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The console is accessed by pressing the key to the left of the '1' key: on standard American English language keyboards this is the tilde (~) key. On British English keyboards, this is the backtick (`) key. If it doesn't work, check Engine Bugs § Tilde and other keys not working and discussion archives.

When you enter a valid command in the console, nothing should be returned and the typed command will turn blue compared to the normal brown. If you receive an error message, you did something wrong. An example command is:

Elder scrolls morrowind steam

which will add 12345 gold to player, or

which turns the collision (clipping) in the game on/off.

Whitespace, Punctuation, and Capitalization[edit]

There should be no whitespace between the target name (if any), the -> (used only with a target name), and the first command. Numeric entries should never have commas or spaces in them (it's 12345, not '12,345' or '12 345'). Most numeric entries are integers not floating-point (i.e., are whole numbers without decimal places).

Commands and values (if any) must be separated by a space, a comma, or both. These are all equivalent:

These are invalid:

Double, straight quotation marks must surround any ID or value that contains a space, as do most NPC and many item IDs. They are optional around those without spaces, but it is best to habitually include them to avoid errors. These are equivalent:

These are invalid:

Underscores and spaces cannot be swapped for each other. Some commands themselves (e.g., Set GameHour To) contain spaces, are not quoted, and must retain the spaces.

10.8

The entire commandline is case-insensitive. These are equivalent:

Common Commands[edit]

The following is a selection from the complete list.

