OpenMW: Open-source TES3: Morrowind reimplementation
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For example yesterday I found out that modders managed to "merge Fallout 3 and its DLC into Fallout: New Vegas, allowing both games to be played in a single playthrough".
It is called Tale of Two Wastelands and it goes above and beyond modding. This is art. More info: https://taleoftwowastelands.com/faq#What-is-ttw
If you like playthroughs, Gopher youtuber is recording an amazing series of it:
- Playlist of Chapter 1 (57 videos): https://www.youtube.com/playlist?list=PLE7DlYarj-Dekit0ce4ni...
- Playlist of Chapter 2 (4 videos): https://www.youtube.com/playlist?list=PLE7DlYarj-Dfag97E44fF...
- Playlist of Chapter 3 (32 videos): https://www.youtube.com/playlist?list=PLE7DlYarj-DcRVZclOtOY...
- Playlist of Chapter 4 (10 videos): https://www.youtube.com/playlist?list=PLE7DlYarj-DeLxMTphztm...
- Playlist of Chapter 5 (9 videos and counting): https://www.youtube.com/playlist?list=PLE7DlYarj-DcDxBImozYs...
Sounds like it preserved the core authentic experience then.
F:NV was the better game, but even as a huge NV fan, exploring post-apocalyptic DC and its suburbs was way more enjoyable a locale than exploring the nuked desert. This gives the best of both worlds.
Glad to hear, because I invented this art genre with ArsDoom. Still striving
I'd say it depends on your background and availability. Most people in any of these intense tech scenes are a combination of a)young/low-commitments - in school, summer, no kids, etc. so they have the time and energy to dedicate b) grew up in these scenes so that the barrier to entry to start creating is much lower than someone like you or me trying to figure out how to mod a game for the first time and c) members of a strong community. I used to be in the fansub scene and there's something about being celebrated by your peers for achieving something that only they recognize. Same with the crack scene. I'm sure modders in these communities feel the same way when they can release something and receive so much positive feedback. It's great!
Consider wisely...
Its a tiny population that would turn less responsibility into more productive output.
(I for one would probably not consider making fallout mods a great tradeoff, and that's probably better use of time than most)
Some people don’t
Some people get into art
Some people get into monster trucks
And because everyone is doing their own thing without worrying about conforming to one pattern, you literally get a billion slices of life to choose from.
But Children are a big commitment. For many people it's well worth it, for others maybe not. And that's fine - so long as it is considered.
Not for any weird anti-child reason, just that it's something that probably should be thought through and considered more than trying out a hobby.
I'm not sure there is any basis to this statement. It seems prudent but otherwise unfounded.
Only a relative minority of parents report regret at having had kids (<10%)[0]. Of those 10% many probably did consider it extensively, and even if they regret it it does not mean there was any likelihood they wouldn't have kids anyways. Put another way, regret does not mean they were not desperate to have kids before they realised they would regret it.
It's incredibly complex gaining insight about these kind of major life altering decisions.. especially because it's clear people change once they have kids.
I see no reason to think about having children more deeply than just deciding you will try. Getting pregnant unexpectedly is it's only can of worms especially as access to abortion is at the whims of government. Not to mention pregnancy and labour suck.
[0] https://www.psychologytoday.com/us/blog/head-games/201909/wh...
And as that article state - that "less than 10%" number is coming from a population where it is taboo to admit to regret. People have been shown to be economical with the truth on otherwise anonymous surveys - [0] is a humorous example, so how much that may skew the results would likely need to be looked in to. And that's just the responders who know they're replying inaccurately - with such cultural pressure, they may not admit to themselves - there's lots of examples where people deceive themselves about how they feel about things that may go against society's grain at their time. Introspection is really hard.
So I'd see that number as a lower bound, not necessarily accurate.
EDIT:
Additionally the cost - 7% of artists not reaching their ambitions is sad, but 7% of children being unloved and resented is a tragedy.
[0] https://www.iflscience.com/men-cant-be-trusted-to-measure-th...
I do question if we can assume any correlation between "regret" and being unloved. Again it would be highly taboo to state you don't love your child.
But I suspect regret does not lead to open resentment or a child feeling unloved.
There are plenty enough cases of parents/step-parents going so far as to kill a child through regret. I suspect many do "love" the child ironically. Because it's a personal subjective experience, at least you can get a tape measure out for a wiener.
I suppose I regret much of my life and current career trajectory but somehow I wouldn't change it for the world because I love so much about it!
I know it's irrelevant to your point but I'm sure 99.999% of artists do not even come close to their ambitions. I don't find it sad at all. It's like being sad you don't win the lottery.
