image ©Maxim Nikolaev
OpenMW 0.49.0 Released! 2025-07-04 - capo

After almost 3 years of development, we’re thrilled to release OpenMW version 0.49.0—our largest and most ambitious update yet! Grab it from our Downloads Page for all supported operating systems.

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!

The release announcement video by the tremendous Atahualpa and the stupendous johnnyhostile is entering its final stages of production, and we’ll let you know when it’s ready—but for now, be sure to read below for the full list of changes.

Special thanks to Epoch for providing the lovely visuals for the text announcement!

Known Issues

Removed Features

AI and Pathfinding

Contributions from Capo, elsid, Evil Eye and Foal

We taught creatures to drink potions, introduced laws against lycanthropy and vampirism, and told Snowy Granius that his skeleton buddy misses him a lot.

Fixes

Animations

Contributions from akortunov, Capo, cykboy, Foal, MaxYari and unelsson

0.49.0 introduces built-in support for animation blending. Morrowind’s animation state machine—that we faithfully emulate—lacks proper transitions. Animation blending is a clever way to add them by interpolating between animation group key frames in a variety of styles, improving the feel of the game. It is super-flexible: the transitions between any animation can be configured through YAML files you’d bundle with your animation mod. Have a look at our documentation on this feature to learn more.

This release’s incarnation of OpenMW-Lua also introduces the first iteration of an animation API. Therefore, we had to make a variety of fixes to the look and behaviour of animations played by—you guessed it—scripts, and rework much of the combat animation logic to make it more reliable. For example, non-bipedal creatures you fight can follow you when they’re in the middle of an attack, and scripted animations playing on the player character no longer break upon view mode changes.

New Features

Fixes

Configuration and VFS

Contributions from AnyOldName3, austin987, Capo, elsid and Project579

While many settings are configurable in-game or via the launcher, some can only be changed by editing text files. 0.49.0 is stricter about the configuration of the settings it accepts. It will inform you if it doesn’t like that you set the viewing distance to negative infinity, the number of physics threads to the colour green and the actor collision shape type to a rude emoji. As it happens, the accepted ranges are documented.

ESM Format and Saved Games

Contributions from akortunov, Capo and Evil Eye

Providing theoretical compatibility with every single saved game you ever saved sounds great, right? Unfortunately, it gets more and more complicated as we polish the format, with fewer and fewer benefits with each passing year. As mentioned earlier, 0.49.0 will reject saves made in releases before 0.45.0, released in 2019. If you want to keep using them, you’ll want to resave them in 0.48.0.

Like Morrowind, OpenMW warns you when loading saved games that target a completely different content setup, and 0.49.0 will list what specifically is missing from your current content list. If you decide to load the save anyway, we’ve added more guardrails to prevent the save from turning unplayable in some situations.

New Features

Fixes

Gameplay

Major contributions from Capo and Evil Eye
Contributions from akortunov, cykboy, elsid, Foal, Kuyondo, JamesDeciutiis, ptmikheev, trav and zackhasacat

A lot of what Morrowind reimplementation is about is getting all the mechanics right. Initial implementations tend to be based on educated guesswork, with the verification of more obscure and less obvious aspects sometimes getting neglected. Inevitably, the missed cases eventually bubble up as we aim for a faithful replication of the original game experience, barring crashes and obvious errors.

We’ll start with melee combat. Nobody knows how it works, and if you think you do, you don’t. Even if your name is Todd Howard. Nevertheless, trying to get it right was a focus for this release, and we replaced the physics-based hits of previous releases with Morrowind’s more simple scanning of the player’s surroundings based on a hit cone defined by the game settings. It comes with replicating some quirks, such as NPCs being unable to look “up” or “down” to attack, or collision box offsets relative to the actor positions not being used. The latter is required for NPCs to be able to hit netches, which have their collision box somewhere in the air rather than at ground level. How does the former work with flying and swimming creatures, such as cliff racers and slaughterfish? Well, they simply don’t do vertical angle checks. Yeah.

