OpenMW

Émulateur v0.48

OpenMW est un moteur open-source dédié à l’exécution de The Elder Scrolls III: Morrowind, offrant une alternative moderne et moddable à l’original. Il reproduit fidèlement l’univers de Tamriel tout en intégrant des améliorations techniques et des fonctionnalités étendues via un système de scripts (Lua), permettant aux joueurs et créateurs de mods d’enrichir l’expérience (effets magiques personnalisés, modifications de dialogue, etc.).

Pour macOS, une version compatible avec les processeurs Intel est disponible, mais aucune annonce récente ne confirme un support pour Apple Silicon ou les dernières versions de macOS. Les mises à jour récentes se concentrent sur l’optimisation des contrôles (manette, interface), la stabilité des sauvegardes et l’intégration de fonctionnalités comme le transfert rapide d’objets. Les joueurs doivent noter que les fichiers de sauvegarde ne sont pas rétrocompatibles entre les versions majeures.

Dernière mise à jour :

Plateformes

Interpréteurs

Architecture

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

Téléchargement et liens

Historique des versions

v0.51.0
  • Nouveautés majeures pour les moddeurs :

    • Ajout d’un système de création de magie via l’API Lua, permettant de concevoir des effets personnalisés.
    • Intégration de la peinture de sommets de terrain dans l’éditeur de fichiers de contenu (pour modifier les textures de terrain en temps réel).
  • Corrections critiques :

    • Stabilité Lua : Réduction significative des crashes liés aux scripts Lua.
    • Navigation au gamepad : Correction des problèmes mineurs de menu observés lors de la version précédente.
  • Problèmes spécifiques à macOS :

    • Lancement depuis OpenMW-CS : Nécessité que OpenMW.app et OpenMW-CS.app soient dans le même dossier parent (sinon, échec de lancement).
    • Teinte rougeâtre : Persistance d’un effet de colorimétrie incorrect (atténué en activant le per-pixel lighting).
    • Compatibilité logicielle : Pas de support officiel pour Apple Silicon (M1/M2/M3) ou macOS 14+ (pas de build native ou de correctifs mentionnés).
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
v2
  • Amélioration majeure pour les mods : Tolérance accrue lors du chargement des effets invalides, permettant à Better Enchantments de fonctionner à nouveau.

  • Corrections critiques :

    • Correction d’un blocage en Lua lors d’une téléportation simultanée à un déséquipement d’item programmé.
    • Gestion correcte du déséquipement des slots via le script Lua.
  • Problème connu sur macOS :

    • Affichage des shaders en teinte rouge sur Apple Silicon (M1/M2/M3) ; désactiver le per-pixel lighting dans les paramètres pour éviter ce comportement.
  • Limitation technique macOS :

    • Lancement depuis OpenMW-CS nécessite que OpenMW.app et OpenMW-CS.app soient dans le même dossier (fichiers "frères").
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
v1
  • Changement majeur dans la compatibilité des sauvegardes : Le format des sauvegardes a été modifié. Les sauvegardes existantes restent compatibles avec cette version, mais il n’est plus possible de charger une sauvegarde créée avec cette version sur une version antérieure.

  • Améliorations graphiques pour Apple Silicon :

    • Les rendus shaders apparaissent en rouge sur les puces Apple Silicon (M1/M2/M3) ; activer le per-pixel lighting corrige ce problème.
    • Pas de mention de builds spécifiques .dmg ou de support macOS minimum dans ce changelog.
  • Corrections majeures en gameplay :

    • Suppression des restrictions inutiles sur l’équipement d’armes (munitions, enchantements) pendant les attaques ou les sorts.
    • Correction de la propagation des maladies entre acteurs (y compris le joueur).
    • Réinitialisation des bonus de stats lors de l’application de malédictions de lycanthropie.
  • Nouveautés dans les dialogues :

    • Support des fichiers MRK (topic marking) pour les versions russes de Morrowind, permettant un surlignage de sujets plus précis.
    • Intégration des paramètres iGreetDuration et fGreetDistanceReset dans la logique des salutations vocales.
  • Corrections techniques critiques :

    • Correction du comportement des effets de sorts/invocations invalides (éviter Better Enchantments pour l’instant).
    • Réduction des risques de plantages liés aux modèles NIF corrompus (plus de rejets gracieux au lieu de freezes).
    • Correction de l’historique de dialogue qui ne défilait plus correctement vers le haut.

(Note : Aucune mention de builds officielles pour macOS ou de compatibilité avec des versions spécifiques d’Apple Silicon dans ce changelog.)

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

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OpenMW Godrays