Also, I have a newborn and I work in my projects just fine. [0] Manage your time :)
I would also say that a lot of the time you see that drop-off because having kids is more rewarding than the project, not really because they don't have any time for it.
Like I was mowing lawns by myself unsupervised at 10, what are people doing with their kids all day? :D you have to cook food and provide structure, but...
You are talking about 20% of the population. More than any other minority group in America. [0] That is large enough to be a perfectly ordinary slice of human variety. Even if you object to that study's methods it is a huge chunk of the populace.
The portion of the population that doesn't want to and will not enjoy raising children is also a group of people who should not be parents, obviously.
Describing them as having a "personality disorder" achieves what? At best, it pressures probable bad parents into reproducing.... or is that at worst?
Being aware that one won't find raising children rewarding and responding appropriately is highly moral. It isn't a mental illness.
And this nasty, toxic approach to 1/5th of your fellow humans is just something you toss off dismissively in a thread about video game modding? This is the behavior of a person who ostensibly does not have a personality disorder?
[0] https://msutoday.msu.edu/news/2023/childfree-study-confirmed...
It seems to me like a gauntlet that can provide drive and focus that can potentially outweigh the ability to dabble or move at the drop of a hat.
You could, for example, also consider being a good parent a productive thing, and a personal advancement opportunity :-)
The whole me vs. the kids thing is a false dichotomy. If it's something you want in your life, it is you.
You have but one lifetime. Over the combined lifetimes of your progeny, your productivity is potentially exponential.
It is rabbit hole but it gets better. For example I totally abandon graphic mods. It alters vanilla aesthetic, there is literally endless options and usualy coast GPU performance. So focusing on bugfixes is achievable in complexity.
CouchWarrior on youtube has a vast oeuvre[1] of Bethesda letsplays with varying degrees of in-character narration and meta commentary which I find highly non-excruciating.
Most of it is (variously modded) Skyrim - here's one where a high level assassin mage gratifyingly takes out the Black-Briar household by commission which contains both a "silent" and a separate commented version: [2] (skip to 18:30 if you want the commentary).
There's also a partial Fallout 4 playthrough, mostly done with engaging in-character narration as "Saint Billy" [3]
It may not be for everyone, but the thoughtful, relaxed and character-based roleplay-centric approach beats out the squeaky-voiced minmaxing of standard letsplays every time as far as I'm concerned.
1: https://www.youtube.com/@couchwarriortv/playlists?view=1&sor...
2: https://www.youtube.com/watch?v=OADtS8yAsCk
3: https://www.youtube.com/playlist?list=PLq3QdWvJDnh024UmnWHvK...
Reinstalling...
I didn't make it past 15 seconds of the second video (ie where the game starts, in the OB/GYN room.) I've never heard someone so excruciating.
Worked perfectly. Zero glitches the whole time, and the official engine would have crashed at least a dozen times in such a playthrough, while this one didn't even crash once.
[EDIT] I mean, zero unexpected glitches. Obviously the entire game is made of glitches.
As I recall, the main things that don't work are graphics overhauls that require patching or wrapping the original executable in some fashion. Usually these do some kind of shader magic to e.g. make the water look nicer.
[EDIT] Oh, and I think I had Herbalism installed. If not that, something similar. A mod that turns plants from containers into pick-ups is one of those don't-play-without-it things, for me.
Also, for certain mods, you do need at least OpenMW 0.48 release candidate [1], a development build [2] (it's below Release Versions), or just build from source. I'm pretty sure it was after 0.47 when they added the ability to add shaders, and configure them using the F2 menu. The modding-openmw site will tell you if you actually need a 0.48 build for a particular mod.
I usually use "I Heart Vanilla" [3] as a base and then pick extra mods from "Expanded Vanilla" [4], which includes the load order if you also want Tamriel Rebuilt [5] (which lets you explore the mainland). The Expansions Integrated, Tribunal Rebalance, Bloodmoon Rebalance, and Expansion Delay are all nice mods too. Makes the expansions really feel like they are part of the base game. When adding extra mods like that, I just use the load ordering they suggest.
One of my favorites (in "Expanded Vanilla") is called Natural Character Growth and Decay [6], so you don't have to worry about min-maxing the level mechanics. It has some options, and I turn off the decay bit for a more relaxing time. It allows you to just play the game as you want.