What this means is that hitting flying enemies is now much easier, as you can aim lower. It also means that hitting you is much easier for them

There’s more: much of the initial hit evaluation was moved from the actual weapon impact to weapon release. This is necessary so that the release animation plays with the correct strength and the swish sound plays at the correct pitch when you miss. This also means the attack’s results are determined rather unintuitively early, but there’s still a range check on impact, so you can still dodge attacks if you’re swift enough. There might be more unforeseen “features” in Morrowind’s melee combat, but this should get much more of the gist of it right.

Another slightly controversial change is the reworked Intervention spell and jail marker detection algorithm. 0.48.0 and earlier releases simply calculated the Euclidean distance from the player to every marker of the right type to determine the closest one. Morrowind, however, uses the Chebyshev distance to pick the marker. It starts from the player’s cell grid and moves through exterior cells in a square counter-clockwise spiral starting from the southwest, and the marker closest to the start of the loop wins. 0.49.0 doesn’t do exactly this, but it emulates it in a way that the results should be the same.

Old Divine Intervention maps previously used by Tamriel Rebuilt
Left: 0.48.0 algorithm
Right: Morrowind/0.49.0 algorithms
(provided for illustrative purposes; full-resolution maps can be found here)

Moving on from Combat and Intervention, 0.49.0 properly applies temporary crime disposition changes, lets you stack effects from identical enchanted items, and allows equipping ammunition partially. It also comes with fixed Spell Absorption behavior for enchantments (which would previously not restore any Magicka), Sun Damage effect (which previously used a much more simple way to determine sun visibility and wasn’t applied in pseudo-exterior cells), Reflect effect (which used not to reflect beneficial spells), Resist Normal Weapons effect (which was accidentally applying twice for non-creature NPC targets), proper support of On Touch range spells that explode over an area, and much more.

Also, did you know one of the features added to the original game in a patch was spawning of sea creatures in the ocean cells outside the defined map area? OpenMW now has that too.

More fishies!

New Features

Fixes

Graphics

Major contributions from AnyOldName3, Capo and wazabear
Contributions from akortunov, alekulyn, Cédric Mocquillon, cykboy, elsid, Evil Eye, Qlonever, S3ctor, Sam Kaufman and unelsson

We’ve made sure to make this list look thoroughly intimidating, as it’s one of the most exciting ones!

0.49.0 overhauls lighting in many subtle ways to minimise pop-in, resemble Morrowind more, provide options to mimic the original Morrowind look if you’re so inclined, and greatly improve the usability of specular mapping by, for example, making all point lights provide specular lighting. It also introduces prettier-looking ripples to our water shader and makes it possible to stop rain and snow from going through roofs and bridges.

Featuring specular and normal maps from Pherim’s Silverware Repolished

A herd of Fargoth running in water, leaving pretty ripples in their wake

Keeping ourselves dry from the rain in Balmora

Please keep in mind that precipitation occlusion can be expensive. Nevertheless, we do care about performance in general. Various cell transition optimisations coming with this release reduce the number of loading screens—just those that didn’t use splash screens!— by an order of magnitude or so.

New Features

Fixes

NIF Format

Contributions from Capo, elsid and Evil Eye

Not the most exciting section, but we certainly didn’t neglect Bethesda’s favourite model format in this release! How so? You’ll see in a bit.

New Features

Fixes

Physics

Contributions from Capo, elsid, S3ctor and unelsson

No, what the above section promises is not here. Wait for it. You’ll know when you see it.

Oh, concerning physics—we’ve purged a lot of guesswork from actor collision box detection. What, is that not exciting? No? Huh. Maybe removing the unintentional per-object collision shape triangle limit is more exciting.

Post-Processing

Major contributions from wazabear
Contributions from Capo and hazardMan

Unlike a certain other API, post-processing does not acquire a ton of flashy new features. Instead, it gets improved stability!

Vistas of post-processed Morrowind

Note that due to macOS’ limited and, frankly, somewhat broken OpenGL support, some post-processing shaders in the wild are not built with macOS compatibility in mind. While we took care of some common errors and stability issues on this platform, you might still encounter crashes—please report them to us and also the shaders’ authors, as they can sometimes be worked around.

