various situations have been fixed (#3997, #4251, #4393)
Some issues with sun specularity in the water shader have been fixed (#4527)
Changelog complet
The OpenMW team is proud to announce the release of version 0.45.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings yet another horde of bug fixes and several new features, including support for per-group KF animation replacers, 360° screenshots, and the ability to brew a whole stack of a potion at once. If you haven't tried OpenMW out already, now is the big chance! Bethesda's free giveaway of Morrowind got extended, so you are still able to get Morrowind for free until March 31st! (https://elderscrolls.bethesda.net/en/tes25) Check out the release video (https://www.youtube.com/watch?v=v5vMfYmqOMo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=WVztdWo-TNQ) by the illustrious Atahualpa, and see below for the full list of changes. Known Issues: - Shadows are not yet re-implemented - There's currently no way to redirect the logging output to the command prompt on Windows Release builds -- this will be resolved in version 0.46.0 - To use generic Linux binaries, Qt4 and libpng12 must be installed on your system - On macOS, launching OpenMW from OpenMW-CS requires OpenMW.app and OpenMW-CS.app to be siblings New Features: - Non-actor objects display visual effects during spellcasting (#1645) - Creatures without any collision box use auto-generated ones (#2787) - Launcher: File paths of selected content files can be copied via context menu (#2847) - Actors play casting animations during scripted spellcasting (#3083) - As an option, barter deals permanently modify merchant disposition (#3103) - Ranged weapons deal critical hits to unaware opponents (#3703) - 360° screenshots of various kinds can be made (#4222) - 'ToggleBorders' debug instruction ("tb") available in console (#4256) - Sound generator keys in activator animations are supported (#4285) - On macOS, function key shortcuts can be used (#4324) - Some of the debug settings previously available as command line arguments can be set up in the launcher (#4345) - Support for per-group KF animation replacers has been added (#4444) - Shader water is rougher during bad weather (#4488) - The number of enchanted items in a stack is shown in the Spells window (#4509) - The actual chance of hitting the target is used for AI weapon rating instead of just the skill (#4548) - The real potential damage of a weapon is used for its rating (#4549, #4697) - A bonus is applied to the rating of ranged weapons if the attacker is far enough from the target (#4550) - As an option, the Strength attribute affects Fatigue and Health damage in hand-to-hand combat (#4579) - The logging system has been heavily reworked (#4581) - AI no longer uses magic effects that affect hit chance if the enemy has not taken the appropriate stance (#4624) - AI uses the root mean square of melee-weapon damage for more precise weapon rating (#4625) - AI accounts for weapon speed when rating a weapon (#4626) - Various vanilla GMSTs regarding combat action rating are utilised (#4632) - 'sTo' GMST ("to") replaces hyphen in the Spellmaking menu (#4636) - New count field in the Alchemy window allows you to brew multiple potions at the same time (#4642) - To improve performance, actors outside of the AI processing range are no longer rendered but faded out (#4647) - AI processing range can be configured via an in-game slider and a configuration option (#4647) - If the animated creature model lacks a collision box, the non-animated model's collision box is used as a fallback (#4682) - Tooltips of thrown weapons show the actual in-game damage (twice the base-record damage) the projectiles have (#4697) New Editor Features: - All top-bar dropdown menu options and most context menu options have icons (#912, #4506) - Actors are rendered in Scene view (#1221) - Verifier functionality covers Enchantment records (#1617) - Added a check box to execute a case-sensitive global search (#2606) - Shift + C is default shortcut for viewing cells (#2845) - Shift + V is default shortcut for previewing records (#2845) - Global search has a status bar (#3276) - Frame rate in Preview window can be limited (#3641) - Log files are created in case of a crash (#4012) - Previously sorted-by-ID lists, such as magic-effect lists, are now alphabetically sorted (#4404) - As an option, base records are ignored in verifier runs (#4466) - Already existing marker models for light sources and creature levelled lists are now used (#4512) Bug Fixes: - All actors (not only those in active cells) restore Health and Magicka during player character rest (#1875) - Precise times of sunrise and sunset are now recovered from the imported Morrowind INI file (#1990) - Actors now properly aim during scripted spellcasting (#2131) - Skills and attributes that affect trading no longer cause low selling prices if they're too high (#2222) - Landing sound behaviour for NPCs and the player character has been reworked (#2256) - Scripted movement of an object now adjusts the position of actors standing on top of that object (#2274) - The last equipped item of a certain type is automatically re-equipped once a bound-item spell of the same type expires (#2326) - Restore effects can restore drained stats (#2446) - Attacks from unarmed, non-bipedal creatures no longer degrade armour (#2455) - For the time being, actors are no longer allowed to activate teleport doors so that their abrupt cell change doesn't cause a crash (#2562) - Using 'Resurrect' instruction on a dead player character fully resumes the game (#2626) - References to non-existent classes or factions no longer crash the game (#2772) - Weapons are visually unequipped before the start of a spellcasting stance transition (#2835, #4327) - The player character now gets a bounty when a player follower commits a murder (#2852) - To prevent issues on macOS, SDL is only initialised for the Graphics tab of the launcher when Qt5 is used (#2862, #3911) - Explicit reference calls no longer break [Tab] autocompletion in the console (#2872) - Naked expressions starting with a member operator are no longer allowed outside of the console (#2971) - The handling of Drain and Fortify effects for health, magicka, and fatigue has been reworked to match vanilla behaviour (#3049, #4231) - Enemies are no longer immune to ranged attacks at very close range (#3059) - Adding an item with a self-equipment script to an actor no longer causes a freeze (#3072) - Actors who are placed above the ground are now snapped down at a significantly larger distance when a cell is loaded, preventing them from falling to their death (#3219) - TrueType fonts are now properly rescaled (#3288) - Targets are now much easier to hit with on-touch spells (#3374) - The handling of scripted and death animations has been reworked to significantly improve mod compatibility (#3486, #4286, #4291, #4307) - 'GetSpellEffects' scripting function can now detect zero-duration effects (#3533) - Enemies are much easier to hit with low-reach weapons, since the intended start position of the attack raycast is now replicated (#3591) - Scripted sleeping interruptions no longer prevent the spawning of random sleep encounters (#3629) - Calling 'AddSoulGem' and 'RemoveSpell' scripting instructions with an extra argument no longer breaks script compilation (#3762) - 'GetPCInJail' scripting function has been reworked to more closely match vanilla behaviour (#3788) - Previous placeholder implementation of 'GetPCTraveling' scripting function has been replaced with a proper solution (#3788) - Message boxes can now have newline characters in the text argument (#3836) - Alignment of terrain texture painting has been corrected to match the vanilla look (#3876) - Attenuation of magic light sources is now properly calculated (#3890) - 'Goodbye' scripting function in dialogue results now makes any additional choices act like 'Goodbye' (#3897) - 'RemoveSpellEffects' scripting instruction now also removes permanent effects (#3920) - Movement prediction for spell aiming now uses the correct GMST to calculate the magic projectile's speed (#3948) - Animated collision shapes are no longer erroneously optimised (#3950) - The terrain texture blending map is now upscaled to more closely match the vanilla look (#3993) - Issues with actors not returning to their initial position in various situations have been fixed (#3997, #4251, #4393) - AI packages with a non-unique target no longer choose a random target with the same ID (#4036) - On macOS, version numbers are now properly displayed in the application properties (#4047) - Text after the last end-of-line tag is no longer shown in books to match vanilla behaviour (#4215) - 'FixMe' script instruction has been reworked to more closely match vanilla behaviour (#4217) - Jumping on slopes is now less restrictive, preventing the player character from getting stuck in V-shaped terrain (#4221) - Pathgrid nodes which lie between an actor and that actor's destination are now ignored (#4230) - Actors with an AiTravel package now stop near their target position if that position is blocked by another actor (#4230) - [Activate] key can no longer be held down to spam Persuasion and other kinds of repeatable actions (#4260) - Turning animations no longer reset idle animations (#4271) - Death animations from pre-0.43.0 savegames are now forward-compatible (#4274) - 'CenterOnCell' script instruction ("coc") now teleports the player character to the accurate door marker or exterior position for interior and exterior cells respectively (#4292) - Faction members are now aware of faction ownership during barter (#4293) - AiWander packages which are placed before an AiFollow package in the AI package list no longer override vital functionality of that AiFollow package (#4304) - Key focus in containers is now automatically (re)set to the [Close] button to prevent players from accidentally stealing items (#4333) - Spellcasting stance transitions no longer interrupt movement animations (#4358) - OK button in the Settings window has key focus by default (#4368) - It's no longer possible to cast an Absorb spell on oneself (#4378) - Non-audio files no longer crash the game when the engine tries to play them (#4416) - When there is a 'NiStringExtraData' node with MRK value in a NIF model node, only 'NiTriShape' meshes starting with "Tri EditorMarker" are ignored instead of the whole node (#4419) - 'RotateWorld' scripting instruction now rotates objects around the correct axis, while keeping the objects' initial rotation (#4426) - Some issues with building OpenMW on Windows and macOS were fixed (#4429, #4613) - Applying the console command "Lock 0" to a door or a container now creates an unbreakable lock, like in vanilla Morrowind (#4431) - Actors without any AI packages now properly return to their initial position after combat or pursuit (#4432) - Guards with AiAlarm = 0 no longer attempt to arrest the player character when they observe a crime but no one reports it (#4433) - 'Begin' and 'End' script keywords can now be followed by a comma (#4451) - The default terrain texture no longer shines through terrain texture blending transitions (#4452) - Broken items are now ignored when trying to equip an item via quick key (#4453) - Actors now open doors more quickly (#4454) - Light sources which cannot be carried no longer prevent the AI from auto-equipping shields (#4457) - The handling of idle chances in AiWander packages has been reworked to more closely match vanilla behaviour (#4458) - 'NotCell' dialogue condition now supports partial name matches (#4459) - Scripted equipment now bypasses most standard equipping restrictions, e.g., those for beast races (#4460) - When a non-player object casts an Open spell, a player crime event is triggered if the player character is detected to ensure vanilla compatibility (#4461) - General-number formatting ("%g") now works like in vanilla Morrowind and properly handles the fractional part (#4463) - Cancelled AI packages are now removed from the package cache (#4464) - Non-ASCII strings are now properly handled in the content selector and in the ESM reader (#4467, #4653) - Silt striders in abot's "Silt Striders" mod are no longer rotated by 90 degrees (#4469) - The behaviour of weapon-using non-bipedal creatures has been reworked to make them less helpless in certain situations (#4470) - Actors who are vampires now display their regular record head when no vampire head is found (#4474) - Scripted animations no longer move actors away from their initial position (#4475) - Potential crashes in the quick-keys menu when an item is no longer available in the inventory no longer occur (#4480) - 'Goodbye' dialogue scripting instruction now disables hyperlinks in dialogue topics (#4489) - 'PositionCell' scripting instruction no longer tries to add local scripts to scripted items in the teleported player character's inventory twice (#4490) - Training cap is now limited by the trainer's modified skill instead of their base skill (#4494) - Crossbow reloading animations now only apply to the upper body (#4495) - Crossbows now use animations for one-handed weapons as a fallback (#4495) - Animations for turning in spellcasting stance are now used (#4496) - Animated meshes without slashes in their full path are now properly classified as animations (#4497) - Scripted spellcasting no longer increases the Alteration skill (#4503) - A potential zero division in the Fatigue calculation has been removed (#4510) - A knocked-down player character can no longer move or be moved in first-person view (#4519) - Some issues with sun specularity in the water shader have been fixed (#4527) - Movement animations without idle-animation fallback no longer trigger idle animations (#4531) - The game now switches between distorted (underwater) and undistorted sound effects based on the camera position instead of the player character's head position (#4532) - The inventory paper doll is now affected by GUI scaling (#4539) - Items with an 'OnActivate' command present in their script (such as "cursed" items) no longer visually disappear when they are picked up in menu mode (#4543) - Creatures no longer incorrectly flee from werewolves (#4545) - Minimum and maximum sound ranges with zero value are now separately reset to their default ranges (#4551) - Non-actor objects can no longer have a dialogue window opened via script (#4553) - Dialogue topics with reserved names, e.g., "Barter" or "Repair", now behave the same as in vanilla Morrowind (#4557) - Optimiser search for reserved node names is now case-insensitive (#4558) - Pinned windows are now properly updated (#4560) - Fast-travel logic now always depends on the type of the service NPC's cell instead of the destination cell type (#4563) - The underwater viewing distance limit is no longer broken (#4565) - The player character no longer uses headtracking in first-person view (#4573, temporary workaround for another issue) - The handling of player character turning animations has been improved (#4574) - Several weapon animation inconsistencies during movement in first-person view have been fixed (#4575) - Idle animations are no longer reset in certain situations where they should be continuous (#4576) - If an innocent actor dies from the continuing effects of a player attack, the murder is now also reported if the player has already paid their fine (#4582) - Attack strength is now 0 if the player spams the [Attack] button (#4591) - The incorrect inequality operator "[]" is now interpreted as less-than operator "[" to ensure compatibility with certain mods (#4597) - Picking a stack of gold up in menu mode now grabs the whole item stack (#4604) - Scaling for animated collision shapes is no longer erroneously applied twice (#4607) - Fall damage is no longer erroneously applied twice (#4608) - The pseudo duration of instant magic effects has been adjusted in the spellmaking menu to match vanilla spell cost calculations (#4611) - A zero division occurring in 'NiFlipController' nodes without textures has been removed (#4614) - The flickering frequency of light sources and some light-related calculations have been fixed (#4615) - The sneaking offset in first-person view is now also applied when switching to sneak mode in midair (#4617) - Sneaking is no longer possible while flying (#4618) - Recharging enchanted items now always increases the Enchant skill regardless of success or failure, like in vanilla Morrowind (#4622) - NPC record entries Reputation, Disposition and Faction Rank are now loaded as unsigned variables (#4628) - Sneaking stance no longer affects speed if the actor is not actually sneaking (#4633) - 'GetPCJumping' scripting function has been reworked to match vanilla behaviour (#4641) - "%Name" string replacer can now be used in creature dialogue (#4644) - Force-equipping a weapon now resets ongoing attack animations (#4646) - HUD no longer displays an "item condition" for throwing weapons (#4648) - Levelling up no longer fully restores health but rather applies the gained health points (#4649) - Actors no longer fall from cliffs or run into obstacles when backing down from attackers (#4656) - Enabling collision with 'ToggleCollision' scripting instruction ("tcl") now snaps the player character down to the ground (#4669) - The number of known ingredient and potion effects is now determined by the modified rather than the base Alchemy skill (#4671) - Pitch factor handling for crossbow animations has been streamlined to more closely match vanilla behaviour (#4672) - Journal can no longer be opened while the Settings window is open (#4674) - NPC fast-travel destination records without any data no longer crash the game upon loading (#4677) - Declared but empty script variable lists no longer crash the game upon loading (#4678) - The chance of a successful spell absorption is now multiplicative rather than additive, which is how the magic effect is designed in vanilla Morrowind (#4684) - Calling 'Say' scripting instruction with non-existent sound as argument no longer breaks script compilation (#4685) - Creatures that lack unique sounds now make use of fallback sound generator records (#4689) - Loading bars no longer obscure message boxes but are instead moved to the centre of the screen (#4691) Editor Bug Fixes: - 'Revert' action now properly updates subviews (#3249) - A native colour picker is now used on all operating systems, fixing major issues on macOS (#3681) - 'Undo' and 'Redo' actions now keep assigned shortcuts (#4110) - Lock status of newly opened subviews is now correctly initialised (#4520) - Instance dragging, which was broken in 0.44.0, has been fixed (#4593) - Skeletons of animated objects are now properly initialised (#4654) - The Colour entry in Light Source records is now displayed as a coloured box instead of an integer number (#4668) Other: - Windows builds in 'Release' mode no longer automatically open a command prompt window (#2490) - Race condition in terrain code has been fixed (#4584) - Skinning and AI optimisations (#4605, #4621) - Support for Rapture3D OpenAL driver has been added (#4606) - Record verifying functionality in OpenMW-CS has been revised (#4643)