I love the addition of shaders, and use Zesterer's Volumetric Cloud & Mist Mod for OpenMW [7] as you can have the game keep some of that hazy feeling yet still have distant land and objects. I also use Bloom Linear shader [8]. If you want some other shaders, you can use OMWFX Shaders [9] and/or Zesterer's OpenMW Shader Pack [10]. I have used Zesterer's OpenMW Shader Pack, but you have to edit the config.glsl if you want to set it different from the vanilla preset. The game looks nice with just FXAA, clouds and mist, and linear bloom (very mild). The "Expanded Vanilla" guide under shaders gives a good preset, and then you can change them using the F2 menu in-game.
This all said, it's been awhile since I've properly played last. I take my old list and update it occasionally as mods change or new features are added to OpenMW, thinking I will play through it again one of these days.
[1] https://openmw.org/2022/openmw-0-48-0-is-now-in-rc-phase/
[2] https://openmw.org/downloads/
[3] https://modding-openmw.com/lists/i-heart-vanilla/
[4] https://modding-openmw.com/lists/expanded-vanilla/
[5] https://www.tamriel-rebuilt.org/
[6] https://modding-openmw.com/mods/ncgdmw-lua-edition/
[7] https://github.com/zesterer/openmw-volumetric-clouds
[8] https://modding-openmw.com/mods/bloom-linear/
If I'm reading this correctly, this is a list of 268 mods, each of which must be downloaded and installed separately. Is that right?
There is a tool to try to automate game modlist installs called Wabbajack [1]. It was briefly discussed on the openmw forums [2]. I'm not sure if anyone has tried further to get the modding-openmw lists working with it. I have never used Wabbajack, so I don't know too much other than it exists. It still seems to have extra requirements according to the post, including a premium NexusMods account if you don't want to manually download everything.
Just as I typed all the above I saw a mention of portmod [3] in the modding-openmw guide about mod managers. Seems it's like Gentoo's portage, but for game mods. I see it has some meta packages for modding-openmw in their ebuild-like repository [4], but I don't think any of the big lists have been updated in awhile. Also, there again seems to be issues with it auto downloading from NexusMods mentioned in the issue tracker. Nevertheless, it looks to be an interesting project.
[1] https://github.com/wabbajack-tools/wabbajack
[2] https://forum.openmw.org/viewtopic.php?t=7581
All the alternatives seem to involved managing a plethora of mini-mods that hopefully work together.. it's really easy to install and it turns the game instantly from a drab/stale/dated look to something a lot busier and lively - at least at a surface level. Maybe it has some issues that I'm just not aware of - I never really got far in playing it
I'd be curious what other people thought of it. It seems to never be mentioned in lists and "hardcore" players seem to not like it for some reason
When it's cranked too high, the world feels much smaller even though it takes just as long to walk anywhere. Probably because my mental understanding of the world is so fuzzy that it allows my brain to overestimate how far apart the more concrete nodes are like cities. Walking the path from Balmora to some quest location and being distracted half the time with cliff racers and dungeons doesn't really establish how far I walked in my head. It could have been kilometers.
But looking at the whole 3D model of the world removes all of that fuzzy uncertainty that made the world feel big. The best example of this is looking at all of Vivec in your viewport. Without the fog and short view distance, Vivec looks so small despite the amount of times I got lost in it as a kid.
There seems to be a healthy balance of fog + view distance.
When I played Oblivion and Skyrim, both great games, I felt I was back in a medieval setting rather than some fantasy land. (Skyrim is a bit better, Oblivion's look and feel is too Europe in the Middle Ages).
It just can't compete with Morrowind's giant mushrooms and random people calling me a filthy N'wah.
https://www.youtube.com/watch?v=utG17UeUv00 (19 seconds)
I don’t know if the general strangeness of Vvardenfell could necessarily be attributed to Goodall, but various central themes and dialog certainly could be.
I read somewhere that he would come up with his weirdest lore during all-nighters, delirious from sleep deprivation & some kind of intoxicant which I forget.
> All of these rumors are false. The truth is that people on the Internet saw someone adding writing beyond a grade school level to a video game, and decided that to produce such a thing required you to be on drugs. Ignoring the dangerous message to budding creative types who may see the message that to be creative you have to be on drugs, it’s also extremely unfair to Michael Kirkbride himself. He’s a real person, with a real career. It’s not the best thing in the world to be a noted professional, and whenever someone googles your name, one of the top results relates to a fictional history with substance abuse.
Kirkbride's description tones it down to just some coffee and bourbon: https://www.imperial-library.info/content/thirty-six-lessons...
> "It was one dev, naked in a room with a carton of cigarettes, a thermos full of coffee and bourbon, and all his summoned angels."
And: https://www.reddit.com/r/teslore/comments/hrmdzk/comment/fyd...
> You know that comes from a Photoshopped image, right? Come on now.