Key:
[Square brackets] = an optional entry. The brackets are not part of the command.
Variables are marked up as such (and appear as italic monospaced in most browsers).
Quotation marks shown are part of the command (but sometimes optional).
CommandAbbrDescription
AddTopic, 'TopicID'Adds the specified topic to the current NPC dialogue. Example: AddTopic 'join house Hlaalu'.
CenterOnCell, CellIDCOCPlaces the player, at ground level, in the specified interior or exterior cell ID. The center is the center of the game defined cell and may not visually be in what looks like the center, e.g. of a settlement or room. If this is above water, the player will fall into the water immediately after this forced teleportation (absent a Levitate or Water Walking effect).
CenterOnExterior, xPosition, yPositionCOEPlaces the player, at ground level, in the center of the exterior cell that contains the world coordinates xPosition and yPosition (specified in that order).
StartScript ScriptNameRuns in-game scripts. Example: StartScript 'vampire_cure_pc', which cures vampirism.
CreateMaps, 'GameFilename'Creates map image file depending on the Create Maps Enable value in the Morrowind.INI file, for the game file (.esp or .esm) specified (relative to the game's Data Files directory). Example: CreateMaps, 'Morrowind.esm', for the main game. If the value in Morrowind.INI is 1 (Xbox), the file GAMEFILENAME.MAP (e.g., MORROWIND.ESM.MAP for the main game) is created in the DataFiles path with the map data. This file output uses an unknown format. If the value in Morrowind.INI is 2 (Exterior Cell Maps), and you have created a directory Maps in the main Morrowind game directory, this command will create a 256 × 256 high-color bitmap of each exterior cell in the game. This command takes a long while even on fast computers, as each cell in the game must be loaded.
EnableLevelUpMenuEnables the level-up menu (where one chooses which attributes to increase). With a game-save beforehand, this can be used to check progress toward bonuses for specific attributes if one has lost track.
EnableStatReviewMenuBrings up the character modification screen, which can be used to change your race, class, birthsign, and other stats. Note that there are two problems, as you will lose all your spells, and your immunity to all diseases (if you have progressed far enough in the Main Quest to have that).
EnableNameMenuOpens name menu, where you can change your character's name.
EnableRaceMenuOpens race menu, where you can change your race and/or head, once per game session. If you change race, this will also change any abilities and handicaps that go along with it. The warning above about EnableStatReviewMenu also applies to EnableRaceMenu, if you attempt to use it without restarting the game program entirely (not just reloading a save game) after previously using the command or after doing initial character generation. If you do not restart, the command is treated as EnableStatReviewMenu, and will go through changing class, etc., not just race and head, and with thus trigger spell and immunity erasure. Additionally, using this command while in third person will cause the game to crash.
EnableClassMenuOpens class menu, where you can change your character class.
EnableBirthMenuOpens birthsign menu, where you can change your character's birthsign, which will also change any abilities and handicaps that go along with it.
FillJournalAdds all entries to the journal (i.e, mark all quests as finished). This command takes a long time to complete.
FillMapShows all the towns on the full map.
FixMeMoves player 128 units away from current location. (The collision detection sometimes goes wrong in tight places and pins you down to one spot. But this will usually get you out if you are stuck somewhere.)
GetFactionReaction, 'FactionID1', 'FactionID2'Shows the numeric reaction code between two specified factions. The faction ID numbers are required; this wiki's article on each faction provides its ID. [This is not true yet.] See Factions § Reaction Table for how to interpret the results.
HelpShows shorthand for most commands.
Journal, 'QuestID', QuestStageAdds an entry to your Journal for a particular integer stage (given by QuestStage), of a particular quest (given by QuestID). Quests' IDs are given on the quest walkthrough articles of this wiki, along with their quest stages, which can also be found using the Construction Set dialogue window. This command is useful for skipping certain parts of a quest, and especially for fixing quests that have broken due to a bug or player error.
Lock levelLocks the currently selected lock (door or container) at whatever integer lock level you input (normally between 1 and 100). This even works on containers that should not logically be lockable, such as baskets and urns. To select an object, open the Console, with the object visible below it, and click the object to select it (you'll see its name in the console title bar). Due to a bug, a lock level of 1 is sufficient in all cases to prevent NPCs opening doors, since none of them pick locks even if they have high Security skill, and even if they are in active pursuit of you. A practical use for this command (or the less cheaty Lock spell) is to use a personal code (e.g. 1 for done, 2 for haven't-done-yet) to tag doors and even containers in large areas you intend to return to later. Note: You can set a value greater than 100, making a door unopenable by you without resorting to magic that boosts your Security skill over 100 and higher than the lock level, and even then a Luck boost may also be required.
PlaceAtPC, 'ObjectID', count, distance, directionPlaces the given object into the world near the player. For example, PlaceAtPC,'Sharn gra-Muzgob',1,20,1 will place that NPC 20 units in front of the player. See the editor for more object IDs. Making those values 1,0,0 will place the object/person exactly where you are standing. You can usually just step out of them, but in some instances you can get stuck. Note: This command will duplicate NPCs/items, not teleport them; for the latter, use PositionCell, which has a different syntax.