vopenmw-0.44.0
Fixes for controllers on macOS (#3708)
Fixed a crash when quick loading from the container screen (#4239)
OpenMW-CS: New, and more complete, icon set added
Fixed double activation button presses when using a gamepad (#4225)
Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests (#3638)
Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again (#3863)
Fixed an FPS drop after minimizing the game during rainy weather (#4211)
Fixed console spam when OpenMW encounters a non-music file in the Music folder (#4252)
Changelog complet
The OpenMW team is proud to announce the release of version 0.44.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings a slew of new features and bug fixes, including a search bar for spells, a tab for advanced settings in the launcher, and multiple quicksaves. Check out the release video (https://www.youtube.com/watch?v=abbQKIiqHDU) and the OpenMW-CS release video (https://www.youtube.com/watch?v=0LJv5Orvs20) by the perspicacious Atahualpa, and see below for the full list of changes. Known Issues: - Shadows are not re-implemented yet - To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system - On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings New Features: - Spell search bar implemented - Launcher: Advanced settings tab added (#4054) - Implemented option for fast travel services to charge for every companion (#4064) - Added an option to have multiple quicksaves (#4174) - Added an option to rebalance soul gem values based only on soul value, not soul times gem value (#4423) - OpenMW-CS: Terrain Texture Brush button implemented (#3870) - OpenMW-CS: Edit functions for terrain texture editing mode implemented (#3872) - OpenMW-CS: New, and more complete, icon set added Bug Fixes: - Daedra are now summoned when picking up cursed items through the inventory, OnActivate is now triggered even with the inventory menu open (#1428, #3726) - Similar glyphs are now used as fallbacks when unsupported glyphs are encountered (#1987) - Magic effects active when a save is loaded are now rendered (#2254) - Journal alphabetical indexing now works in Russian language versions (#2485) - Declaring OnPCHitMe in an actor's script now prevents the actor from attacking, even in self-defense, if his Fight is equal to zero (#2703) - Content selector now places Morrowind.esm at the beginning of the mod list, if it is present (#2829) - Undefined weather settings now fallback to middle grey instead of pure black (#2841) - Mods are now found if the mod directory is a parent of the installation directory (#3557) - Flying and swimming creatures no longer use the pathgrid (#3587) - SetPos no longer skips weather transitions, fixing transitions in mods that use SetPos to travel the player, such as Boats Mod (#3603) - ESM files with capital-case extensions now load correctly with the launcher (#3618) - Fixed an issue where NPCs could get stuck inside terrain/objects when the player rests (#3638) - Combat music is now updated in menu mode (#3664) - Extraneous carriage returns are cut from dialog output (#3696) - Fixes for controllers on macOS (#3708) - SetPos can no longer place the target under terrain level (#3783) - Fixed an issue where casting Calm Humanoid on a guard the player is resisting arrest from caused a dialog loop when trying to resist again (#3863) - Enemies who are knocked out will no longer recover immediately (#3884) - Imported content files are now sorted according to their dependencies, instead of just modified time (this fixes Bethesda ESMs broken by the Steam version of Morrowind) (#3926) - Scripts now support period and hyphen characters in the script name, as long as it is not the first character (#4061) - Soul gems with trapped souls of creatures from mods that have been removed will now be empty instead of crashing the game (#4111) - Swim animation is no longer interrupted when attacking underwater (#4122) - An empty battle music folder now results in explore music being played in combat (#4134) - Added a vanilla absorb spell behavior option, which is enabled by default (#4135) - Added vanilla enchanted weaponry behavior option, which is enabled by default (#4136) - Centroid interpolation is now used for shader lighting, fixing some graphical artifacts when using antialiasing (#4143) - NPC base skeleton files are not longer optimized, fixes some body replacer mods (#4159) - To prevent animation flickering, the landing animation is no longer played when the player is turning as they are landing (#4177) - Fighting actors now face their target instead of the nearest actor (#4179) - Weapon switch sound is no longer played when no different weapon is present to switch to (#4180) - Guards can no longer initiate dialog with the player when the player is far above the guard (#4184) - The correct graphical effect is now applied to armor and clothes when changing them while chameleoned or invisible (#4190) - "Screenshot Saved" message has been removed (#4191) - Attack range for NPC archers and spellcasters now more accurately matches vanilla behavior (#4192) - Dialog topics are now always highlighted when first encountered (#4210) - Fixed an FPS drop after minimizing the game during rainy weather (#4211) - Thrown weapon projectiles now all rotate when in the air (#4216) - Spell casting chance now displays as zero if the player does not have enough magicka to cast it (#4223) - Fixed double activation button presses when using a gamepad (#4225) - The player's current class and birthsign is now the default value in the class select and bithsign select menus, rather than the first item in the list (#4226) - Tribunal and Bloodmoon summoned creatures no longer automatically fight other followers (#4229) - Player movement from one directional key is now nullified if the opposite directional key is also pressed (#4233) - Wireframe mode no longer affects the map (#4235) - Fixed a crash when quick loading from the container screen (#4239) - Greetings are no longer added to the journal topic list (#4242) - Merchant NPCs no longer sell ingredients from containers that they own that have zero capacity, such as plants (#4245) - Armor condition is now taken into account when calculating armor rating (#4246) - Removed unintended jump cooldown (#4250) - Fixed console spam when OpenMW encounters a non-music file in the Music folder (#4252) - Magic effects from eaten ingredients now have the correct duration (#4261) - Arrow position is now correct in third person view during attacks for beast races (#4263) - Players in god mode are no longer affected by negative spell effects (#4264) - Missing 'sAnd' GMST no longer causes a crash (#4269) - Root node transformation is no longer incorrectly discarded, fixing characters in the mod The Black Mill (#4272) - The map is now updated with explored cells correctly, instead of only when the map window is opened (#4279) - MessageBoxes now appear over the chargen menu (#4298) - Optimizer no longer breaks LOD nodes (#4301) - PlaceAtMe now correctly inherits the scale of the calling object (#4308) - Resistance to magic now affects all resistable magic effects (#4309) - Opening doors is now restricted to bipedal actors (#4313) - Rainy weather no longer slows down the game when changing from indoors to outdoors (#4314) - Meshes with CollisionType=Node flag are no longer ignored (#4319) - Activate and Move keys are no longer used for GUI navigation if they are bound to mouse buttons (#4320) - NPC negative faction reaction modifier now works correctly (#4322) - Taking owned items is no longer considered a crime if the owner is dead (#4328) - Torch and shield equipping behavior now is more consistent with the original game (#4334) - Installation wizard now appends "/Data Files" if needed when autodetecting path (#4336) - "Interior" removed from cell not found message (#4343) - Inventory item count for very high numbers no longer shows incorrect values due to truncation (#4346) - Using AddSoulgem no longer fills all sould gems of the specified type (#4351) - A message is displayed if the spell a player tries to select via quickkey is missing (#4391) - Inventory filter is now reset to All when loading a game (#4392) - Terrain is now rendered for empty cells (#4405) - OpenMW now handles marker definitions correctly, fixing mod Arktwend (#4410) - iniimporter no longer ignores data paths (#4410) - Moving with zero strength no longer uses all of your fatigue (#4410) - Camera no longer flickers when opening and closing menu while sneaking (#4420) - Cursor now displays correctly when OpenMW is compiled against macOS 10.13 SDK (#4424) - Item health is no longer considered a signed integer, it can no longer be negative (#4424) - Adding items to currently disabled creatures will no longer crash the game (#4441) - Encumbrance value is now rounded up (#4441) - Werewolf health is now correctly calculated (#4142) - NiLookAtController node is now ignored, like in vanilla (#4407) - OpenMW-CS: "Original Creature" field renamed to "Parent Creature" (#2897) - OpenMW-CS: Unchecking "Auto Calc" flag when editing an NPC record no longer causes unreasonable values to be filled in (#3278) - OpenMW-CS: Fixed search and verification result tables to be case-insensitive when sorting (#3343) - OpenMW-CS: "Model" column renamed to "Model/Animation" (#2694)
vopenmw-0.43.0
Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981)
Fixed poor performance when resizing the dialog window (#3126)
Fixed a crash caused by an NPC being spawned by two routines at once (#3864)
Improved water reflection rendering along shorelines (#3365)
Improved AI usage of Dispel magic effect (#3341)
Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921)
Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978)
Fixed missing header inclusion breaking OpenBSD clang build (#4002)
Changelog complet
The OpenMW team is proud to announce the release of version 0.43.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings a host of new features and bug fixes, including AI resurfacing to breathe, improved AI combat behavior and keyboard shortcuts for menus. Check out the release video (https://www.youtube.com/watch?v=F0MPLXdl0y4) and the OpenMW-CS release video (https://www.youtube.com/watch?v=88ywx8BSyKg) by the masterful Atahualpa, and see below for the full list of changes. Known Issues: - Shadows are not re-implemented yet - To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system - On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings New Features: - Implemented AI resurfacing to breathe (#1374) - Implemented rain and snow induced water ripples (#452, 4156) - Implemented fade to black on cell transitions (#824) - Implemented starting in an unnamed exterior cell with --start (#3941) - Implemented AI using "WhenUsed" enchantments (#3953) - Implemented stacks of ingredients or potions remaining grabbed after using one (#4082) - Implemented keyboard navigation for menus (#3400) - Implemented an option to show the success rate while enchanting (#3492) - Implemented an option to show projectiles' damage in tooltips (#2923) - Implemented an option to show melee weapons' reach and speed in tooltips (#2923) - Implemented a "launch OpenMW" tickbox on the Windows installer (#2258) - Implemented the ability to close the inventory while dragging items (#1692, #3099) - OpenMW-CS: Implemented LTEX record table (#933) - OpenMW-CS: Implemented LAND record table (#936) - OpenMW-CS: Implemented highlighting occurrences of a variable in a script (#2509) - OpenMW-CS: Implemented using one resource manager per document (#2748) - OpenMW-CS: Implemented shortcuts and context menu options for commenting code out and uncommenting code respectively (#3274) - OpenMW-CS: Implemented an option in user settings to reset settings to their defaults (#3275, #3682) - OpenMW-CS: Implemented reloading data files (#3530) - ess-Importer: Implemented converting projectiles (#2320) Bug Fixes: - Water visibility is now consistent across different setting configurations (#815) - Autosaves are now created when waiting, to match vanilla behavior (#1452) - Container Close button no longer loses key focus when an item is clicked (#1555) - Guards no longer become aggressive towards creatures that are beyond their alarm radius (#2405) - Players can no longer change their weapon or spell during attack or spellcasting, though weapons can still be sheathed (#2445) - UI window pinning now persists between saves and boots (#2489, #2834) - First person view now uses the correct body texture with the "Better Bodies" mod (#2594) - Stat review menu now reads correctly from the player's stats (#2628) - Player states are now correctly reset when a save is loaded (#2639) - Rain and snow weather effects no longer move with the player (#2698) - Implemented some missing creature swim animations (#2704) - "Owned" crosshair now does not mark objects which can be activated without triggering a crime (#2789) - Drag-and-drop is now ended if the item is removed (#3097) - GetDetected can now be used without a reference (#3110) - Fixed poor performance when resizing the dialog window (#3126) - Fixed how ampersands in filenames are handled by the Launcher and Wizard (#3243) - Improved water reflection rendering along shorelines (#3365) - Improved AI usage of Dispel magic effect (#3341) - Disposing of corpses no longer breaks related quests (#3528) - Framerate limit is now enforced in videos and menus (#3531) - Only one copy of a given sound effect may now be played at a time (#3647) - Stationary NPCs resume returning to their position after a game is loaded if they had moved (#3656) - Added a fade-out for music transitions (#3665) - Spellcasting effects now disappear when resting (#3679) - Filled soul gems no longer count against the number of empty soulgems a merchant restocks of the same type (#3684) - Fixed magicka calculation during character generation (#3694) - Guards will now try to arrest the player when attacked, instead of just fighting back (#3706) - Death counts are now checked to be for valid actors before they are loaded (#3720) - Malformed inequality operators are now handled as equality to match vanilla and give a warning (#3744) - Yagrum Bagarn no longer twitches (#3749) - DisableLevitation now removes Levitate visual spell effect indicators (#3766) - Script commands now run if they were in voiced dialog scripting (#3787) - Added enabled check to animation script commands (#3793) - Default sound buffer size was increased (#3794) - RemoveItem behavior adjusted (#3796) - Godmode adjusted to match vanilla (#3798) - Animations now loop correctly in the "Animated Morrowind" mod (#3804) - Fixed enchantment point calculation to match vanilla (#3805) - Missing book art now logs a warning instead of showing a pink rectangle (#3826) - Fixed "Windows Glow" mod so window textures are not darker than they should be (#3833) - Bodyparts with multiple NiTriShapes are now handled correctly (#3835) - InventoryStore::purgeEffect() now removes all effects with argument ID (#3839) - Fixed fatigue loss calculations when jumping (#3843) - Underwater effects are now not applied to scripted "say" commands (#3850) - Actors no longer try to speak underwater (#3851) - Fixed a crash caused by an NPC being spawned by two routines at once (#3864) - Fixed an exploit where constant effect enchantments could be made with any soul gem by switching the soul gem during enchanting (#3878) - Fixed jail state not being cleared when a game is loaded (#3879) - Journal no longer displays empty entries (#3891) - An empty line is no longer displayed between a topic and the actual dialog text in the dialog window (#3892) - PositionCell in dialog no longer closes the dialog window (#3898) - "Could not find Data Files location" dialog no longer appears multiple times (#3906) - Fixed a case where the user could get stuck when installing without a CD (#3908) - Adjustments made to the Morrowind Content Language dropdown in the settings pane of the launcher (#3909) - Scroll in launcher window can no longer be cut off by resizing the window (#3910) - NC text key on nifs now works correctly (#3915) - Menu click sound no longer plays for right clicks (#3919) - Improved AI targetting algorithm to choose targets based on attack effectiveness (#3921) - AI now avoids enemy hits while casting self-ranged spells (#3922) - Copy/Paste now uses the correct command key on macOS (#3934) - AI attack strength is now reset when starting a new attack (#3935) - Changed spell priority calculation to match vanilla (#3937) - UI sounds are no longer distorted under water (#3942) - Fixed the game not pausing when minimized on Windows (#3943) - Vendors now confiscate stolen items that the player tries to sell them back (#3944) - Fixed some character preview rendering issues (#3955) - EditEffectDialog close button now updates range button and area slider properly (#3956) - Fixed some issues with body part rendering with mods (#3957) - Clothing value is now unsigned, preventing some value overflow issues (#3960) - Fatigue is now consumed if your encumbrance equals your maximum carry weight exactly (#3963) - Journal sounds are now played when flipping pages and closing the journal (#3974) - Fixed containers instantly closing when opened with a controller and the cursor over the close button (#3978) - Fixed performance issue when casting spells, especially on new landmasses such as Tamriel Rebuilt (#3981) - Corrected down and up sounds played when trading (#3982) - NPCs taunted to aggression no longer continue dialog with the player (#3987) - Journal can no longer be opened at the main menu (#3991) - Fixed Dispel to only cancel spell effects (#3995) - Fixed missing header inclusion breaking OpenBSD clang build (#4002) - Inventory avatar now fits within display border (#4003) - Manis Virmaulese now speaks to the player before attacking (#4004) - AI spawn position is now reset if they are moved to another cell (#4010) - Keypresses consumed by the UI are no longer processed again by the game (#4016) - GetPCRunning and GetPCSneaking now check if the PC is actually moving (#4017) - Music track shuffling is improved (#4024) - Spells with copy/pasted names no longer sort to the top of the spell list (#4025) - NPC archers now switch to another weapon to attack when they run out of arrows (#4033) - Reloading a save game while falling no longer prevents fall damage (#4049) - Draw animation is no longer played when a player equips a new weapon while already holding one (#4056) - Disposition is now updated correctly when dialog is closed (#4076) - Alchemy skill increases now take effect immediately after potion creation, instead of after the next batch is started (#4079) - GetResist commands now work like in vanilla (#4093) - Level-up messages for levels past 20 are now used (#4094) - Fixed error in framelistener when taking all items from a corpse (#4095) - Default 0 float precision is now used in float formatting (#4096) - Cycling through weapons now only selects weapons that can be equipped (#4104) - A scroll bar has been added to the birthsign effects list at character creation (#4105) - Changed inventory sort order to be more consistent (#4112) - Fixed unexpected "Resolution not supported in fullscreen" messages (#4113) - Fixed pickpocketing behavior to match vanilla (#4131) - Fixed a case where NPCs would not equip a second ring (#4155) - NPCs now do not autoequip clothing of the same price (#4165) - Multiple GUI and AI fixes and improvements - OpenMW-CS: Fixed issues with using # characters in loaded configuration files (#3045) - OpenMW-CS: Fixed camera position jumping when switching camera modes (#3709) - OpenMW-CS: "Map Color" field in Cells table now works correctly (#3971) - OpenMW-CS: Name is now reported correctly as OpenMW-CS on macOS (#4027) - OpenMW-CS: New greetings now work in-game (#4037) - OpenMW-CS: Merging of Land and Land Texture records fixed (#4074) - OpenMW-CS: Fixed narrow left pane in Preferences window (#4107)