> Anyway, that’s all a lie. I’ve already given an account of how the 36 were written: a week of bourbon, smokes, and solitude. I’ve never dropped acid in my life.
(Or is it Ebonheart? That sounds right.)
The map also plays a trick on you. Many of the paths are deliberately winding through valleys and such to make the travel seem longer. Personally I felt this the most in the northern Ashlands. Combined with the Fog, limited Fast Travel, and a bunch of distracting Dwemer ruins the whole island felt huge.
...I might have to reinstall
... which means that younger-me totally did two entire playthroughs without ever learning any of those spells, of course. Ouch.
That'd be the extent of the mods I'd recommend to a first timer.
While that sounds great ... I bet AAA titles will find ways to make that repetitive as hell in the name of providing predictable fun.
But if you then crank them up, you won't have one or two cool landmarks to see, but way too many! You can see this done well in Elden Ring - you can see very far, and the map is big enough to still space out points of interest.
The only way to "fix" this for higher render distances is to rebuild the world with those in mind.
I played it while taking notes about the quests which was a bit more fun than just following quest markers. Though that was only fun because of Morrowind's weird alien world. There are only a few games intriguing enough to warrant note-taking.
Something interesting in the ecosystem is the tes3cmd cli tool anonymously(?) written in Perl: https://github.com/john-moonsugar/tes3cmd/blob/master/tes3cm... for manipulating game/mod files.
Hah, I had the same experience in my teens as you did.
Was it worth the replay? Any tips, other than note-taking?
With OpenMW, you can be playing as soon as the game files download, so just give it a shot. If you get to Cassius' House in Balmora and still can't give a damn about what's going on, then just shutter it for some other time.
10 years from now, Diablo 4 will be dead and you'll still be able to play Morrowind :)
I like the idea of playing it in a different language. I'll see if I can pull up a version in the language I am learning; could be quite fun.
I only wish there was a similar undertaking for Oblivion. The PC version is playable, but the game came out in the weird, awkward dark ages for PC configurability and accessibility, so there are some stumbling blocks.
For example, despite first playing and loving Oblivion on my Xbox 360, the PC version still does not have controller support, and any attempts to hack it in require mapping the mouse to a joystick (Which is not a great approximation).
For now, it can load assets & worlds from Oblivion, FO3/NV & Skyrim. ‶Only″ thing missing is... well, all the game mechanics.
In general I love Microsoft’s investment in backwards compatibility and wish we had more 1st party support from all the companies so these games could be more easily enjoyed for the rest of time.
https://en.m.wikipedia.org/wiki/List_of_backward-compatible_...
I see Microsoft bending over backwards to support old third party apps that rely on API bugs or ancient versions of windows. On the Apple side, I see 32-bit apps being cut off, Pages not supporting old versions of Pages files, etc. To me this reads as not caring much about backwards compatibility.
It's a pain to play and mod on Linux at the moment, and I'd find some kind of OpenFNV extremely welcome.
It's a bit awkward to set up, but I played coop with a friend and it worked great.
and if I stepped away from the game even for a short while...
Nowadays games with massive world-maps have navigation on the HUD, and always-available fast travel. Morrowind had neither. A quest's instructions were like "take the road to Balmora and then on the second fork, go past the tree and you will find a cave". And then you would spend hours trying to find that spot. And unless you had the proper scrolls, you wouldn't even be able to teleport back to a main spot.
It made the world so wonderful to explore.
In Final Fantasy pre-12 the game obfuscated progression steps and quest givers to some extent. As a result the game rewarded you for talking to everyone and, as you never knew what was a quest and what was just filler it you would pay a bit more attention which ended up immersing you in the lore a bit more.
Games are often a lot of smoke and mirrors and once the trick of the magic is clear it's often much more disappointing. I feel that way when games just descend into busy work fetch quests with markers and highlighted words.
The lore- and world-building, circa Morrowind, was top notch.
I really love it when a game is completely happy to allow you to innocently wonder into a zone far above your level and let you get completely squashed by the monsters you find there.
Still something interesting to try.
I guess lore-wise Cyrodiil was supposed to be larger and then tough creatures would make more sense, but in-game, most of it felt like the back yard of the imperial city.
Right after leaving the docs place you can head to the strip in a straight line, and it will take you through a route with some of the most powerful creatures, like giant radscorpions and cazadors, and if you somehow manage to get past them there is a mining site filled with deathclaws!
There are in game warning signs telling you to not take the route but you are totally free to ignore them.
