This looks really really good, I already downloaded some mods and look forward to play MW during winter. Its been almost 20 years guys.........
Here is short review
And here is a short modding guide to make it look like in 1st video by only using 10 mods
Re: OpenMW - Morrowind engine
Posted: Tue Nov 23, 2021 8:55 pm
by Azteca
Yes, this latest update is huge.
Here's the official update video walking you through the changes and state of the engine:
A good case for using OpenMW over Morrowind:
Here is a crazy modding showcase from the same guy (over 300 mods):
Re: OpenMW - Morrowind engine
Posted: Wed Nov 24, 2021 9:35 am
by King of Worms
Seeing all this, all the work being done on later tes games by community - I came to the conclusion that a present Bethesda is one of the most pathetic company I know of. 10 years since skyrim, no remaster of anything, no new tes game only the neverending re-release of skyrim because thats enough for them.
Deffinition of pathetic.
Re: OpenMW - Morrowind engine
Posted: Wed Nov 24, 2021 2:50 pm
by haloterm
OpenMW is awesome. Using it all the time (when not playing DFU )
Re: OpenMW - Morrowind engine
Posted: Wed Nov 24, 2021 8:06 pm
by King of Worms
haloterm wrote: ↑Wed Nov 24, 2021 2:50 pm
OpenMW is awesome. Using it all the time (when not playing DFU )
Its quite hard to get grass ingame for a newb, do u have some good modlist or ideas?
Is MGE XE completely redundant when using OpenMW?
Do u use Tamriel Rebuilt or Morrowind Rebuilt?
Re: OpenMW - Morrowind engine
Posted: Thu Nov 25, 2021 12:12 pm
by haloterm
Since OpenMW 0.47 Remiros Ground Cover is compatible out of the box. Just make sure to install the correct version and to add the correct lines in the ini files. It is all described on the mod website:
MGE XE is neither needed nor compatible with OpenMW. You have distant terrain and shadows in OpenMW, too, without needing to configure things. OpenMW may have less post-processing effects, but still looks very good. Use texture replacers, though, to have normal maps etc. I can give you a list later of texture mods that work fine and are consistent, when I am back at my PC.
I use Tamriel Rebuilt, Skyrim Home of the Nords, and Province Cyrodiil.
I do not use Rebirth anymore.
Re: OpenMW - Morrowind engine
Posted: Thu Nov 25, 2021 1:30 pm
by King of Worms
haloterm wrote: ↑Thu Nov 25, 2021 12:12 pm
Since OpenMW 0.47 Remiros Ground Cover is compatible out of the box. Just make sure to install the correct version and to add the correct lines in the ini files. It is all described on the mod website:
MGE XE is neither needed nor compatible with OpenMW. You have distant terrain and shadows in OpenMW, too, without needing to configure things. OpenMW may have less post-processing effects, but still looks very good. Use texture replacers, though, to have normal maps etc. I can give you a list later of texture mods that work fine and are consistent, when I am back at my PC.
I use Tamriel Rebuilt, Skyrim Home of the Nords, and Province Cyrodiil.
I do not use Rebirth anymore.
Thanks for info yup I would really apreciate a mod list, I dont want to spend week on analyzing every mod anew (as u said, consistency is important and getting a consistent set of mods takes time) - its not that simple for a fresh newcomer like me to orient myself fully. I really like what Im seaing so far tho
Particles are welcome of course but Lua is big news. That will eventually make every aspect of the game moddable.
Re: OpenMW - Morrowind engine
Posted: Fri Nov 26, 2021 5:05 pm
by haloterm
King of Worms wrote: ↑Thu Nov 25, 2021 1:30 pm
Thanks for info yup I would really apreciate a mod list, I dont want to spend week on analyzing every mod anew (as u said, consistency is important and getting a consistent set of mods takes time) - its not that simple for a fresh newcomer like me to orient myself fully. I really like what Im seaing so far tho
... but don't ask me in which order I have installed these replacers to get the consistent result. I have written it somewhere, but don't remember currently where