vopenmw-0.42.0
Collision handling has been improved (better performance and overall behaviour)
Fixed a crash that occurred while using a container and the console at the same time
Fixed the beginning of NPC speech being cut off on macOS
Fixed a rare crash that occurred on cell loading
OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix
The maximum width of a tooltip is no longer set to a fixed value
Fixed some summoned creatures not engaging underwater creatures in combat
Fixed a regression with Dispel; it now is an instant spell effect again
Changelog complet
The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! Check the changelog below for new features and bug fixes. Check out the release video (https://www.youtube.com/watch?v=YKhfdOxkafo) and the OpenMW-CS release video (https://www.youtube.com/watch?v=exWbXBAJYtY) by the magnanimous Atahualpa, and see below for the full list of changes. Known Issues: - Shadows are not re-implemented yet - To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system - On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings New Features: - Implemented water sound effects - Implemented light particles showing in inventory character preview - Implemented magic projectiles emitting light - Implemented NiSphericalCollider - OpenMW-CS: Implemented "Book Type" combo box replacing "Scroll" check box in Book records - OpenMW-CS: Implemented "Blood Type" combo box replacing blood check boxes in NPC and Creature records - OpenMW-CS: Implemented "Emitter Type" combo box replacing emitter check boxes in Light records - OpenMW-CS: Implemented "Gender" combo box replacing "Female" check box in NPC and Body Part records - ess-Importer: Implemented converting mark location - ess-Importer: Implemented converting last known exterior cell Bug Fixes: - Falling leaves in Vurt's tree mods now render correctly - Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground) - Collision handling has been improved (better performance and overall behaviour) - Collision is now not disabled for actors until their death animation has finished playing - Players can no longer climb sheer terrain by jumping and then moving forwards in the air - Doors no longer stutter when colliding with the player - Dialog boxes now appear in the center of the screen after the window is resized - Weapon and spell cycling is now disabled while in GUI mode - Weapon and spell cycling can now be bound to a gamepad - Gamepad and mouse/keyboard may now be used at the same time - Inventory window titles are now centered vertically - Changed name tooltips' behavior on enemies to match vanilla behavior - The maximum width of a tooltip is no longer set to a fixed value - The drowning widget now more accurately matches the vanilla one - Fall height is now reset when the player teleports - Changed Slowfall spell effect to better match vanilla behavior while jumping - Combat with water creatures now ends when leaving the water - AI actors no longer hit unintended targets - Changed NPC wander and idle behavior to better match vanilla - Fixed some summoned creatures not engaging underwater creatures in combat - Enemies now initiate combat with player followers on sight - Creatures now auto-equip their shields on creation - Changed combat engagement logic to better match vanilla behavior - The Command spell effect now brings enemies out of combat - Followers now continue to follow after resting and saving and reloading the game - Light prioritization on objects now takes the light sources' intensity into account (fixes issues with light sources popping up) - Icon shadows no longer persist in GUI windows - Disintegrate Armor/Weapon spell effects are no longer bound to the framerate - Enchanted arrows now explode when they hit the ground or a static object - Fixed a crash that occurred while using a container and the console at the same time - Fixed the beginning of NPC speech being cut off on macOS - Nodes named "bounding box" are now ignored by the nifloader making corresponding meshes render correctly - The correct swish sound is now played for NPC weapon attacks - The player now has to pay for their followers when using fast travel - Fixed a regression with Dispel; it now is an instant spell effect again - Corrected greetings in Antares' Big Mod - The ProjectileManager no longer crashes when a sound ID fails to play or is not found - Fixed behavior of Activate and OnActivate commands (fixes freeze when opening "Hammers" container in Aanumuran Reclaimed mod) - Fixed possible game-breaking exception caused by trying to access NPC stats on a creature - Identification papers can now be picked back up after they are dropped - Fixed the interpreter to properly handle a reference change caused by an Activate command - Interpreter context now properly handles Activate actions in the middle of script execution - Changed behavior of stat script commands to better handle stats above 100 - Fixed gun sounds in Clean Hunter Rifles mod - Fixed selling success chance when bartering - Fixed objects doubling when loading a save game after editing the used game files - Silenced SDL events of types 0x302 and 0x304 - Fixed a rare crash that occurred on cell loading - Activation flags are now reset when an object is copied - Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma's Lokken mod) - Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call - Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path - Fixed handling of enchantments' spell effects to correctly display these effects in the GUI - OpenMW-CS: New or cloned Body Part records may now use the ".1st" suffix - OpenMW-CS: Fixed sorting verification results by Record Type - OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file - OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop - OpenMW-CS: Added missing Text field to allow editing a book's actual text - OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs
vopenmw-0.41.0
Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated
Fixed some objects added by Morrowind Rebirth not properly displaying their texture
Fix for crash when opening the journal with missing fonts
Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil
Fixed playback of weapon idle animation to include a part previously omitted
Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace
Fixed OSX not being able to find settings-default.cfg
Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior
Changelog complet
The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned! Check out the engine release video (https://www.youtube.com/watch?v=Wntey5M5kvc) and the OpenMW-CS release video (https://www.youtube.com/watch?v=KDlLxs87u4I) by the irrepressible Atahualpa. Known Issues: - Shadows are not re-implemented at this time, as well as distant land - To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system - On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings - On OSX, some users may experience the beginning of acted voice clips cut off New Features: - Implemented zero-weight boots playing light armor boot footsteps - Implemented playing audio and visual effects for every effect in a spell - Implemented doubling the size of spell explosions - Implemented particle textures for spell effects - Implemented NPCs using opponent's weapon range to decide whether to dodge - Implemented dodging for creatures with the "biped" flag - Implemented drop shadow for items in the menu - Implemented correct range for "on touch" spells - Implemented using telekinesis with on touch spells on objects - Implemented AI Combat: Flee - Implemented player glow for non-portable lights added to the inventory - OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode - OpenMW-CS: Implemented water rendering - ESS-Importer: Implemented player control flags Bug Fixes: - Almsivi and Divine intervention now display the correct spell effect - Instant spell effects now show an effect indicator - Fixed playback of weapon idle animation to include a part previously omitted - Stat review window at character creation now shows starting spells, powers, and abilities - Repair and recharge interfaces no longer cause a performance drop under certain circumstances - Fullscreen can now be disabled again after enabling it in-game on OSX - Disabled door markers no longer show up on the map - Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace - Banners now show random animations during stormy weather - Inventory tooltip for zero-weight armor no longer displays weight info - Idle animations now always loop - Spark showers near Sotha Sil now appear at the right time - The type of an NPC's melee attack (chop, slash, thrust) no longer depends on their movement direction - Fix for freeze when the cell was changed immediately after dying - Unalerted slaughterfish in the same cell as the player no longer prevent resting - Blood effects no longer occur when the hit is resisted - Todwendy can now be interacted with in the German version of the game - Fix for crash when opening the journal with missing fonts - SetInvisible command no longer applies a graphic effect - Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons - Hidden inventory items, such as the light source for Trueflame's light effect, are no longer shown - Corrected the order in which alembics and retorts are used - Animation replacer no longer hangs after one animation cycle - Corrected sounds and skill increases for bound armor and shields - Corky can now be sold to Drulene Falen - NPC disposition can no longer be lowered below zero - NPC autoequip behavior now better matches vanilla - State of enabled/disabled player controls is now correctly saved - Moved references are now properly handled in respawning code - Water ripples are now shown when walking on water - Argonian NPCs no longer swim like Khajiits - Spells with the "always succeed" flag can now be deleted from the spellbook - Bound equipment spells can no longer be recast - Fixed some objects added by Morrowind Rebirth not properly displaying their texture - Fixed OSX not being able to find settings-default.cfg - Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior - Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack - Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water - Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil - "Can't Cast" message now displayed when water walking is cast from too great of a depth - Player is now moved out of the water when casting water walking from a shallow enough depth - Levelled items in merchant inventory are no longer re-added every time the trade window is reopened - Weather manager now handles weather for regions added by plugins after a save game was created - Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist - Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942) - Player/NPC skeleton's bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated - OpenMW-CS: Globals are now initialized with a valid type - OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked - OpenMW-CS: Fixed verification for "Not Local" info condition - OpenMW-CS: Fixed verification for special faction ID "FFFF" - OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode - OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside - OpenMW-CS: Fixed not being able to find the project file when launching the game - OpenMW-CS: Deleted instances will no longer reappear - OpenMW-CS: Using "Extend Selection to Instances" will no longer cause duplicates
vopenmw-0.40.0
Fixed crash that could occur when using teleportation spells
Fixed new dialog in a mod inheriting some data from the dialog it replaces
OpenMW-CS: Fixed Start Scripts table not updating when a script is added
Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest
Fixed possible reference duplication when a mod modifies the corresponding refID
Fixed creatures in cells without pathgrids not wandering
Fixed death events to trigger at the end of the death animation instead of the beginning
Fixed timed effects not to be interrupted when resting
Changelog complet
The OpenMW team is proud to announce the release of version 0.40.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings some small new features, but mainly bug fixes and improvements. We're winding down on implementable features, these are exciting times for OpenMW, even if releases have a little less user-visible changes. The game is basically fully playable, and future releases will bring mostly more fixes and optimizations. Check out the release video (http://www.youtube.com/watch?v=avPbctre9Qw) and the OpenMW-CS release video (http://www.youtube.com/watch?v=izlm2CAnCpY) by the prodigious Atahualpa, and see below for the full list of changes. Known Issues: - Shadows are not re-implemented at this time, as well as distant land - To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system Changelog: - Implemented NPC "Face" function - Implemented weather dependent sun/moon reflections - Implemented effect removal for abilities, fixes locked player movement upon exiting portable house mods - Implemented deletion of moved references - Fixed possible reference duplication when a mod modifies the corresponding refID - Fixed creatures in cells without pathgrids not wandering - Fixed death events to trigger at the end of the death animation instead of the beginning - Fixed timed effects not to be interrupted when resting - Fixed constant effects not to be put on hold when resting - Fixed some issues with how Magicka is calculated in regard to Fortify Magicka effect and Intelligence - Fixed several issues with telekinesis interaction - Fixed issues with how the "#" character was handled in directory names in the config - Fixed Slowfall spell to now stop forward momentum when jumping - Fixed not being able to replace parent cell references with a cell reference of different type - Fixed Cliff Racers not being able to attack targets below them - Fixed creatures and NPCs not being able to aim ranged attacks vertically - Fixed the player spawning at the origin if the cell they saved in doesn't exist anymore - Fixed crash that could occur when using teleportation spells - Fixed ESS-Importer not separating item stacks - Fixed NPCs forgetting they had talked to the player before for their voiced dialog - Fixed NPCs not looping their AiTravel assignments - Fixed NPCs wandering to invalid locations after training - Fixed NPCs wandering off their pathgrid when player waits - Fixed "StopCombat" AI command not functioning correctly - Fixed Larienna Macrina not correctly stopping combat after killing Hrelvesuu in the "Battle at Nchurdamz" quest - Fixed monsters respawning when loading a quicksave - Fixed a visual effect playing in Dagoth Ur's chamber that shouldn't be there - Fixed blight weather still occurring after killing Dagoth Ur - Fixed new dialog in a mod inheriting some data from the dialog it replaces - Fixed actors that start the game dead always using the same death pose - Fixed NPCs to not auto-equip ammunition - Fixed NPCs not favoring ranged weapons - Fixed NPCs detecting the player when they don't have line of sight - Fixed ashmire particles rendering outside of their pool - Fixed AiWander start time resetting when saving/loading - Fixed 1st and 3rd person camera not converting from .ess correctly with ESS-Importer - Fixed issues caused by the idle camera when the player is paralyzed - Fixed nearby monsters who have not detected the player not preventing the player from resting - Fixed an issue with the victim of a pickpocket not always being alerted - Fixed dead NPCs and creatures contributing to Sneak skill increases - Fixed weather dependent dialog playing in interior cells - Fixed effects cast by summons persisting after their death - Fixed an issue with parallax map rendering - Fixed level up graphic to match vanilla game behavior - Fixed segfault in Atrayonis's "Anthology Solstheim: Tomb of the Snow Prince" mod - Fixed issues with invisibility not dispelling correctly - Fixed the first couple of seconds of NPC speech being muted on some PCs - Fixed being able to stack effects from identical magic scrolls - Fixed 3rd person camera distance getting stuck - Fixed AiFollow and AiEscort durations to be handled as in-game hours instead of seconds, as per the vanilla engine - Fixed a couple of issues with how fatigue is displayed when the player has fortified strength - OpenMW-CS: Implemented multiple deletion of subrecords - OpenMW-CS: Reimplemented pathgrid rendering - OpenMW-CS: Implemented configurable key bindings - OpenMW-CS: Implemented pathgrid editing - OpenMW-CS: Fixed Start Scripts table not updating when a script is added - OpenMW-CS: Fixed tooltips not showing in scene view unless holding mouse button on them - OpenMW-CS: Fixed tab width in Script Editor to be 4 characters instead of 4 pixels - OpenMW-CS: Fixed being able to create duplicate pathgrid records - OpenMW-CS: Fixed data in Weapon records not being properly set - OpenMW-CS: Fixed Regions table to show weather options and allow editing them