If that's true they got rid of this in later elder scrolls games. One of the reasons I abandoned Skyrim before finishing was because the loot leveled with you. You could walk across the world and find a secret cave, yet all the chests therein contain crap. So I had virtually no incentive to explore knowing the loot was randomly generated based on my current level.
Compare to FromSoftware games like Dark Souls where you can run halfway across the world and find super rare and powerful items.
This is especially obvious in the Mournhold sewers were basically every chest you find draws from the "silver weapon" list.
Tribunal also had the usual expansion pack problem of basic enemies carrying better equipment than the top level items in the base game. (The goblin sword is worth 100 gold, but does 10-35 damage! The Daedric Wakizashi, the best short blade in the base game, is worth 48,000 gold... and does 10-30 damage.)
Being able to jump crazy far and breathe underwater were my favourites. The idea of alteration was so fun, hate that they took it out made later games feel much blander esp when I've always thought TES combat sucks . Also the weapon diversity was so much more interesting, they really dumbed down the weapon set in future games, I miss halberds
For weirdsexy life got in the way and suddenly stopped doing the commentaries and was replaced by some german dude (sorry don't know his name). Somehow watching the release videos wasn't as fun anymore as it was before. I don't want to talk down on the work the new guy does, but only want to highlight how exceptional high quality (especially for their time) the old release videos were.
Also... I can't stand the german accent
One possibility is treating the game like scaffolding. It feels like textures and images could all be replaced fairly easily with generative versions. Toss them in Midjourney with /describe, play around to create replacements. Or Stable Diffusion or whatever. (Not sure how many things are "images" and how many are other structures like shaders.)
Maps are harder, at least I imagine harder to deconstruct into atomic pieces that can be replaced. Though it's interesting to think about whether an LLM could decompose them into more semantic pieces, if it could understand the underlying structure that may only have existed in the mind of the original map creator.
I imagine things like quests, stats, etc., would all be amenable to generation.
Maybe the big question is if things really are separable enough to use the old game as scaffolding: can you replace 10% of the game, or 50%, or 90% and have a meaningfully playable game?
A game like this could be interesting, but you would not be able to discuss it with others as a shared experience that has fixity the way you can with any modern media, and it could certainly be used to manipulate people.
The idea of using the AI to generate new similar textures is a pretty cool one.
IIRC, daggerfalls map is as big as europe, so it was easy to overlook the replicated chunks.
- 60fps cap
- no native support on mac/linux
- engine bugs/limitations
Many of those can be addressed by mods such as the Unofficial Skyrim Special Edition Patch and various mods aimed at overhauling the save system but an open source engine would be really great.
1) Provide a better experience of the game immediately?
or is it
2) The (very high) value of this tool is that it will lend itself to faster/better/easier fan base development and modification of the game, enhancing the entire ES ecosystem?
3) something i didn’t think of
4) some combination. Of the above
Regardless, it makes me want to kick my current gameplay to the curb (it’s Shadow of Doubt, it’s incredible check it out) and dump another 100 hours into Morrowind right now.
Nice work!
Fun fact: OpenMW now stands for ‘Open Microwave’
While the purpose is the same, OpenMW is not a source port but a engine reimplementation which is something on a whole different level of effort.
It has onscreen and physical controller support + an emulated mouse mode that can be helpful for navigating menus and such. It works well on the Retroid Pocket 3+
[1] https://github.com/Sisah2/openmw-android/actions/runs/493540...
Yet we must remember that, unlike your endeavors, OpenMW is not a highly scalable monthly-subscription SAAS to be built out of a coworking space… it is a client, for Morrowind: the third chapter of one of -if not _the_- the most popular RPG series of all time.
Another interesting blog in a similar space is the Daggerfall Unity bloc over at https://www.dfworkshop.net/.
I haven't played through OpenMW in awhile, but I was able to do it on a Blackberry KeyONE from 2017 and it ran smooth and was quite fun!
[1] https://github.com/Sisah2/openmw-android/actions/runs/493540...
There's nothing preventing you from building it yourself though, the master branch is stable and you can complete the game without a single crash or game-breaking bug.
Version: 0.49.00.48 is in RC phase.
>You need to own the game to play.
So, what's the point?
https://openmw.org/faq/#whatis
The point is that it makes the game available on more platforms, more graphic features, stability etc.
2 - Having an open engine means opportunities to fix defects (OpenMW crashes far less than the original, even in its final version)
3 - You can recompile it for other architectures and operating systems, that weren't supported by the original.
4 - Someone could write a whole new game for the engine, and release the entire thing for free.
- Playing on Linux
- Playing on a better implementation of the engine
- Changing what you don't like in the game
I would definitely not be able to do that if OpenMW did not exist.