ModFactionReaction, 'FactionID1', 'FactionID2', valueChanges the Reaction values between two factions, specifically the first faction ID towards members of the second faction ID. This wiki's article on each faction provides its ID. See Factions § Reaction Table for numeric faction reaction levels. As far as the player is concerned, this changes Dispositions in conversation, and can also affect the likelihood of being attacked my members of a hostile faction. For instance, one can make factions that normally hate one another, like House Telvanni and the Mage's Guild, feel amicable instead. Doing this more than temporarily may have undesirable effects on gameplay (mostly making too many interactions super-easy, though one can also worsen a faction reaction on purpose). Note that only first faction's reaction is changed, so in order to change the attitude in both directions, simply repeat the command, swapping the two faction's IDs.
ResetActorsRAResets the location of every NPC in the current cell to where he or she originally was. This can be used for recalling NPCs that get stuck in hills/walls/etc. after using ToggleCollision, and for moving NPCs that have slowly wandered on top of an item. However, it will also reset the locations of any NPCs one has carefully relocated with Command Humanoid (or equivalent console tricks) if they are in the same cell, so should be used with caution. Alternatives include PositionCell and Move
ResurrectWhen used on a corpse, resurrects it. An NPC who is dead from the beginning of the game (or whose their scripted appearance is only as a corpse in an ongoing one) will not be resurrected. When an NPC is resurrected, they get all their original items back, lose any new items they had, and are otherwise reset to their initial state (Disposition, etc.), as with use of PlaceAtPC to clone the NPC. Can be used on non-NPC creatures. Technically, this includes the player if the player-> prefix is used. However, resurrecting the player is known to cause issues, including resetting the spellbook.
SetPCCrimeLevel valueSets your Bounty to the given integer value. For example, SetPCCrimeLevel 0 will clear you of any bounty for your crimes and stop pursuit by arrest-minded guards.
Set GameHour TovalueExample: Set GameHour To 5 would set the time of day to 5 a.m. The game uses a 24 hour clock, so 5 p.m. would be 17. Note: While Show GameHour returns floating point values (like 3.8646), Set GameHour To in the Console only accepts integers (whole hours), e.g., 3 or 4 – you cannot specify something like 6.5 or 6:30 for 6:30 a.m.
Set Timescale TovalueChanges the speed of the day/night cycle. A value of 1 makes the day go at real-time speed; an in-game day would last 24 hours in real life. A value of 10 will make it ten times as fast as real-time (i.e., one in-game day lasts 2.4 hours), etc. The default timescale is 30 (1 in-game day = 48 real minutes).
ShowGroupSGShow selected actor's group members
Show VariableNameShows the value of a single in-game variable. Example: Show PCVampire will return 0, 1, or -1, depending on the player's vampire state.
ShowSceneGraphSSGCreate a new window (in the operating system, outside the gameplay window) with all the game renderer's information. This command does not work in OpenMW, which does not use Bethesda's rendering engine, and which uses the F10 key to overlay such information over the game.
ShowTargetsSTShow selected actor's target group members.
ShowVarsSVConsole command that lists all the global and local variables presently in effect.
StopCellTestSCTStops a cell test previously started by the TestCells Console command.
StreamMusic ['filename']Plays the specified file, in a directory path relative to the game's Data Files/Music subdirectory; for example: 'ExploreMy Song.mp3'. An absolute path can also be specified (e.g., 'C:UsernameMy MusicMy Song.mp3'). Filenames are case-sensitive (in the original game in Windows and in OpenMW on some operating systems), so be sure to get the case correct. If the pathfilename contains a space character, the quotation marks are mandatory around the path; otherwise they are optional. The format can be MP3, WAV, or MIDI (.mid). Used without a filename, StreamMusic just plays random music from the files available under Data FilesMusic and its subdirectories. In OpenMW on Linux or Mac OS, the path will use forward slashes not back-slashes.
TestCellsTC
TestInteriorCellsTIC
TestModelsT3D
ToggleAITAIToggle the NPC/creature AI
ToggleBordersTBToggles the display of exterior cell borders
ToggleCombatStatsTCSTurn combat stats on/off. Stats are displayed in the console window.
ToggleCollisionTCLTurns clipping on and off for the player and all NPCs in range. This allows you to fly around through walls and objects (don't go through doors that lead to another area). Use with care as often NPCs and creatures will become stuck when you use this command (to reset, turn collision on and type RA into the console). To do them again just turn collision back on.
ToggleCollisionBoxesTCB
ToggleCollisionGridTCGDisplays the grid which controls how objects collide with things.
ToggleDebugTextTDTDisplays various debug texts on the screen, such as position and video framerate.
ToggleDialogueStatsTDS
ToggleFogOfWarTFOWTurns the 'fog of war' effect in the automap display off or back on. Turning it off is useful for taking screenshots of complete maps with no blacked-out areas in them.
ToggleFullHelpTFHShows you ownership and script of objects you hover the pointer over. Useful for knowing who to avoid selling stolen items to, and which items (including containers and beds) are owned at all.
ToggleGodModeTGMMakes the player mostly invulnerable. You can actually still die, when using spells on characters or creatures with Reflect.
ToggleGridTGDisplays a grid showing the status of the active (exterior or interior) cells.
ToggleKillStatsTKSDisplays statistics in the Console on how many creatures you've killed each time you kill another.
ToggleLoadFade
ToggleMagicStatsTMS
ToggleMenusTMCloses all open menus, dialogue, barter, enchanting, etc.
ToggleScriptsUnknown - Possibly toggles the scripts on or off.
ToggleStatsTSTToggles display of the various debug statistics.
ToggleSkyTSToggles the sky on or off.
ToggleTextureStringTTSShows texture strings for targeted objects?
ToggleWorldTWTurns off the world. NPCs will still display until you move your camera, at which point they will disappear. Does not actually turn off collision, only hides rendering.
ToggleWireframeTWFToggles the display of wireframe 3D objects.
UnlockUnlocks the currently selected lock (door or container). To select an object, open the Console with the object visible below it, and click the object to select it (you'll see its name in the Console title bar).
TogglePathGridTPGToggle path grid display. Displays the grid that helps define where NPCs normally walk.