vopenmw-0.39.0
Fixed a crash caused by local script iteration
Fixed AI packages to not stack when duplicates are added
Fixed crash after casting recall spell
Fixed a crash with mods that define bip01 spine1 but not bip01 spine2
Fixed crash when clicking through the class selection menu a specific way
Fixed the selected class and race not being cleared when starting a new game
Fixed crash when water normal map is missing
OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded
Changelog complet
The OpenMW team is proud to announce the release of version 0.39.0! Grab it from our Downloads Page for all operating systems. This release brings background cell loading and caching, which is a feature not to be missed. Initial support for object shaders has found its way back into our engine, and a host of bugs have been smashed. See below for the full list of changes. The venerable Atahualpa has bravely stepped up to fill WeirdSexy's boundless shoes as our video producer, check out the video for this release here: https://youtu.be/6SIz0LYWJzQ and OpenMW-CS 0.39.0 here: https://youtu.be/IthswdFkyss. Check our blog or Youtube channel if you missed his videos for versions 0.36, 0.37, or 0.38. Known Issues: - Shadows are not re-implemented at this time, as well as distant land Changelog: - Implemented background cell loading and caching of loaded cells - Implemented support for object shaders in OSG - Implemented interpolation for physics simulation, smoothing rendering of statics and fixing some collision issues - Implemented support for sphere map NiTextureEffects - Implemented the FixMe script instruction - Implemented support for RGB and RGBA embedded textures in NIF files - Implemented corpse clear delay - Implemented per-creature respawn time tracking - Fixed Dark Brotherhood Assassins, ghosts in Ibar-Dad, and other creatures spawned with PlaceAt spawning inside world geometry - Fixed Activate / OnActivate script instruction to match vanilla behavior - Fixed player spawning underwater when loading a game saved while swimming - Fixed NPCs not using correct animations with Animated Morrowind mod - Fixed Riekling raider pig screaming continuously - Fixed Vivec's hands in the Psymoniser Vivec God Replacement mod - Fixed NPCs spamming restoration spells instead of defending themself - Fixed a crash caused by local script iteration - Fixed AI packages to not stack when duplicates are added - Fixed actor animations not being rebuilt on resurrection - Fixed dialog boxes for non-standard NPCs not scrolling correctly - Fixed wandering NPCs disappearing or getting teleported to strange places - Fixed missing NPC name in journal entry when given Pilgrimages of the Seven Graces quest - Fixed bounding box used for items when dropping them from the inventory - Fixed spells exploding on an actor being applied twice - Fixed Azura's missing head - Fixed potion effect showing when ingredient effects are not known - Fixed hands turning partially invisible when chopping with a spear - Fixed fast travel breaking save files made afterwards - Fixed crash after casting recall spell - Fixed constant effect enchantment animation playing on dead bodies - Fixed spell effects to not persist after the caster dies - Fixed corpses that are submerged at the beginning of the game to stay submerged - Fixed "when strikes" enchantments to not launch a projectile from the attacker when they apply - Fixed camera snapping to straight up or down after teleporting - Fixed alchemy window ingredient count not decrementing when combining ingredients that don't share effects - Fixed mods corrupting the hasWater() flag for exterior cells - Fixed a crash with mods that define bip01 spine1 but not bip01 spine2 - Fixed class image display when an image for the class is not found - Fixed possible infinite disposition through exploit - Fixed glitch causing removed clothing to still be rendered on the character on the inventory paper doll - Fixed statics and activators not being able to cast spell effects on the player - Fixed cells not loading when using Poorly Placed Object Fix mod - Fixed female characters incorrectly using the male base animation skeleton - Fixed "use best attack" punches to match vanilla behavior - Fixed crash when clicking through the class selection menu a specific way - Fixed save list jumping to the top when deleting a saved game - Fixed the selected class and race not being cleared when starting a new game - Fixed crash when water normal map is missing - Fixed an issue with handling stray arguments in scripts - Fixed Drop script instruction to match vanilla behavior - OpenMW-CS: Implemented GMST verifier - OpenMW-CS: Implemented info record verifier - OpenMW-CS: Implemented rendering cell border markers in Scene view - OpenMW-CS: Implemented point lighting in Scene view - OpenMW-CS: Implemented optional line wrapping in script editor - OpenMW-CS: Reimplemented 3D scene camera system - OpenMW-CS: Implemented scenes being a drop target for referenceables - OpenMW-CS: Implemented rendering cell markers in Scene view - OpenMW-CS: Implemented Instance selection menu in Scene view - OpenMW-CS: Implemented Move sub mode for Instance editing mode in Scene view - OpenMW-CS: Implemented behavior for changing water level of interiors to match exteriors - OpenMW-CS: Implemented using "Enter" key instead of clicking "Create" button to confirm ID input in Creator Bar - OpenMW-CS: Fixed objects dropped in the scene not always saving - OpenMW-CS: Fixed objects added to the scene not rendering until the scene is reloaded - OpenMW-CS: Fixed land data being written twice - OpenMW-CS: Fixed GMST ID named sMake Enchantment being named sMake when making new game from scratch - OpenMW-CS: Fixed creator bar in Start Scripts subview not accepting script ID drops - OpenMW-CS: Fixed using the "Next Script" and "Previous Script" buttons changes the record status to "Modified"
vopenmw-0.38.0
Fixed crash on new game at character class selection
Fixed crash with OpenMW install wizard
Fixed crash when onPcEquip script removes the equipped item
Fixed crash when entering Holamayan Monastery with mesh replacer installed
Fixed gamecontrollerdb file being created as a txt instead of a cfg
Fixed player object being deletable
Fixed AiCombat distance check to take into account collision box
Fixed saw in Dome of Kasia not hurting a stationary player
Changelog complet
The OpenMW team is proud to announce the release of version 0.38.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. Hot on the heels of the previous one, this release brings many fixes and improvements, notably movement of objects between cells, and support for the OSG native model format. Known Issues: - Shadows are not re-implemented at this time, as well as distant land and object shaders - Features are missing from OpenMW-CS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving Changelog: - Implemented werewolf field of view - Implemented movement of objects between cells, fixes several issues - Implemented handling OSG native model format - Implemented separate field of view settings for hands and game world - Implemented isInCell checks on PlaceAt and PlaceItem - Implemented handling NiLODNode and NiPointLight - Implemented notification to indicate when a game is saved - Fixed player object being deletable - Fixed AiCombat distance check to take into account collision box - Fixed saw in Dome of Kasia not hurting a stationary player - Fixed rats floating when killed near a door - Fixed kwama eggsacks pulsing too fast - Fixed NPC voice sound source not being placed at their head - Fixed crash with OpenMW install wizard - Fixed reseting delete flag when loading a reference from a save game - Fixed issues with clicking on unexpected inventory items on character doll - Fixed spell absorption to apply once per effect - Fixed enchantment merchant items reshuffling every time barter is clicked - Fixed not being able to resurrect the player through the console if health is zero - Fixed projectile weapon behavior when underwater - Fixed not being able to use keywords in strings for message boxes - Fixed items not sinking when dropped underwater - Fixed crash when onPcEquip script removes the equipped item - Fixed dialog not triggering correctly in Julan Ashlander Companion mod - Fixed tooltips for Health, Magicka, and Fatigue showing in the Options menu when bars aren't visible - Fixed guards accepting gold for crimes even when you don't have enough - Fixed Show Owned option affecting tooltips that are not objects - Fixed player sound source being at the feet - Fixed not being able to replace interactive message boxes - Fixed fatal error on OpGetTarget when the target has disappeared - Fixed first person rendering glitches with high field of view - Fixed crash on new game at character class selection - Fixed RigGeometry bone references to be case-insensitive - Fixed NPCs using wrong sound when landing - Fixed missing journal textures without Tribunal and Bloodmoon installed - Fixed multiple AiFollow packages causing the distance to stack - Fixed creature dialogs not being handled correctly - Fixed crash when entering Holamayan Monastery with mesh replacer installed - Fixed dreamers spawning too soon - Fixed Next/Previous Weapon/Spell and Ready Spell working as a werewolf - Fixed being able to soultrap a creature more than once - Fixed summoned creatures and objects disappearing at midnight - Fixed gamecontrollerdb file being created as a txt instead of a cfg - Fixed "same race" dialog functions never triggering - Fixed dialog choice condition issue - Fixed body part rendering when in a pose - Fixed reversed sneak awareness check - Fixed positional sound acceleration issue - Fixed fatal error when LandTexture is missing - OpenMW-CS: Implemented choosing colors for syntax highlighting - OpenMW-CS: Implemented hiding script error list when there are no errors - OpenMW-CS: Implemented ability to create omwaddons with periods in the filename - OpenMW-CS: Implemented configurable size for scipt error panel - OpenMW-CS: Implemented tooltips in the 3D scene - OpenMW-CS: Fixed issue with handling of DELE subrecords - OpenMW-CS: Fixed Verify not checking if given item ID for a container exists
vopenmw-0.37.0
OpenCS: Fixed crash from closing subview and opening a new one
OpenCS: Fixed crash when applying filter to TopicInfo on mods that have added dialog
Fixed crash with OpenGL 1.4 drivers
Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL)
OpenCS: Fixed crash when trying to use cell render view on OS X
Fixed crash when switching from full screen to windowed mode in D3D9
Fixed crash when a creature has no model
Fixed a crash when entering cell "Tower of Tel Fyr, Hall of Fyr"
Changelog complet
The OpenMW team is proud to announce the release of version 0.37.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release brings the long-anticipated implementation of the OpenSceneGraph renderer! More info on this 3d graphics toolkit can be found on the OSG website (http://www.openscenegraph.org/). Hats off to scrawl for the Herculean amount of effort he put in working on this massive codebase change! The new renderer brings a massive performance speedup, as well as many graphical fixes and improvements. You may notice that shadows are not re-implemented at this time, as well as distant land and object shaders, but we wanted to get the release out rather than delay any further! These features will be re-added soon! This release brings many other changes and bugfixes, as well as a huge amount of new work done on OpenCS, the editor for OpenMW. Some features are missing from OpenCS as well: only basic camera controls are implemented, pathgrid and cell marker rendering is missing, as well as instance moving. See below for the full changelog. Changelog: - Rewrote graphics engine using OSG rendering toolkit - Implemented profiling overlay (press F3!) - Implemented journal and book scaling - Implemented NiStencilProperty - Implemented Game Time Tracker - Implemented comments in openmw.cfg - Implemented resource manager optimizations - Implemented handling NIF files as proper resources - Implemented using skinning data in NIF files as-is - Implemented small feature culling - Implemented configurable near clip distance - Implemented GUI scaling option - Implemented support for anonymous textures - Implemented loading screen optimizations - Implemented character preview optimization - Implemented sun glare fader - Implemented support for building with Qt5 - Implemented Bullet shape instancing optimization - Implemented FFMPEG 2.9 support - Implemented head tracking for creatures - Implemented additive moon blending - Implemented an error message when S3TC support is missing - Fixed short activation distance for light emitting objects - Fixed animation not resizing creature's bounding box - Fixed setPos and setScale instructions only modifying the collision model when invoked on Static objects - Fixed stars showing on horizon at night when they should be obscured by clouds - Fixed errors in moon trajectory - Fixed NPCs width not being adjusted by their weight - Fixed raycasting for dead actors - Fixed several issues with underwater view - Fixed Erene Llenim not wandering - Fixed cliff racers failing to hit the player (should have left this broken, hm?) - Fixed NPCs not being able to hit small creatures - Fixed vibrating terrain in cells far from the origin - Fixed several issues with first person weapon model rendering - Fixed crash when switching from full screen to windowed mode in D3D9 - Fixed scripts failing to compile if name starts with a digit - Fixed Socucius Ergalla having doubled greetings during the tutorial - Fixed underwater flora lighting up the entire area - Fixed not handling controller extrapolation flags - Fixed footstep frequency not updating immediately when speed attribute changes - Fixed crash with OpenGL 1.4 drivers - Fixed antialiasing not working on Linux - Fixed enemies attacking the air when they spot the player - Fixed NIF rotation matrices that include scaling not being supported - Fixed crank in Old Mournhold: Forgotten Sewer turning about the wrong axis - Fixed several particle transparency stacking issues - Fixed Trueflame and Hopesfire flame effect rendering - Fixed little box rendering beneath verminous fabricants - Fixed sparks in Clockwork City not bouncing off the floor - Fixed dicer traps in Clockwork City not activating when you're too close - Fixed scrambled pixels on the mini map - Fixed NIFs with more than 255 NiBillboardNodes not loading - Fixed objects flickering - Fixed issue with running out of vram - Fixed NPCs dying silently - Fixed jumping animation restarting when equipping mid-air - Fixed light spell not working in first person view - Fixed light spell not being as bright as in Morrowind - Fixed transparency sorting to be more accurate, obsoleting transparency-overrides.cfg - Fixed player followers reporting crimes - Fixed hidden emitter nodes still firing particles - Fixed music from title screen continuing after loading a saved game - Fixed map not being consistent between saved games - Fixed dialog scroll not always starting at the top - Fixed Detect Enchantment marks not appearing on top of the player arrow - Fixed changing NPC position via console not taking effect until cell is reloaded - Fixed mannequins in mods appearing as dead bodies - Fixed spurious fifth parameter on Placeatme raising an error - Fixed COC command printing multiple times when the GUI is hidden - Fixed crash when a creature has no model - Fixed character sheet not properly updating when backing out of CharGen - Fixed Horkers using land idle animations under water - Fixed map notes not showing on cell marker tooltips - Fixed alchemy including effects that show twice on the same ingredient - Fixed ORI console command - Fixed Ashlanders in front of Ghostgate wandering around - Fixed ESM writer not handling encoding when saving the TES3 header - Fixed NIF node names to be not case-sensitive - Fixed fog depth and density not being handled correctly - Fixed Combat AI changing target too frequently - Fixed not being able to attack during block animations - Fixed player not raising arm in third person view for blizzards - Fixed current screen resolution not being selected in Options when starting OpenMW - Fixed Ordinators thinking beast races can wear their helm - Fixed slider bars still moving after clicking to move them and not releasing the mouse button - Fixed quirks with sleep interruption - Fixed being able to ready weapons and magic while paralyzed - Fixed inverted Kwama Queen head - Fixed additem and removeitem behavior with gold - Fixed --start putting the player inside models - Fixed a glitch that allowed infinite free items when bartering - Fixed handling of quotes in names of script functions - Fixed Open and Lock spell effects persisting when cast on certain statics - Fixed being able to lock beds - Fixed script compiler not accepting IDs as instruction or function arguments if the ID is also a