New Features

Fixes

Scripting: mwscript

Major contributions from Evil Eye
Contributions from akortunov, Capo, elsid and zackhasacat

These are mostly minor changes to address the never-ending stream of obscure mod compatibility issues. Of note is the restored functionality of GetCollidingPC and friends, used e.g. in Tamriel Rebuilt for walls that damage you when you touch them, which were broken for a while after the release 0.47.0.

We know, we know: OpenMW-Lua this, OpenMW-Lua that. But we will never forget about Morrowind’s own scripting language. It is forever in our hearts and minds. Living in them rent-free, you could say.

New Features

Fixes

Scripting: OpenMW-Lua

Major contributions from akortunov, Evil Eye, Foal, ptmikheev, urm and zackhasacat
Contributions from Capo, Calandiel, cykboy, elsid, fallchildren, johnnyhostile, Kuyondo, MaxYari, Mitten.0, mpeco, Pharis, S3ctor, trav and wazabear

As promised in the previous release’s announcement, 0.49.0 is a marked step forward for OpenMW-Lua.

Lua scripting can now interact with the game’s animations, audio, magic, quests, virtual filesystem, create and teleport game objects, load YAML data serialisation format files, load and save the game, and more. It is also much more stable!

For a full overview of the current state of OpenMW-Lua beyond the limits of the comprehensive yet brief list below, please consult the scripting API reference.

Now Dehardcoded

New Interfaces and Packages

New Bindings

If not otherwise noted, the exposed information is read-only.

Interfaces listed above provide bindings not listed here.

New Utility Functions

New Events and Engine Handlers

New packages and interfaces provide other events and handlers not listed here.

Other New Features

Fixes

Other

Sound and Media

Contributions from akortunov, Capo, cykboy, Epoch, Evil Eye and Kuyondo

Building OpenMW with FFmpeg 5.1.1 and above is now supported. 

If you’ve been paying attention, you’ve noticed above that OpenMW-Lua now lets content developers interact with the game’s audio. And of course, there are additions other than that, such as the option to use the camera as the sound listener in third-person view and fixes to where and how often region sounds are played.

Most importantly, the Sound spell effect now has a sound!

User Interface

Major contributions from akortunov and Capo
Contributions from AbduSharif, Chris Vigil, cykboy, Evil Eye, holorat, Kagernac, Kuyondo, ptmikheev, S3ctor, shi.han42, valpackett, wazabear and zackhasacat
Translators (French): jvoisin, tcotys
Translators (German): Atahualpa
Translators (Russian): akortunov, Capo, ptmikheev
Translators (Swedish): Lysol

Kudos to the international community of our Discord/IRC servers for helping us translate OpenMW!

MyGUI 3.4.3 is now the minimum requirement for building OpenMW.

This time the console got some love: you can now search through its output, while the command history will be preserved between sessions.

A few other quality-of-life things were added for consistency with Morrowind as usual. Repair and recharge menus now sort their items alphabetically. The alchemy menu, meanwhile, lets you pick or deselect the apparatuses rather than always force you to use the highest quality ones, giving you more freedom in how to brew your perfect “Fortify Intelligence 52363819 pts for 368 years” potion.

Also, we must reveal a truly terrible secret: we’ve been rendering all the bitmap fonts wrong all along due to a misunderstanding of how kerning works in the format. That is, any text would be positioned one pixel off. No more, we say!

New Features

Fixes

Launcher and Wizard

Major contributions from akortunov and AnyOldName3
Contributions from Capo, Evil Eye and Yury Stepovikov
Translators (French): jvoisin, tcotys
Translators (Russian): akortunov, Capo
Translators (Swedish): Lysol

Building the Qt tools and the editor under Qt 6 is now supported (#6491) and our first-party packages use Qt 6. Building under Qt 5.15 is still possible but it is deprecated due to its standard support ending.

0.49.0 introduces French, Russian, and Swedish localisation to the launcher and installation wizard. The language is automatically detected by Qt depending on your system preferences; if you want to change it back to English (or any other language), change the system’s preferred language or set the LANG environment variable to the shorthand of that language like en. Or nuke all the unwanted translation files, if that’s what you prefer.