Targeted Commands[edit]

Targeted commands are used with a player-> prefix to affect the player character. But any 'actor' (NPC or creature) or object can be targeted that way by using an 'ID'-> prefix, giving the person or object's in-game ID, though many commands have no function with non-lifeforms and/or non-containers. Another way to target an object (especially a non-unique one, which cannot precisely be addressed by prefix) is to click on it while in the console. The title of the console window will change to the object selected, and any targeted command without prefix will now apply to it. Some commands that should work with a prefix on unique NPCs will not, and require the Console-click technique. A complete listing of targeted commands can be found at the function list.

Morrowind
Key:
[Square brackets] = an optional entry. The brackets are not part of the command.
{Curly braces} = a mandatory choice between multiple possible entries. The choices are literal characters, not variables. The braces are not part of the command.
Variables are marked up as such (and appear as italic monospaced in most browsers).
Quotation marks shown are part of the command (but sometimes optional).
CommandDescription
AddItem 'Gold_001' valueAdds value amount of gold (septims).
AddItem 'ItemID' numberAdds number amount of a specific item to the inventory. Items' IDs can be found in the items articles on this wiki, or in the Construction Set.
AddSoulGem 'CreatureID' 'misc_soulgem_type'[1]Adds to the inventory a soul gem filled with the soul of whatever creature's ID is specified in place of CreatureID (the ID can be looked up in the Construction Set, or at the article about the creature at this wiki). The type is replaced by the type of soul gem you wish to use (e.g. grand, greater, lesser, etc.). Depending on game build, this command may or may not require a number to be specified at the end. The soul gem type must have sufficient capacity for the soul of the creature chosen.
AddSpell 'SpellID'Adds the specified spell to those currently known by the player (or other specified target). This command can only be used to add stock spells – the ones you buy from spell-selling NPCs, not the custom ones from Spellmakers – by their spell IDs (which usually coincide with their names, including the spaces). Aside from the obvious cheat potential, an 'anti-cheat' is to give key enemies more (and more powerful) spells, as well as more Magicka (see SetMagicka, below) if you've become so over-powered that the game seems too easy even at maximum difficulty.
GetPos{x, y, or z}Gives the coordinates of the player/object on the map. Takes the literal one-letter name for a single axis – x, y, or z – per command, and returns a floating-point value. The command can help when you're attempting to find something that's listed by its coordinates. Also used to get current player coordinates to reuse in a PositionCell command (to move a unique NPC or item to you without making a duplicate, as PlaceAtPC would), or in SetPos commands (to reposition something precisely to where you were just standing or to somewhere relative to where you are standing).
Move{x, y, or z}valueAllows the relative positioning of objects within the cell (interior or exterior), away from their current position. Takes the one-letter name – x, y, or z – and a numeric (integer or floating point) value for a single axis per command. Examples: Move z 10 will very slightly raise an item, if it is clipping with the surface it is laying on (this often happens with Dwemer schematics). Move y -1000 will notably move a person or object backward (from their vantage point of the front of the character/object). Precise positioning of objects (usually done for player home decoration) takes some practice. An object may reset to an earlier position (after a game reload or after leaving and returning to the cell) if your manual moving caused it to clip with another surface. The most practical use for this command is moving out of the way an NPC who has slowly migrated and is blocking passage or standing on top of a small item. It can also be used to cheat, e.g. to move a guard to where he cannot see your crime. The proper way to do this is with a Command Humanoid spell. Using a value like Move z 5000 can be used to move an object into the air and it will stay there (e.g., to hang a lantern on a rafter, or to just have a hovering sword for fun). If used on an NPC or creature, they will, however, fall to the ground, possibly taking damage or dying if the z height is excessive.`
PCJoinFaction 'FactionID'Forces the player to join the designated faction.
PCRaiseRank 'FactionID'Raises the player's rank in the designated faction.
PCLowerRank 'FactionID'Lowers the player's rank in the designated faction.
PCClearExpelled 'FactionID'Clears the player's expulsion status from the designated faction.
PositionCell xPosition, yPosition, zPosition,direction, 'CellID'Sets a unique actor's or object's exact position in the current cell, by moving it in its current state from anywhere in the game (not by duplicating it from its original state, as is done with the PlaceAtPC command). This takes all three numeric x, y, and z axis values (not axis names) in series and in that order (usually obtained with player->GetPos x, etc., then moving out of the way to make room for the incoming person or object). These values can be rounded to integers, though the z (height) value should always be rounded up to keep someone from spawning in, and possibly falling through, the ground/floor. Be mindful of negative values and don't give them as positive by accident. The direction parameter can most concisely be given as 0, though another value can be specified, such as 16200. The CellID is the full cell name as shown in the local map, and must be quoted if it has spaces, e.g. 'Caldera, Guild of Mages'. As of June 2017, not all location articles at this wiki provide the in-game ID of the place, so the map is best. Complete example: 'Dabienne Mornardl'->PositionCell,-564, -61, 934, 0, 'Rethan Manor' – to move a useful enchanter, who is not tied to any quests, into the Hlaalu player stronghold without bothering with a tedious Command Humanoid walk. PositionCell can also be used to recover a follower NPC who has gone missing and whose quest state should not be reset. If used with the ID of a non-unique person (e.g., generic guard) or object as the named target, the command appears to move the first one the game encounters in the present cell, and will fail with an error if there isn't one, or fail silently if the only such item in the cell is in the inventory of a person or container. Behavior with unique NPCs and items is inconsistent: while this command can be used to move a unique NPC to a new cell, you cannot use it do things like bring Artifacts to you from a distance (though you can clone them to yourself with PlaceAtPC or AddItem).
Rotate{x, y, or z}valueAllows the relative rotation of an object (including an NPC, though many of them are mobile and will not stay in the position you shift them to) within the cell (interior or exterior). Takes the one-letter name – x, y, or z – and a numeric (integer or floating point) value for a single axis per command. Examples: Rotate z 100 will slightly turn an item clockwise. Rotate x 5000 will stand a horizontal object nearly vertical. Only Rotate z works on NPCs, including corpses (and will only work for a moment if a live one is engaged with you, since they'll turn to face you again). This command is mostly used for decorating player homes, but also has cheat potential, in that it can be used to about-face someone to make Sneak easier in their presence. A practical use for it is to get a stuck NPC to stop walking into a wall, especially if they are blocking passage. It can also get a slowly-migrating NPC to drift in a different direction, if you do not cause them to turn away from the new direction in which you've pointed them for a good long while. An object may reset to an earlier orientation (after a game reload or after leaving and returning to the cell) if your rotation caused it to clip with another surface.