keyword - Fixed cell names not being localized on the world map - Fixed swimming player being too low in the water - Fixed Save and Load menu localization issues - Fixed Disintegrate Weapon applying to lockpicks and probes - Fixed mouse wheel in journal not being disabled by Options menu - Fixed Heart of Lorkhan not visually responding to attacks - Fixed inventory highlighting the wrong category after a load - Fixed teleport amulet not being placed in player inventory in Illuminated Order 1.0c - Fixed fSleepRandMod not behaving correctly in special cases - Fixed hang in non-GOTY version caused by bad SetRot data - Fixed NPC confusion over player race - Fixed custom races breaking numbering of PcRace - Fixed being able to sneak while paralyzed - Fixed Chameleon not working for creatures - Fixed player power chance to show as 0 when used - Fixed error handling for non-existing enchantment references - Fixed recursive script execution - Fixed infinite recursion when compiling a script with warning mode 2 and enabled error downgrading - Fixed potential infinite loop in addToLevCreature script function - Fixed PlaceItem returning radians instead of degrees - Fixed a crash when entering cell "Tower of Tel Fyr, Hall of Fyr" - Fixed a crash on assertion in a rare combat case - Fixed an issue with loading a save game with mod LGNPC_PaxRedoran_v1_20 - Fixed an issue with loading a game when a mod that provided a spell known by the player was removed - Fixed an issue with unequipping amulets that had been created with the console - Fixed crash when switching from full screen to windowed mode in D3D9 (switched to OpenGL) - Fixed no texture issue with DirectX (switched to OpenGL) - Renamed 'grid size' setting to 'cell load distance' - OpenCS: Implemented Merge tool - OpenCS: Implemented copying a record ID to the clipboard - OpenCS: Implemented script line number in results search - OpenCS: Implemented mouse button bindings in 3D scene - OpenCS: Implenented scrolling newly created TopicInfo and JournalInfo records into view - OpenCS: Implemented horizontal slider to scroll between opened tables - OpenCS: Implemented shortcut for closing focused subview - OpenCS: Implemented context menu for dialog subview fields with an item matching "Edit 'x'" from the table subview context menu - OpenCS: Implemented ignoring mouse wheel input for numeric values unless the respective widget has focus - OpenCS: Implemented refreshing the verify view - OpenCS: Implemented configuration of double click behavior in results table - OpenCS: Implemented severity column to report tables - OpenCS: Implemented improvements to dialog button bar - OpenCS: Implemented mouse picking in worldspace widget - OpenCS: Implemented cell border arrows - OpenCS: Implemented cloning enhancements - OpenCS: Implemented fine grained configuration of extended revert and delete commands - OpenCS: Implemented magic effect record verifier - OpenCS: Implemented Sound Gen record verifier - OpenCS: Implemented Pathgrid record verifier - OpenCS: Implemented Script Editor enhancements - OpenCS: Implemented color values in tables - OpenCS: Implemented ID auto-complete - OpenCS: Implemented partial sorting in info tables - OpenCS: Implemented dialog for editing and viewing content file meta information - OpenCS: Implemented using checkbox instead of combobox for boolean values - OpenCS: Implemented dropping IDs into bar at bottom of subview when creating a record - OpenCS: Fixed global search not automatically focusing the search input field - OpenCS: Fixed opening a chest blurring the character portrait - OpenCS: Fixed not being able to edit alchemy ingredient properties - OpenCS: Fixed being able to select Attribute and Skill parameters for spells that do not require them - OpenCS: Fixed unnamed checkbox showing when right clicking an empty place in the menu bar - OpenCS: Fixed freeze when editing filter - OpenCS: Fixed verifier not updating local variables when other scripts are modified - OpenCS: Fixed AIWander Idle not being settable for a creature - OpenCS: Fixed not being able to enter values for rows in Creature Attack - OpenCS: Fixed not being able to add a start script - OpenCS: Fixed verifier reporting non-positive level for creatures with no level - OpenCS: Fixed value of "Buys *" not saving for a creature - OpenCS: Fixed scale value of 0.000 making the game lag - OpenCS: Fixed "AI Wander Idle" value not being saved - OpenCS: Fixed created creatures always being dead - OpenCS: Fixed being unable to make NPC say a specific "Hello" voice dialog - OpenCS: Fixed being unable to make a creature use text dialog - OpenCS: Fixed not being able to set trade gold for creatures - OpenCS: fixed race filter on body parts not displaying correctly - OpenCS: Fixed inverted table sorting - OpenCS: Fixed Undo and Redo command labels - OpenCS: Fixed listed attributes and skill being based on the number of NPC objects - OpenCS: Fixed crash when removing the first row of a nested table - OpenCS: Fixed incorrect GMSTs for newly created OMWGame files - OpenCS: Fixed deleted scripts being editable - OpenCS: Fixed line edit in Dialog subview table showing after a single click - OpenCS: Fixed incorrect position of an added row in Info tables - OpenCS: Fixed deleting a record triggering a Qt warning - OpenCS: Fixed metadata table missing the Fixed record type column - OpenCS: Fixed not being able to reorder rows with the same topic in different letter case - OpenCS: Fixed Sort by Record Rype on the Objects table being incorrect - OpenCS: Fixed undo/redo shortcuts not working in script editor - OpenCS: Fixed missing TopicInfo "custom" condition section - OpenCS: Fixed sorting search and verification result table by clicking on the column names - OpenCS: Fixed enchantment effects always switching to water breathing - OpenCS: Fixed NPC information failing to save correctly due to mNpdtType value - OpenCS: Fixed deleting record in Objects (referencables) table messing up data - OpenCS: Fixed some NPC data not being editable - OpenCS: Fixed some missing data in cell definition - OpenCS: Fixed value filter not working for float values - OpenCS: Fixed undo leaving record status as modified - OpenCS: Fixed crash from closing subview and opening a new one - OpenCS: Fixed default window size being ignored - OpenCS: Fixed TopicInfo data loss when saving from ESP to OMWAddon - OpenCS: Fixed deleted record remaining in Dialog subview - OpenCS: Fixed editor not scrolling to a newly opened subview when Scrollbar Only mode is active - OpenCS: Fixed changing Level or Reputation of an NPC crashing the editor - OpenCS: Fixed filters not updating when adding or cloning records - OpenCS: Fixed issues when referencing a non-existing script - OpenCS: Fixed focus problems on edit subviews input fields - OpenCS: Fixed crash when applying filter to TopicInfo on mods that have added dialog - OpenCS: Fixed some dialog only editable items not refreshing after undo - OpenCS: Fixed cancel button exiting the program - OpenCS: Fixed mapcolor not changing correctly on the Regions table - OpenCS: Fixed crash when trying to use cell render view on OS X - OpenCS: Fixed missing columns in tables - OpenCS: Fixed a sort problem in the Objects table when nested rows are added - OpenCS: Fixed script verifier not catching endif without an if - OpenCS: Fixed list of available content files not refreshing in Open dialog - OpenCS: Fixed Flies flag having no effect on ghosts - OpenCS: Fixed save game failing to load due to script attached to NPC - OpenCS: Fixed reputation value not being stored
vopenmw-0.36.1
Fixed additional startup scripts failing to launch
Crash when trying to view cell in render view in OpenMW-CS on OSX
Crash when switching from full screen to windowed mode on D3D9
The OpenMW team announces the release of maintenance version 0.36.1. This version addresses a regression that caused additional startup scripts to fail to launch. Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems.
Changelog complet
The OpenMW team announces the release of maintenance version 0.36.1. This version addresses a regression that caused additional startup scripts to fail to launch. Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. Known Issues: - Crash when trying to view cell in render view in OpenMW-CS on OSX - Crash when switching from full screen to windowed mode on D3D9 Changelog: - Fixed additional startup scripts failing to launch
vopenmw-0.36.0
Fixed a crash on first launch after choosing "Run installation wizard"
OpenMW-CS: Fixed cloning/creating new container class resulting in an invalid omwaddon file
OpenMW-CS: Fixed crash when issuing undo command after the table subview is closed
Fixed Erene Lleni not wandering correctly
Fixed installer not detecting default directory correctly in 64-bit Windows registry
Fixed issue where cloning the player would prevent player movement
Fixed casting bound weapon spell not switching to "ready weapon" mode
Fixed enchanted item charges not updating in the spell list window if it is pinned open
Changelog complet
The OpenMW team is proud to announce the release of version 0.36.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release is relatively small as we eagerly await scrawl's rendering port to OSG. There are a multitude of important fixes for OpenMW-CS, which is progressing at a healthy pace. See below for the full changelog. Known Issues: - Crash when trying to view cell in render view in OpenMW-CS on OSX - Crash when switching from full screen to windowed mode on D3D9 Changelog: - Implemented hotkey for hand-to-hand - Implemented key bind for always sneaking - Implemented multiselection of entries in the data files list of the launcher - Implemented using application support directory as the user data path on OS X - Fixed Erene Lleni not wandering correctly - Fixed installer not detecting default directory correctly in 64-bit Windows registry - Fixed issue where cloning the player would prevent player movement - Fixed casting bound weapon spell not switching to "ready weapon" mode - Fixed enchanted item charges not updating in the spell list window if it is pinned open - Fixed behavior when fatigue falls below zero due to the drain effect - Fixed error on startup with Uvirith's Legacy enabled - Fixed sex, race, and hair sliders not initializing properly in chargen - Fixed minor issues with terrain clipping through statics - Fixed invisible sound mark having collision in Sandus Ancestral Tomb - Fixed tooltip display on stolen gold stack - Fixed persuasion mechanics using player stats instead of NPC's - Fixed not defaulting to world origin when an unknown cell is encountered - Fixed NPCs not reacting to theft when player has the inventory open - Fixed water z-fighting issue - Fixed GetSpellEffects to better emulate vanilla behavior - Fixed a dialog choice in mod Rise of House Telvanni not exiting out of dialog - Fixed Detect Spell returning false positives - Fixed the map icons used by Detect spells - Fixed a crash on first launch after choosing "Run installation wizard" - OpenMW-CS: Implemented global search & replace - OpenMW-CS: Implemented dialog mode only columns - OpenMW-CS: Implemented optionally showing a line number column in the script editor - OpenMW-CS: Implemented optionally using monospace fonts in the script editor - OpenMW-CS: Implemented focusing on ID input field on clone/add - OpenMW-CS: Implemented handling moved instances - OpenMW-CS: Implemented a start script table - OpenMW-CS: Implemented a start script record verifier - OpenMW-CS: Fixed changed entries in the objects window not*? showing as changed - OpenMW-CS: Fixed changing certain entries not being saved in the omwaddon file - OpenMW-CS: Fixed terrain information not saving - OpenMW-CS: Fixed files with accented characters not being listed - OpenMW-CS: Fixed cloning/creating new container class resulting in an invalid omwaddon file - OpenMW-CS: Fixed cloning omitting some values - OpenMW-CS: Fixed crash when issuing undo command after the table subview is closed - OpenMW-CS: Fixed being unable to undo a record deletion in the object table - OpenMW-CS: Fixed multithreading for operations - OpenMW-CS: Changed References/Referenceables terminology to Instance/Object
vopenmw-0.35.1
Fixed a crash caused by a land record without data
Fixed creatures with no skeleton base causing a crash
Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory
Fixed error caused by relying on subrecord order when reading content files
Fixed sun trajectory
Fixed stolen items handling to match vanilla Morrowind
Fixed Divine Intervention sending the player to the wrong place in some cases
Fixed telekinesis not working to avoid traps
Changelog complet
The OpenMW team is proud to announce the release of version 0.35.1! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This maintenance release includes fixes for several crashes that users may be experiencing with the 0.35.0 version. Several features are also included in this release, such as corpse dressing and preliminary joystick support. Many bug fixes and improvements are also included, please see the full changelog below. Known Issues: - Crash when trying to view cell in render view in OpenMW-CS on OSX - Crash when switching from full screen to windowed mode on D3D9 Changelog: - Implemented being able to dress corpses (you weirdos) - Implemented checking Cmake sets correct MSVC compiler settings for release build - Implemented default values for mandatory global records - Implemented basic joystick support - Implemented a progress bar for Morrowind.ini import progress in the launcher - Implemented passage of time indicator when training or serving jail time - Fixed a crash caused by a land record without data - Fixed creatures with no skeleton base causing a crash - Fixed engine becoming unresponsive when trying to use equip next/previous with an empty inventory - Fixed error caused by relying on subrecord order when reading content files - Fixed sun trajectory - Fixed stolen items handling to match vanilla Morrowind - Fixed Divine Intervention sending the player to the wrong place in some cases - Fixed telekinesis not working to avoid traps - Fixed combat AI for unreachable enemies - Fixed object scale being considered in the Move instruction - Fixed multi-effect spells with different ranges not all applying - Fixed launcher not responding to Ctrl+C command from the terminal - Fixed drag-and-drop creating duplicate content files in the launcher when Alt is pressed - Fixed addon files with no dependencies not showing in the launcher - Fixed Detect Animal detecting dead creatures - Fixed Cmake not respecting LIB_SUFFIX - Fixed changing active magic holstering magic hands - Fixed switching spells with next or previous while holding shift raising the delete spell dialog - Fixed regression causing ignored clicks on the HUD mini-map - Fixed instant restore effect behavior - Fixed CE restore attribute items permanently boosting the stat they restore - Fixed being able to fall off the prison ship - Fixed wrong starting position in "Character Stuff Wonderland" - Fixed plugin load order being sorted incorrectly when importing Morrowind settings - OpenMW-CS: Fixed skills saving incorrectly - OpenMW-CS: Fixed file extension inconsistency
vopenmw-0.35.0
Fixed a launcher crash when a content file is locked
Fixed crash due to zero-sized particles
Fixed a crash caused by Ogre shadow handling
Fixed equipment update when unequipping non-related items removing ammunition
Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 )
Fixed crash when northmarker has been disabled
Fixed enchanted arrows being added to the victim
OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well
Changelog complet