0.49.0 also makes the launcher UI fresher and faster in a variety of ways, and even introduces Windows 11 dark mode support. Check it out!

By the way, we accept contributions that add support for other languages, both for the engine and the Qt applications.

New Features

Fixes

OpenMW-CS

Major contributions from S3ctor
Contributions from akortunov, Capo, cykboy, Evil Eye, Lamoot, SaintMercury and unelsson

OpenMW-CS is also a Qt app, but it, unfortunately, didn’t get localised for this release. It did get some UI updates, though!

In this release, the CS gets a variety of quality-of-life features such as axial locking for instance movement, reference snapping, instance cloning, Equalise submode for terrain and various useful shortcuts. It is also now more capable of saving more vanilla-compatible content files, by e.g. saving dialogue, sound generator and terrain records more like The Elder Scrolls Construction Set (although bear in mind it still does not compile scripts).

Terrain equalisation brush in action

New Features

UX Improvements

Fixes

The Elder Scrolls IV and Beyond

Contributions from alekulyn, Cédric Mocquillon, Capo, elsid, ptmikheev, Tetramir, wazabear and zackhasacat
Retroactive contributions from Azdul and especially cc9cii

You’ve read that right. Leveraging community research, we’ve begun prototyping support for Oblivion (2006), Skyrim, Fallout 3, Fallout: New Vegas and Fallout 4, games based on later revisions of Bethesda’s open-world game engine. Their game files can be enabled as “mods” for Morrowind or the OpenMW Example Suite in the launcher. The console can then be used to teleport to their locations. As we’re picking the low-hanging fruits, early support includes very basic “walking simulator” functionality.

Extended NIF support currently requires the load unsupported nif files setting to be added to the [Models] section of settings.cfg and set to true. OpenMW-CS does not currently support newer NIF formats or loading TES4 format content files.

Of course, this doesn’t mean we’re moving on from Morrowind. No, Morrowind compatibility is likely to forever remain the primary and sacred focus. That being said, and OpenMW being technically a very strange implementation of the Creation Engine, adapting it to other games will actually allow us to improve Morrowind-compatible tooling and file formats and have Bethesda’s own ideas and improvements on their open world game formula guide us. It will also let modders and game developers eventually use the tooling produced by Bethesda and the community for the later games.

Some of you may be familiar with a fork of OpenMW that teased more advanced functionality in this area, developed by cc9cii. While upstream OpenMW owes a ton to cc9cii’s efforts, the fork is based on a much older and substantially different version of the code. Its existence does not mean the equivalent features can be easily added to modern OpenMW.

And there’s likely another question on your mind: are we ever going to support the recently released Oblivion Remastered? Well, no. Despite lifting a lot from Oblivion’s Gamebryo, it is an Unreal Engine game. It might surprise you, but OpenMW is not a reimplementation of Unreal.

Skyblivion, though? That could be within reach.

No, this is not Skyblivion

Archives

In 0.46.0, Azdul ported the TES4+ BSA file format reader from cc9cii’s fork and in 0.47.0, Skyrim Special Edition BSA format support was added.

ESM and Scene

In 0.48.0, the TES4 ESM format file format reader was introduced by cc9cii himself, based on original research and research conducted by UESP contributors. It laid the necessary groundwork for loading Oblivion, Fallout 3, New Vegas and Skyrim files. For 0.49.0, it was refined, integrated into the engine and extended to cover Fallout 4 based on the research conducted by xEdit contributors.

NIF and Rendering

Since 0.46.0, OpenMW’s own NIF reader has been getting updates to handle newer format models. These efforts have been spearheaded by Capo and are not derived from cc9cii’s work.

Also known to handle files from Culpa Innata and Civilization IV

We’re currently missing skinned geometry for Skyrim SE, particles, any animation, SpeedTree, FaceGen or Bethesda Havok support. Collision geometry is based on the rendered geometry for games up to 2011 Skyrim and isn’t generated for Skyrim SE and Fallout 4/76.

And that’s about it. We hope you’ll enjoy this extensive update. Thank you for your interest in OpenMW and for reading this!

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