SetFatigue valueSets maximum fatigue, and applies it as the current value.
SetFlying{1 or 0}Setting this to 1 turns on Levitation (with an additional step). To get this command to work, enter the Console command and then start Levitation by spell, potion, or any other usual means. The effect (at the magnitude, i.e. speed, that you started it with) should now last until you disable the flying with the console by setting this to 0 (which you must do eventually if you've used this on yourself, or you cannot use Rest).
SetLevel valueSets level to the integer specified. For this to work properly on the player character, you'll have to either save the game and restart, or gain a level in the normal fashion, after using this command. While people have experimentally used this to raise their level into the thousands, there's no practical reason to do so; it will increase some player stats, like Health, to cheaty levels of invincibility against NPCs (who have pre-set levels), and similarly increase stats of leveled creatures, resulting in very lengthy fights against them, in which gear may wear out before the fight is over. The command (along with others here, like SetMagicka) can be used to increase the stats of an opponent for a more challenging fight, if a 'boss' turns out to be disappointingly easy to beat against your over-powered character.
SetHealth valueSets maximum Health, and applies it as the current value. You may want to use ModCurrentHealth instead. Warning: Using a SetHealth 0 command on NPCs to kill them in an out-of-game way – perhaps to find out what they're carrying, then use Resurrect to bring them back – can have negative effects. While such a killing by the player rather than the player character has no effect on Bounty (other NPCs do not notice the death or blame you for it), it is still registered by the Journal processes. Even temporarily killing a quest-related NPC may change the quest outcome, e.g. finish the quest early, not give the quest at all, or force it to have a negative outcome even if you actually performed the quest steps properly otherwise. It can even cause more serious glitches. For example, killing and resurrecting Joncis Dalomax this way will trigger Imsin the Dreamer to ask about him, condemn you for not rescuing him in a quest you may not be doing for a faction you may not belong to, then kick you out of the faction even if you're not in it, and get stuck in a loop asking about Dalomax if you talk to her again. While the console's Journal and PCClearExpelled commands can be used to correct the situation, it is much safer to experiment with SetHealth by doing a savegame first then reloading after the corpse examination.
SetMagicka valueSets maximum Magicka, and applies it as the current value.
SetPos{x, y, or z}positionAllows the absolute positioning of objects within the cell (interior or exterior). Takes the one-letter name – x, y, or z – and a numeric (integer or floating point) value for a single axis per command. An objects positioned in this manner may or may not retain this position after a load/reload event, or after leaving and returning to the cell, and will be more apt to reset if your manual positioning caused it to clip with another surface. Using the Move command (within the same cell) is more reliable for precise positioning, perhaps after PlaceAtPC (spawns a copy) or PositionCell (moves the original) to get it in the general area. If the item and its desired final location are both visible at the same time, you may find the Move command easier to use.
SetReputation valueAdjusts the Reputation to the given integer value. It seems that the nominal maximum value is 255, but if a higher value is entered it appears to be applied. This command has no effect if not used with the player-> prefix, since only the PC has a Reputation stat.
SetDisposition valueAdjusts an NPC's Disposition toward the player character to the given integer value. The maximum is 100. This command has no effect if used with the player-> prefix or the prefix of a creature, since only NPCs have a Disposition stat.
SetSuperJump{1 or 0}Setting this to 1 allows super jump (0 disables). Note: Without Acrobatics boosted abnormally high (at least 125), you're likely to be killed by the fall back down if you do not use this to jump up to and land on something above you. Treat this as a Console version of the Scroll of Icarian Flight. This command does not appear to work in OpenMW as of v0.41.
SetWaterBreathing{1 or 0}Setting this to 1 allows breathing under water (0 disables). If it does not work, try casting Water Breathing and the effect should turn on and remain permanent until disabled with the Console. This can safely be left on, except for one quest which requires the player character to drown. A helpful use of this command is to apply it to follower NPCs, who would blissfully drown themselves while following you underwater for very long, though properly one should cast an on-touch Water Breathing spell on them.
SetWaterWalking{1 or 0}Setting this to 1 allows walking on water (0 disables). If it does not work, try casting Water Walking and the effect should turn on and remain permanent until disabled with the Console. Disabling it will be necessary eventually, since some quests and other activities require you to go underwater.
SetSkillOrAttributeNamevalueReplace SkillOrAttributeName with something specific to set a skill or attribute to the integer value specified. Multi-word skill names are compressed to drop spaces. Skill example: SetBluntWeapon 50; attribute example: SetSpeed 300. Warning: Use caution when increasing Speed to very high levels; a single tap of the forward button and you can get stuck in a wall. Also, be careful with Acrobatics if you don't want to fly for three minutes without ever seeing the ground. Setting Strength to improbably high levels can cause weapons to break in just a few hits. A helpful use of this command is to apply SetAcrobatics 200 to follower NPCs, who are clumsy and stupid, and quite easily fall to their deaths following you, even doing something as simple as jumping down off a large rock, following you too quickly down a silt strider ramp, or not properly following you across a rope bridge. Death by absurd falling scenarios is one of the most common failures of follower-related quests. This is more of a game mechanics fix than a cheat. A value of 200 is enough for them to survive any such misstep, and has no other effect on the game other than also helping them to follow you when you climb slopes, and to not get stuck for no apparent reason on small rocks they should be able to step over. (Most third-party mods that provide companion NPCs give them this largely invisible stat boost as a basic survival and usability measure.) Some players frustrated at the slow pace of the early stages of the game use SetSpeed to move faster (this is frequently recommended at game forums), but may be unaware that this is also a combat cheat, allowing you to attack faster; a less cheaty walking/running speedup is done with SetAthletics. Other uses for this set of commands are to reduce maxed skills so you can level further (a cheat), and to reduce your combat stats and/or increase those of key enemies to make the game harder if you have become over-powered even for the game's maximum difficulty setting.
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OpenMW (also known by the abbreviation 'OMW') is not actually a mod, but a freedom-respecting (GPL) implementation of a new game engine for The Elder Scrolls III: Morrowind and associated file formats. The project was founded in 2008, releasing its first public version in June 2008.