The OpenMW team is proud to announce the release of version 0.35.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release includes over 100 bug fixes and improvements, and brings our "1.0" release much closer. Some notable features include the beginnings of an ess-Importer command line tool to import save games from vanilla Morrowind, proper handling of the Calm effect, and AI fast-forward functionality. Read the full changelog and bask in the glory of the huge amount of work that has gone into this release... Two more things: several OpenMW utilities have been renamed as of this release, including OpenCS being renamed to OpenMW-CS. And we would really appreciate any feedback on the launcher's Data File selection UI. Enjoy! Known Issues: - Crash when trying to view cell in render view in OpenCS on OSX - Crash when switching from full screen to windowed mode on D3D9 Changelog: - Implemented Calm effect removing combat packages - Implemented first stages of ess-Importer, an importer for vanilla Morrowind save games, this feature is not complete - Implemented previous/next weapon and spell equipping hotkeys - Implemented XYZ rotation keys support - Implemented AI fast-forward - Implemented NPC drowning while knocked out - Implemented setting for exterior cell grid size - Implemented some leveled list script functions - Implemented testing dialog scripts with --script-all - Implemented NPC lookAt controller - Implemented handling initial state of particle system - Implemented a warning when loading a savegame that depends on non-existent content files - Implemented conversion of global map exploration overlay for ess-Importer - Implemented command line option to load a save game - Implemented new display of load order problems in the Data Files tab of the launcher - Fixed some sound effects playing at very loud levels - Fixed transparency issues with some UI elements - Fixed launcher handling of master and plugin selections loaded from openmw.cfg - Fixed water display issue on AMD cards - Fixed a text display issue when highlighting words in dialog - Fixed a launcher crash when a content file is locked - Fixed being able to stand on top of hostile creatures - Fixed creatures climbing on top of the player - Fixed AITravel to more accurately emulate vanilla - Fixed some moon display issues - Fixed place-able items having collision - Fixed AIFollow distance for groups of multiple followers - Fixed some staircase climbing issues in Vivec - Fixed permanent magic effects not being saved in savegames - Fixed crash due to zero-sized particles - Fixed a model scaling issue - Fixed activated enchanted item magic not being saved in savegames - Fixed a crash caused by Ogre shadow handling - Fixed not being able to equip a shield with a two-handed weapon - Fixed an issue with player fall height when stepping down - Fixed an error-handling issue preventing the Sword of Perithia mod from loading - Fixed launcher reseting alterations made to the mod list order - Fixed some issues with NPC idle voices - Fixed vampire corpses standing up when being looted - Fixed spell cost not highlighting on mouseover - Fixed tooltips still showing when menu is toggled off - Fixed rain effect showing while underwater - Fixed extreme framedrop when running into certain corners - Fixed mod "Shrines - Restore Health and Cancel Options" restore health option not working - Fixed animation groups for light and door objects - Fixed slaughterfish not attacking partially submerged enemies - Fixed air movement mechanics - Fixed handling of NPCs with missing hair/head models - Fixed position flicker after an animation ends - Fixed supporting region names in cell dialog filter for mod "Julan Ashlander Companion" - Fixed issues with animated collision shape - Fixed mod "Morrowind Rebirth 2.81" causing Balmora bridges to not have collision - Fixed summons to reset when the spell is recast - Fixed equipment update when unequipping non-related items removing ammunition - Fixed not falling back to the top-level directory when looking for resources - Fixed mod pathgrids not overwriting the existing pathgrid - Fixed a gameplay stopper with the Russian version of the ChaosHeart mod - Fixed the resurrect function to work correctly - Fixed functionality to allow mods to overwrite existing records in the IndexedStore - Fixed an issue with extra bytes to fix an error with the mod "Animated Morrowind - Expanded" - Fixed multi-character comparison operators to allow spaces - Fixed handling deleted references to fix the "Gateway Ghost" quest - Fixed summoning to allow multiple instances of the same creature by using different spells - Fixed pathgrid in the (0, 0) exterior cell not loading - Fixed actor original position not being saved with the wander package - Fixed creatures not receiving fall damage (shouts to this amazing bug description: http://bugs.openmw.org/issues/2201 ) - Fixed enchant cost issue - Fixed handling of missing spells and factions to be more graceful - Fixed several book display issues - Fixed some script compilation issues - Fixed scale field for creatures not being handled - Fixed being able to use enchantments from items that failed to equip - Fixed handling names for helmet models - Fixed some NPCs not attacking when they are pickpocketed - Fixed chargen race preview head default orientation - Fixed animations with no loop keys being looped - Fixed spell making to allow adding multiple attribute/skill effects - Fixed crash when northmarker has been disabled - Fixed area effect on touch spell behavior - Fixed dwarven crossbow clipping through the ground when dropped - Fixed torch animation playing when torch is hidden - Fixed sneak re-applying after attacking an NPC - Fixed handling for bipedal creatures without weapons - Fixed conflict resolution for conflicting dialog topics - Fixed tab completion for exterior cell names - Fixed third person view being preserved in save games - Fixed save/load progress bar behavior - Fixed TogglePOV not being bindable to the Alt key - Fixed exception for empty dialog topics - Fixed PlaceAt function's count behavior - Fixed map notes to display on the door marker leading to the cell with that note - Fixed some UI issues to be better compatible with UI overhaul mods - Fixed an issue with leveled item arguments - Fixed enchanted arrows being added to the victim - Fixed missing sound for drawing throwing weapons - Fixed guards detecting invisible players - Fixed camera not being attached properly when player becomes a vampire - Fixed visual effects showing on the overhead map - Fixed health modifier not resetting when an actor dies - Fixed God Mode to not require magicka when casting spells - Fixed attachArrow exception when changing weapon - Fixed error when disabled objects are moved between cells - Fixed scripts with names starting with digits failing to compile - Fixed click activate and de-activate behavior in the Data Files list - Renamed "profile" to "content list" in the launcher - Added comments to the local/global openmw.cfg files to clarify their identity - OpenMW-CS: Implemented clicking on a script error in the report window to set the cursor in the script editor to the respective line/column - OpenMW-CS: Implemented deleting selected rows from result windows - OpenMW-CS: Fixed window opening issue when the config file doesn't exist - OpenMW-CS: Fixed skills to allow values other than 0 through 99 - OpenMW-CS: Fixed an issue with not launching when another instance was falsely detected as running - OpenMW-CS: Fixed a crash on launch when OpenMW is not installed as well - OpenMW-CS: Cleanup for the Opening Window and User Settings Window
vopenmw-0.34.0
Fixed crash when calling getDistance on items in the player's inventory
Fixed the Buglamp tooltip showing the item weight
Fixed a crash caused by incorrect handling of getPcRank and similar defines
Fixed a bug in TerrainGrid::getWorldBoundingBox
Fixed crash on exceptions while adding startup scripts
Fixed crash when playing OGG files
Fixed a crash when maximizing the window with the race selection dialog open on D3D9
Fixed a crash in character preview for non-existing meshes
Changelog complet
The OpenMW team is proud to announce the release of version 0.34.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release features many bug fixes, improvements to installation and the launcher, and exciting updates to OpenCS. Our "1.0" release remains excitingly close! Known Issues: - Crash when trying to view cell in render view in OpenCS on OSX - Crash when switching from full screen to windowed mode on D3D9 Changelog: - Implemented ClampMode in NiTexturingProperty, fixes some floating plant textures - Implemented INI-importer for the launcher - Implemented "encoding" option in the launcher - Disabled third-person zoom by default due to usability issues (can be re-enabled in settings file) - Fixed several launcher and installation issues - Fixed issue with BIK video/audio playback sync - Fixed NPCs ignoring player invisibility when engaged in combat - Fixed long class names being cut off in the UI - Fixed running while levitating draining fatigue - Fixed handling of disabled plugins - Fixed ToggleMenus not closing dialog windows - Fixed crash when calling getDistance on items in the player's inventory - Fixed the Buglamp tooltip showing the item weight - Fixed slave crime reaction to PC picking up slave's bracers - Fixed Dremora death animation - Fixed Mansilamat Vabdas's floating corpse - Fixed bounty not being completely removed after the Larius Varro Tells A Little Story quest - Fixed silenced enemies attempting to cast spells - Fixed The Warlords quest - Fixed sneak attacks on hostiles causing a bounty - Fixed a crash caused by incorrect handling of getPcRank and similar defines - Fixed pause in Storm Atronach animation - Fixed a bug in TerrainGrid::getWorldBoundingBox - Fixed crash on exceptions while adding startup scripts - Fixed AiWander path finder hang when quickly changing cells - Fixed crash when playing OGG files - Fixed Dagoth Gares talking to the player even when he is not there - Fixed overflow exploit in bartering - Fixed a crash when maximizing the window with the race selection dialog open on D3D9 - Fixed script command "Activate, player" not working - Fixed buttons only lighting on hover over their label - Fixed Slowfall effect being too weak - Fixed several skeleton/bone model and animation issues - Fixed script handling to treat the [ character as whitespace - Fixed a crash in character preview for non-existing meshes - Fixed abrupt transition when ash storms end - Fixed mouse movements being tracked during video playback - Fixed a crash on exit - Fixed being able to attack Almalexia during her final monologue - Fixed the frame time cap not being applied to Ogre's ControllerManager - Fixed recalculation of Magicka to be less aggressive - Fixed Azura's spirit fading away too fast - Fixed Magicka becoming negative - Fixed health so it drops to 0 if it goes below 1. - Fixed floating hairs in Westly's Pluginless Head And Hair Replacer - Fixed some issues with mods that use conversation scripts to update the PC - Fixed graphical issues with Morrowind Grass Mod - Fixed issues with renaming profiles in the launcher - OpenCS: Implemented rendering cell markers - OpenCS: Implemented double-click functionality in tables - OpenCS: Implemented user settings dialog grouping, labeling, and tooltips - OpenCS: Implemented editing positions of references in the 3D scene - OpenCS: Implemented edit mode button on the scene toolbar - OpenCS: Implemented user setting for showing the status bar - OpenCS: Improved the layout of the user settings dialog - OpenCS: Fixed script compiler sometimes failing to find IDs - OpenCS: Fixed verifier not handling Windows-specific path issues when dealing with resources - OpenCS: Fixed display of combat/magic/stealth values - OpenCS: Fixed saving - OpenCS: Fixed exception caused by following the Creature column of a SoundGen record - OpenCS: Fixed MDL subrecord error - OpenCS: Fixed coordinate and rotation editing - OpenCS: Fixed several window and view handling issues - OpenCS: Fixed loading plugins with moved references, implementation of moved references still pending - OpenCS: Fixed a crash when closing cell render window on OSX
vopenmw-0.33.1
To correct issues with certain compilers, the OpenMW team has released a maintenance release of version 0.33.1. This maintenance release corrects a missing include, addressing [Bug # 2108](https://bugs.openmw.org/issues/2108). No new binaries are released, as this change only affects the source code.
vopenmw-0.33.0
Fixed a crash on load with Morrowind Acoustic Overhaul
Fixed a crash caused by teleportation spells
Fixed crash when entering Ruinous Keep, Great Hall in Tamriel Rebuilt
Fixed unbound input action behavior
Fixed extraneous characters from keypresses showing in console when console is bound to a character key
Fixed issues with book and scroll content display
Fixed NPCs reacting from too far away
Fixed PC spawning on top of followers when going through doors
Changelog complet
The OpenMW team is proud to announce the release of version 0.33.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. We are moving closer and closer to our vaunted "1.0" release, and as such, the list of unimplemented features has run excitingly low. This release brings almost 100 fixes, as well as many exciting advancements for OpenCS. Stay tuned! Known Issues: - Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash Changelog: - Implemented font colors importing from fallback settings - Implemented Death and LevelUp music - Implemented console targetting on player - Implemented red pain effect when hit - Implemented spellcasting for non-biped creatures - Implemented the RA (Reset Actors) console command - Fixed extraneous characters from keypresses showing in console when console is bound to a character key - Fixed issues with book and scroll content display - Fixed NPCs reacting from too far away - Fixed PC spawning on top of followers when going through doors - Fixed tall PCs getting stuck in staircases - Fixed how the spawn point is determined for certain problematic doors and areas - Fixed executable icon in Windows - Fixed third person Eeyore rain effect - Fixed thunder and lightning still playing while the game is paused - Fixed jump behavior to better match vanilla - Fixed being able to rest on water while water walking - Fixed Cancel button consistency issues - Fixed compile error in Less Generic Nerevarine mod - Fixed unhandled ffmpeg sample formats - Fixed resizing the map not staying centered - Fixed attacking NPCs already in combat being reported as a crime - Fixed a crash on load with Morrowind Acoustic Overhaul - Fixed knocked out actors still colliding and speaking - Fixed soul trap success sound not playing - Fixed missing sound effect for enchanted items with an empty charge - Fixed handling the "MagicItems" vendor category - Fixed Launcher not starting if a file listed in launcher.cfg has the wrong case - Fixed goblins killed while knocked down remaining in the knocked down pose - Fixed CellChanged events triggering when crossing an exterior cell border - Fixed Spriggans being killed instantly if hit while regenerating - Fixed Magic Menu text not dimming when going from a spell to item as the active magic - Fixed unlit torches procuding a burning sound - Fixed being able to type text into the price field in the barter window - Fixed equipped items not emitting sounds - Fixed Draugr Lord Aesliip remaining non-hostile when attacking - Fixed bounty and crime not resetting immediately when going to jail - Fixed getdistance behavior for targets in an inactive cell - Fixed potential infinite recursion when an area effect spell is reflected - Fixed bound gear equipping behavior - Fixed followers on the Establish The Mine quest - Fixed exceptions with adding local scripts - Fixed a crash caused by teleportation spells - Fixed bound item checks not using GMSTs - Fixed NPCs moving load doors - Fixed Attacked flag being set when the actor is already in combat with the attacker - Fixed AiTravel accepting destinations further than 7168 units away, to match vanilla - Fixed world map arrow not adjusting to interior player facing - Fixed Ulyne Henim disappearing when game is loaded inside Vas - Fixed alchemy not correctly handling effects with zero magnitude/duration - Fixed levitation permissions not being saved in save games - Fixed NPCs not using magic - Fixed named cells that overlap with Morrowind.esm not showing, for Tamriel Rebuilt - Fixed magic effects not being overwritten by mods that change magic effects - Fixed stacks of items being worth more when sold individually - Fixed Launcher not listing addon files if the base game file is renamed to a different case - Fixed incorrect reading of global map state in some cases when the map size changed - Fixed Mercantile skill gain - Fixed OnPcHitMe triggering for friendly hits - Fixed considering actors as followers if they are also in combat with the follow target - Fixed Journal scrolling indefinitely with the mouse wheel - Fixed followers not leaving the party when a quest ends - Fixed unbound input action behavior - Fixed spell merchants selling racial bonus spells - Fixed a segfault when loading saves - Fixed jump sound to be controlled by footstep volume slider - Fixed player suffering silently when taking damage from lava - Fixed Dwarven Sceptre collision area not being removed after being killed - Fixed indirect followers not being teleported when using a door - Fixed East Empire Company faction rank after completing the questline - Fixed zero strength causing the player to be permanently overencumbered, even with no weight - Fixed shrine blessings in Maar Gan - Fixed enchanted items not recharging - Fixed Dagoth Ur dying from Ash Vampire deaths - Fixed a dialog loop in The Code Book quest for the Fighter's Guild - Fixed "root bone" to be treated as the animation root if it exists - Fixed number of Alchemy ingredients not removing from potion window - Fixed mouse-over text not showing for spells the player can't afford - Fixed crash when entering Ruinous Keep, Great Hall in Tamriel Rebuilt - Fixed extra string arguments to ShowMap breaking script compilation - OpenCS: Implemented a special case for top-level windows with a single sub-window - OpenCS: Implemented sub-windows reusing settings - OpenCS: Implemented opening sub-views in a new top-level window - OpenCS: Implemented magic effect table - OpenCS: Implemented path grid table - OpenCS: Implemented sound gen table - OpenCS: Implemented requesting UniversalId editing from table columns - OpenCS: Implemented terrain rendering - OpenCS: Implemented CellRef global variable column - OpenCS: Implemented using ESM::Cell's RefNum counter - OpenCS: Implemented running OpenMW with the currently edited content list - OpenCS: Fixed subviews being deleted on shutdown instead of when they are closed - OpenCS: Fixed ReferenceableID behavior when dragging to references record filter - OpenCS: Fixed content files being able to be opened multiple times from the same dialog - OpenCS: Fixed "Edit Record" context menu button not opening subview for journal infos - OpenCS: Fixed record edits resulting in duplicate entries - OpenCS: Fixed some characters not being able to be used in addon names - OpenCS: Fixed preferences window appearing off screen - OpenCS: Fixed record filter title position - OpenCS: Fixed region field for cell record in dialogue subview not working - OpenCS: Fixed label "Musics" to be "Music" - OpenCS: Fixed status bar not updating when record filter is changed - OpenCS: Fixed documents not being removed when closing the last view - OpenCS: Fixed File->Exit only checking the document it was issued from - OpenCS: Fixed script compiler member variable access
vopenmw-0.32.0
Fixed crash when quick-loading with a container window open
Fixed a crash on load after death
Fixed crash after load after creating an enchanted item
Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions
Fixed cost of training not being added to merchant's inventory
Fixed crash when trying to access fog of war buffer before it is loaded
Fixed followers teleporting with the player into new cells after they are done following the player
Fixed crash when player killed by own summoned creature
Changelog complet
The OpenMW team is proud to announce the release of version 0.32.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This is one of the more magical OpenMW releases, bringing completed implementation of all magic effects as well as NPC AI for casting spells, using potions, etc. in combat. The implementation of mouth movement, eye blinking, and several other NPC AI features breathe more life into NPCs in this release as well. Over 100 issues have been fixed in this release, as we steamroll towards 1.0! The tiresome affairs of real life have prevented our beloved WeirdSexy from creating a video for this release. We wish him the best in everything, and have our fingers crossed that he will work his magic for a 1.0 release video when the time comes! Known Issues: - Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash Changelog: - Finished implementing all magic effects, including Command, Elemental Shield, and Light - Implemented NPC AI for combat magic - Implemented NPC AI for friendly hits - Implemented NPC AI for fighting for the player if they are following - Implemented NPC mouth movement - Implemented NPC eye blinking - Implemented collision script instructions - Implemented magic effect get/mod/set functions - Implemented difficulty slider - Implemented custom map markers - Implemented script blacklisting - Implemented including the git revision number from the "--version" command line switch - Implemented mouse wheel scrolling for the journal - Implemented NiBSPArrayController to emit particles on random child nodes - Implemented sharing keyframe data - Implemented ignoring extra arguments being given to very few certain script functions where the use of stray arguments is most prevalent - Implemented double click on inventory window headers to close the window - Implemented targeted scripts - Fixed being unable to jump when facing a wall - Fixed summoned creatures not immediately disappearing when killed - Fixes for several script compilation issues - Fixed NPCs equipping weapons prior to fighting - Fixed Start Scripts which have been stopped not restarting on loading a game - Fixed paralyzed NPC corpses exhibiting strange behavior - Fixed abilities being depleted when interrupted during casting - Fixed NPC behaviors when facing the player - Fixed a missing French character - Fixed a memory leak with MyGUI - Fixed journal being inaccessible while in inventory - Fixed PC randomly joining factions - Fixed NPCs not switching weapons when exhausting ammunition - Fixed guards detecting creatures from too far away - Fixed several issues with The Siege of the Skaal Village quest in Bloodmoon - Fixed quotation mark character in books - Fixed doors colliding with dead bodies - Fixed display issue with very high bounties - Fixed NPC spell calculation formula - Fixed boats standing vertically in Vivec - Fixed issue with arrest dialogue when selecting "Go to jail" - Fixed strange NPC follow behavior in Hlaalu Ancestral Vaults - Fixed Persuasion dialog persisting after loading a game - Fixed "Goodbye" dialog option not being escapable - Fixed PC stats not updating immediately when changing equipment - Fixed non-aggressive creatures - Fixed crash when quick-loading with a container window open - Fixed order of validity checks when placing items into a container - Fixed item stacking for repaired weapons and armor - Fixed saving attacked state of NPCs - Fixed "Background" dialog topic ignoring rank condition - Fixed game starting on day 2 - Fixed successful critical strikes on enemies who have spotted the player - Fixed fatigue not decreasing by the correct amount when running - Fixed a graphics issue with the minimap and local map - Fixed wrong button title on travel menu - Fixed criminal punishment for sleeping on a rented bed - Fixed NPCs turning towards the player even if invisible/sneaking - Fixed mouse still interacting with map when pinned and inventory closed - Fixed spell absorption not absorbing shrine blessings - Fixed journal topics sometimes displaying as quests - Fixed scroll behavior in scrolls - Fixed player enchanting requiring money and always being 100% successful - Fixed custom made potions not applying all effects - Fixed rain sound pausing in menus - Fixed Remesa Othril being hostile to Hlaalu members - Fixed a crash on load after death - Fixed blind effect not covering the entire screen - Fixed crash after load after creating an enchanted item - Fixed Retrieve the Scrap Metal quest dialog script issue - Fixed targets almost always resisting soultrap scrolls - Fixed no message being displayed when casting soultrap on an invalid target - Fixed chop attack not working when walking diagonally - Fixed world map explored terrain issue when alt-tabbing on D3D9 - Fixed levitate causing the player to appear out of bounds when going through doors - Fixed setting a variable on an NPC from another NPC's dialog not working correctly - Fixed wait dialog not blacking out the screen properly - Fixed crash on sDifficulty GMST when using vanilla files without patches or expansions - Fixed sky rendering issue in Skies version IV - Fixed marksman weapons not degrading with use - Fixed battle music playing constantly - Fixed alt-tabbing while in inventory causing the paper doll to disappear temporarily - Fixed cost of training not being added to merchant's inventory - Fixed disposition changes not persisting if the conversation meny is closed by purchasing training - Fixed blight still being contractible after being cured of Corpus - Fixed crash when trying to access fog of war buffer before it is loaded - Fixed PC Magicka not recalculating when intelligence is boosted or drained - Fixed equipped torches disappearing when game is reloaded - Fixed soultrap fail message displaying when targetting NPCs - Fixed an issue with magicka cost for custom spells - Fixed Azura's Star disappearing when used to recharge an item - Fixed GetPCRank not handling ignored explicit references - Fixed string table overflow when loading TheGloryRoad.esm - Fixed Dagoth Uthol running in slow motion - Fixed incorrect values in the spellmaking window - Fixed icon for Master Propylon Index not being visible - Fixed Tavynu Tedran's corpse going invisible after being looted - Fixed health calculation when levelling up - Fixed some monsters blocking doors from behind - Fixed Ma'Rakha location in Less Generic NPC Foreign Quater mod - Fixed number of potion effects shown per Alchemy rank - Fixed encumbrance not updating while bartering - Fixed base Magicka multiplier - Fixed a torch in Addamasartus burning when it shouldn't - Fixed aquatic creature movement speed - Fixed "Rest until healed" showing with full Health and Magicka - Fixed Recalling while falling in an exterior cell changing Mark location - Fixed stutter caused by ActorId in AiFollow::getTarget not being cached - Fixed Dremora next to Gothren not sticking up for each other - Fixed button placement on the QuickChar mod - Fixed value and weight showing for keys - Fixed persuasion results not showing when using an unpatched Morrowind.esm - Fixed issue with Falura Llervu follow quest when loading a save - Fixed only guards reacting to theft - Fixed on-target spells being rendered behind the water surface - Fixed Galsa Gindu's house appearing as if it is on fire - Fixed an Ogre fatal exception on invalid parameters - Fixed Guards trying to talk to players corpse after killing the player - Fixed an infinite recursion in ActionTeleport - Fixed followers teleporting with the player into new cells after they are done following the player - Fixed typing "j" into the "Name" field opening the journal - Fixed text pasting into the console twice - Fixed "setfatigue 0" not rendering NPCs unconscious - Fixed being able to talk to unconscious actors - Fixed crash when player killed by own summoned creature - Fixed memory leak when OpenMW window is minimized - Fixed RefNum of objects not being reset when they are copied - Removed defunct option for building without FFmpeg - OpenCS: Implemented body part record verifier - OpenCS: Implemented improved keyboard navigation for scene toolbar - OpenCS: Implemented tooltips on all graphical buttons - OpenCS: Implemented handling resources like regular records - OpenCS: Implemented scene toolbar buttons for selecting element types to be rendered - most of the scene elements supported by these buttons are not implemented yet - OpenCS: Fixed not saving projects when the defaultfilters file has the wrong permissions
vopenmw-0.31.0
Fixed crash when loading a save after being killed
Fixed crash with D3D9 shaders
Fixed Ashlands being visible during new game loading process
Fixed crash on loading Siege at Firemoth
Fixed empty travel window displaying during new game sequence
Fixed crash when loading The Underground 2 mod
Fixed crash when attempting to play a non-music file
Fixed crash during The Shrine of the Dead mission in Tribunal
Changelog complet
The OpenMW team is proud to announce the release of version 0.31.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release includes implementation of many smaller features that have been sorely missing, as well fixes for a ridiculous amount of bugs. Many thanks to our developers for their relentless attention to detail. Some optimization has made it into this release, let us know if you see any increased performance. The venerable WeirdSexy has been swamped lately, and is even more swamped by the behemoth changelog that this release brings. The video for this release has been delayed, but get a drink, kick back, and page through the list of changes below. Known Issues: - Switching from fullscreen to windowed mode on Windows 7 or 8.1 while using the D3D9 renderer causes a crash Changelog: - Implemented periodic cleanup/refill - Implemented precipitation and weather particles - Implemented dialogue merging - Implemented saving missing creature state - Implemented saving fog of war state - Implemented NPCs and creatures fighting each other - Implemented murder crime - Implemented Sneak skill enhancements - Implemented item restock handling - Implemented save game levelled creature handling - Implemented modFactionReaction script instruction - Implemented animated main menu support - Implemented saving walk/run toggle state - Implemented save game naming changes - Implemented a delete button on the load game menu - Implemented using journal while in dialog - Implemented battle music while in combat - Implemented follower fast travel - Implemented disposition and distance based aggression - Fixed clouds and weather to better match vanilla Morrowind - Fixed local map not showing objects that span multiple cells - Fixed CenterOnCell behavior to better match vanilla Morrowind - Fixed local and world map display issues - Fixed water being luminescent at night - Fixed launcher not supporting non-latin paths on Windows - Fixed background tracks repeating - Fixed door animation behavior when leaving a cell - Fixed disabled stronghold statics showing on the world map - Fixed excessive vram usage after extended play - Fixed dead body collision behavior - Fixed several character creation issues - Fixed various issues with jumping - Fixed delay on reflection effects - Fixed being able to interact with the world during Wait/Rest dialog - Fixed being able to drop items inside walls and ceilings - Fixed corpses changing orientation when re-entering a cell - Fixed several footstep sound issues - Fixed several dialog link issues - Fixed broken dialog topics in Russian version - Fixed summoned creature duration issue - Fixed crimes against hostile NPCs issue - Fixed creature run speed formula - Fixed weakness to fire not working with fire damage in the same spell - Fixed NPCs killing each other while attacking the player - Fixed Bittercup script not working on 'Take' option - Fixed case sensitivity for .bsa files - Fixed crash when loading a save after being killed - Fixed jumping not being disabled when showing message boxes - Fixed binding keys to uncommon characters - Fixed container selection changing based on mouse pointer position - Fixed a load/save issue with dynamic records - Fixed double paste into console - Fixed crash with D3D9 shaders - Fixed incorrect slope climb allowing the player to skip chargen - Fixed slaughterfish detecting player when player is out of the water - Fixed error when loading Animated Morrowind - Fixed NPC footsteps persisting after killing a moving NPC - Fixed previously equipped items not shown as unequipped after attemping to sell them - Fixed actors ignoring vertical axis when deciding to attack - Fixed blank toggle option for shadows in options menu - Fixed Ashlands being visible during new game loading process - Fixed guards prompting with punishment options after player resists arrest with another guard - Fixed a gate activation in TR - Fixed dependent files not getting disabled in launcher when parent is disabled - Fixed several code fragments - Fixed incorrect voice type playing on sleep interrupt - Fixed save games not showing in menu in certain cases - Fixed lights without a model not working - Fixed Animation Compilation mod not working properly - Fixed third party SL_Pick01.nif not working - Fixed being unable to exit dialog after stealing in front of Sellus Gravius - Fixed installs to /usr/local not working - Fixed failure to load save if one of the content files is disabled - Fixed crash on loading Siege at Firemoth - Fixed Arkngthand door not opening - Fixed Segfault when modifying view distance in options - Fixed apostrophe and dash characters not displaying in French version - Fixed display issue with icon background for magic items - Fixed display issue with coin icon on level up dialog - Fixed Alt+F4 not working in Windows - Fixed changing ring behavior - Fixed robes hiding pauldrons - Fixed button orientation on some shrine dialogs - Fixed items floating in the air when dropped onto corpses - Fixed forearms not rendering on Argonian females - Fixed alchemy allowing making potions from two of the same item - Fixed Max Sale button behavior - Fixed rest until healed for characters with stunted magicka - Fixed empty travel window displaying during new game sequence - Fixed save game permission issue - Fixed crash when loading The Underground 2 mod - Fixed ignoring additional splash screens - Fixed perpetual save load issue - Fixed error with Skyrim: Home of the Nords - Fixed many script instruction behaviors - Fixed read skill books not being saved in save game - Fixed unusable items being able to get bound to hotkeys - Fixed text variables in journal topic list - Fixed repeating swings on friendly NPC counting as additional crimes - Fixed lack of punishment for stealing priceless items - Fixed door marker at Jobasha's Rare Books spawning PC in the air - Fixed topic selection menu to be wider - Fixed items dropped on rug being inaccessible - Fixed crime for dropping and taking looted items - Fixed location of dropped arrows and bolts - Fixed security trainers offering acrobatics instead - Fixed punishment dialog displaying instead of load when killed by a guard - Fixed script error in SkipTutorial - Fixed bad lighting when using morrowind.ini generated by MGE - Fixed mobile Heart of Lorkan - Fixed keybindings not saving - Fixed apathetic Dura Gra-Bol - Fixed Morrowind Patch preventing interior cell load - Fixed item value on tooltip - Fixed death count not storing in savegame - Fixed submerged portion of weapon not rendering when partially submerged - Fixed enemies attacking while dying - Fixed ESM error with INFO - Fixed projectiles shot at player ending up in inventory - Fixed monsters respawning on top of each other - Fixed dialog box opening on follower NPC when NPC is dead or game is paused - Fixed floating paralyzed cliffracers - Fixed message boxes not clearing when loading a different save game - Fixed underwater sound sometimes playing when transitioning from an interior - Fixed spell projectiles not colliding with water surface - Fixed console error message when information is refused by an NPC - Fixed being unable to remove arrow during Bloodmoon: The Ritual of Beasts quest - Fixed being unable to talk to Carnius Magius in Bloodmoon - Fixed crash when attempting to play a non-music file - Fixed world map not being centered on player in certain cases - Fixed arrow behavior in wait/rest dialog - Fixed kills not filling werewolf hunger - Fixed detect life behavior while a werewolf - Fixed crash during The Shrine of the Dead mission in Tribunal - Fixed selected text background color in the console - Fixed handling extra arguments given to script instructions - Fixed NPCs taunting after they are dead in An Assassionation Attempt quest - Fixed game halt when attacked by Centurion Archers - Fixed quest journal when completing The Missing Hand quest - Fixed several issues with the Dome of Serlyn - Fixed bounty being calculated from actual item value instead of highest value - Fixed terrain turning invisible on top of Red Mountain - Fixed steam appearance in Cave of the Hidden Music quest - Fixed display issues when picking up a stack of items, holding enter, and moving the mouse - Fixed Draugr and Riekling attacks - Fixed Bonewolf animation - Fixed particle effects being paralyzed when the player is paralyzed - Fixed Crimson Plague quest not updating when Gedna Relvel is killed - Fixed failed save game when saving in Old Mournhold: Forgotten Sewer - Fixed segfault when making Drain/Fortify Skill spells - Fixed case where game wouldn't switch to fullscreen - Fixed Morrowind Rebirth duplicate objects/vanilla objects not being removed - Fixed case where paralysis and switching view modes would prevent death notification - Fixed an alt+tab segfault - Various code maintenace and cleanup - OpenCS: Implemented object rendering in cells - OpenCS: Implemented configuration setup - OpenCS: Implemented threaded loading - OpenCS: Implemented cell record saving - OpenCS: Implemented body part table - OpenCS: Implemented enchantment effect table - OpenCS: Implemented deleting referenceables - OpenCS: Fixed Combat/Magic/Stealth values for creatures are not displayed - OpenCS: Fixed segfault after 'new' or 'load' - OpenCS: Fixed deleting Record Filter line not reseting the filter - OpenCS: Fixed crash when drag and dropping text - OpenCS: Fixed bogus filter being created when dragging multiple records to the filter bar of a non-applicable table
vopenmw-0.30.0
Fixed crash when a non-existent content file is added to openmw.cfg
Fixed crime punishment in the Census and Excise Office at the start of a new game
Fixed evidence chests not re-locking after new evidence is put in them
Fixed crash when trying to get LOS of disabled NPC
Fixed incorrect inventory behavior before inventory is activated in a new game
Fixed crash when loading the Big City esm file.
Fixed input manager state not being handled correctly when loading a save
Fixed extreme shaking that could occur during cell transitions while moving
Changelog complet
The OpenMW team is proud to announce the release of version 0.30.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release includes ranged combat, and crime & punishment. OpenMW just got a whole lot shadier... Other new features include terrain threading, many fixes and improvements to save/load, and a laundry list of bug fixes. Check out the release video by the pertinacious WeirdSexy: http://www.youtube.com/watch?v=QhdSOGlHjqc Known Issues: - Character generation can be skipped - Some items can be stolen without raising an alarm - Sound may be disabled on videos in Windows Changelog: - Implemented Ranged Combat - Implemented Sneaking Skill icon - Implemented Crime and Punishment - Implemented correct trader gold handling - Implemented AIFollow package on summoned creatures - Implemented run stance in the AIFollow package - Implemented all NPCs in the area attacking the player when the player attacks one - Implemented terrain threading - Implemented correct GUI save/load progress bars - Implemented saving the weather state in save games - Implemented class creation form remembering previous changes - Implemented quicksave, quickload, and autosave - Implemented deleting saves - Implemented bribe gold being placed into the NPCs inventory - Implemented saving quick key bindings - Implemented NPCs returning to their default position after pursuing the player for a crime - Implemented vertical axis navigation for flying and swimming creatures - Implemented functionality for NPCs to evade each other when walking around - Fixed extreme shaking that could occur during cell transitions while moving - Fixed crash when a non-existent content file is added to openmw.cfg - Fixed OpenMW allowing resting/using a bed while in combat - Fixed crime punishment in the Census and Excise Office at the start of a new game - Fixed evidence chests not re-locking after new evidence is put in them - Fixed NPCs still attacking after punishment is served - Fixed taking items from a corpse being considered a crime - Fixed some creatures not being able to get close enough to attack - Fixed dead creatures dying again each time the player enters the cell - Fixed input manager state not being handled correctly when loading a save - Fixed crash when trying to get LOS of disabled NPC - Fixed incorrect inventory behavior before inventory is activated in a new game - Fixed NPCs not equipping torches in dark interiors - Fixed mouse wheel scrolling too fast in race selection - Fixed doors being blocked by NPCs - Fixed repair/charge indicators not updating - Fixed scribs not defending themselves - Fixed creatures life bar not always being empty when they are dead - Fixed creature and hand to hand attacks not increasing armor skill - Fixed undead and mechanical creatures bleeding red blood - Fixed Tarhiel never falling - Fixed script variables not being saved - Fixed custom class names not being handled properly in save games - Fixed NPCs stuttering when walking indoors - Fixed menu appearing when trying to skip intro movie - Fixed NPCs getting stuck when they run into each other - Fixed health bar showing permanently when running BTB-Settings - Fixed guard killing PC when Khajiit race is selected when running BTB-Character - Fixed HUD weapon icon showing a fist after loading a save, when a weapon is equipped - Fixed guild rank not showing in dialogue - Fixed flash of blue when sneaking and opening a container or the inventory - Fixed incorrect level-up class image when using a custom class - Fixed mis-aligned buttons on quit menu - Fixed an NPC stuck hovering in a jumping animation - Fixed crash when loading the Big City esm file. - Fixed mis-aligned dialogue topic list when scrolling - Fixed certain faction memberships not storing in saved games - Fixed pasting text always inserting at the end of a text box, instead of at the cursor - Fixed conversation loop when asking about "specific place" in Vivec - Fixed Caius not leaving at the start of the "Mehra Milo and the Lost Prophecies" quest - Fixed map markers not being saved in save games - Fixed "ring_keley" causing exception - Fixed open dialogues not being closed when loading a game - Fixed some collision geometry cleanup - Fixed a special case script instruction for the Athyn Sarethi mission - Fixed an improper handling of a special NIF format case that caused problems with the Pluginless Khajiit Head Pack - OpenCS: Implemented region map context menu - OpenCS: Implemented region map drag & drop - OpenCS: Implemented scene subview drop - OpenCS: Implemented preview subview - OpenCS: Implemented OGRE integration - OpenCS: Implemented Dialogue Sub-Views - OpenCS: Implemented lighting modes - OpenCS: Implemented different camera navigation modes - OpenCS: Refactored user settings - OpenCS: Fixed failure when dropping a region into the filter of a cell subview - OpenCS: Fixed exception when loading files
vopenmw-0.29.0
Improved handling of creature Weapons/Shields
Fix for invalid orientation crash
Fix for bug allowing the player to get unlimited gold
Fix for bug of only receiving 1 gold when picking up stacks of gold
Fix for a crash when equipping the lockpick in the Census & Excise Office
Fix for music issues on OS X >= 10.9
OpenCS: Fixed broken code for loading objects
OpenCS: Fixed tables to sort case-insensitively
Changelog complet
The OpenMW team is proud to announce the release of version 0.29.0! Grab it from our Downloads Page (https://openmw.org/downloads/) for all operating systems. This release includes the first implementation of the Save/Load feature, which catapults OpenMW closer to being completely playable. Please bear in mind that the save file format is not yet finalized and we cannot guarantee forward compatibility of save files until OpenMW 1.0. Some aspects of the game state, such as player controls being enabled/disabled, weather, some creature state including all magic (also used by NPCs), movement of objects between cells (except for the player), and fog of war are not currently saved. Other new features include more combat AI, blocking, area magic, and disease. OpenMW is becoming a hazardous place to be! Check out the release video by the irrepressible WeirdSexy: http://youtu.be/VoeIaYkc0Do Known Issues: - Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) - Slaughterfish fly. You read that right. Changelog: - Implemented most of the Load/Save GUI - Implemented Knockdown - Implemented fatigue decrease when doing physical activities - Implemented melee blocking - Implemented area magic - Implemented combat and combat AI for creatures - Implemented Damage/Restore Skill/Attribute magic effects - Implemented Resistance/Weakness to normal weapons magic effect - Implemented Slow Fall magic effect - Implemented auto-calculating NPC spell list - Implemented Disease contraction - Implemented blood particles - Implemented the rest of the player death feature - Implemented sleep/rest being interrupted - Implemented inventory equip scripts - Implemented display of the version/build number in the launcher window - Implemented a large portion of the Save/Load feature - Implemented AI Packages:Activate, Follow, FollowCell - Implemented levelled creatures - Implemented missing journal backend features - Improved handling of creature Weapons/Shields - Linked movie volume to Master instead of Music volume control - Fix for excess vram usage - Fix for footsteps in first person - Fix for Ascended Sleeper animation issues, related to determining the root animation node - Fix for AI related FPS drop - Fix for music issues on OS X >= 10.9 - Fix for inventory paperdoll obscuring armour rating and rating text display when window is shrunk - Fix for 0/0 charge stat bar display - Fix for werewolf change handling - Fix for NIF filters not working properly with some mods - Fix for invalid orientation crash - Fix for invisible weapons when re-entering an area with NPCs engaged in combat - Fix for magicka depleting when casting an uncastable spell - Fix for creatures not being able to run - Fix for activators working as collision objects - Fix to not reset water level when loading a plugin with no water level record - Fix for AI packages growing exponentially when adding an AI package - Fix for Vivec Informants quest - Fix for bug allowing the player to get unlimited gold - Fix for bug of only receiving 1 gold when picking up stacks of gold - Fix for Dwemer crossbows not being held correctly - Fix for quick keys being able to be configured during character generation - Fix for a crash when equipping the lockpick in the Census & Excise Office - Fixes for errors in .desktop files - Various fixes for script instructions - Various message box fixes - OpenCS: Implemented a referenceable record verifier - OpenCS: Implemented script verifier - OpenCS: Implemented Drag & Drop - OpenCS: Implemented record cloning - OpenCS: Fixed broken code for loading objects - OpenCS: Fixed tables to sort case-insensitively
vopenmw-0.28.0
Fix for crash caused by trying to update a model that is not rendered
Fix for crash when equipping light source with new character
Fix for equipped inventory items not being updated on the HUD when they are changed in dialog
Fix for crash when trying to load a mod with a capital .ESP filename extension
Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level
Fix for crash caused by AIWander
Fix for crash when revisiting dock where the starting ship was
Fix for heads of Maormer race in mod by Mac Kom
Changelog complet
The OpenMW team is proud to announce the release of version 0.28.0! Grab it from our Downloads Page for all operating systems. This behemoth of a release includes many large features, such as Combat AI, Magic, Vampirism, terrain bump/specular/parallax mapping, and many other things. There’s also a heap of bug fixes, many thanks to our relentless developers! Known Issues: Issue #416 Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround) Issue #1041 Music playback doesn’t work on OS X 10.9 Changelog: Implemented Combat AI Implemented spell casting, ranged, self, and touch magic Implemented visual magic effects Implemented Vampirism Implemented terrain bump, specular, & parallax mapping Implemented NIF record NiFlipController Implemented soul gem recharging Implemented enchanted item glow Implemented Invisibility/Chameleon magic effects Implemented Resist Magicka magic effect Implemented GetLOS, so NPCs can calculate Line Of Sight Implemented material controllers Implemented mouse unlocking when in any menu Implemented Vertex morph animation (NiGeomMorpherController) Implemented NiBillboardNode handling Implemented NIF texture slot DarkTexture Various fixes for equipped torches and candles Fixes for torches and shields being visible when casting spells Fix for equipped items not updating right away, on characters and in the inventory Fix for weather not changing correctly when changing areas Fix for global map position marker not updating when changing interior cells, eg: Mages Guild teleport Fix for some textures rendering black in Tamriel Rebuilt Fix for activation distance to be from the player head instead of the camera Fix for NPCs holding torches during the day Fix for some hairs from Vvardenfell Visages Volume I not rendering Fix for heads of Maormer race in mod by Mac Kom Fix for walk key release not being handled during cell load Fix for equipped inventory items not being updated on the HUD when they are changed in dialog Fix for Launcher writing merged openmw.cfg files Fix to enable discrete magnitudes for spells with multiple random magnitude effects Fix to allow negative fatigue level Fix for particle systems to handle the world space flag Fix for crash caused by trying to update a model that is not rendered Fix to not override dynamic stats set via console commands Fix for equipped inventory icon not appearing immediately when equipped with a keyboard shortcut Fix for crash when equipping light source with new character Fix for segmentation fault when starting at Bal Isra Fix for down arrow console history behavior Fix for tooltip disappearing when clicking in the inventory Fix for barter window item category not resetting to All correctly Fix for replacement model in Graphic Herbalism mod having the wrong orientation Fix for addon unchecking not being saved in the Launcher Fix for controllers not affecting all objects in the hierarchy Fix for being able to talk to NPCs who are in combat Fix for crash when trying to load a mod with a capital .ESP filename extension Fix for skills/attributes being capped when set via console Fix for setting max health through the console to also set the current health Fix for gameplay keyboard input echoing to the console input box Fix for fall damage sometimes not applying immediately or correctly Fix for persuasion window not showing in correct location after maximizing the game in windowed mode Fix for player skill list forgetting scroll location when increasing experience Fix for notification window not being large enough for skill level ups with long names Fix for windows not scaling properly on resolution change Fix for notification windows staying on screen permanently if too many are activated Fix for used torches stacking with unused ones Fix for crash on pickup of jug in Unexplored Shipwreck, Upper level Fix for quick key menu not picking suitable replacement tool when it is used up Fix for loading TES3 header data: convert characters to UTF8 Fix for damaged weapon value Fix for being able to talk to characters with “locked” dialogue Fix for water effects obscuring spell effects Fix for animation playing when casting exhausted once-per-day abilities Fix for Cure Disease potion removing all effects from the player, not just disease Fix for OpenMW binaries linking to unnecessary libraries Fix for water not negating fall damage Fix for drawing a weapon increasing torch brightness Fix for merchants selling stacks of gold Fix for incorrect handling of color codes in character names Fix for NPCs spawning with 0 skill values instead of calculated values Fix for particles rendering too large Fix for crash caused by AIWander Fix for crash when revisiting dock where the starting ship was Fix for scripts on items in inventory stopping when the containing object crossed a cell border Fix for merchants equipping items with negative enchantments Disallowed view mode switching while performing an action due to animation constraints Code maintenance to unify OGRE initialization OpenCS: Implemented Info-Record tables OpenCS: Fix for not being able to open Journal table from the main menu

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OpenMW Godrays