Development is steadily approaching parity with TES3's Gamebryo engine, and players can adventure without undue difficulty or complications in the majority of cases. OpenMW already boasts features not in Bethesda's engine, including superior performance and stability. OpenMW also handles plugin-heavy configurations better than Bethesda's engine.

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OpenMW runs natively (without emulation or virtualization) on POSIX (Unix-like) operating systems such as GNU+Linux and [Free|Open|Net]BSD (including Mac OS X), and MS Windows. It has been experimentally compiled for other platforms, including Android and the Raspberry Pi.

OpenMW is not a clone or reimplementation of Bethesda's game. Contrary to some assumptions, it does not include any of Bethesda's resources; rather, it is separate software for parsing the same data files, just like a modding tool. Compare using different image software to view the same image file.

To play Morrowind, OpenMW requires a valid copy of the game-world data, such as from CD-ROM, GOG, or Steam. It fully handles the Tribunal and Bloodmoon expansions, and the entire Game of the Year Edition.

OpenMW includes wizards to make installation and configuration easy and swift; configuration can be imported from an existing installation, and OpenMW can use an existing Data Files directory, or facilitates making a fresh installation of the game-world data, without Bethesda's bundled installer or its engine.

Characters saved using Bethesda's engine may be imported (via conversion) to OpenMW's format, to allow one to continue playing pre-existing characters in OpenMW.

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Features[edit]

OpenMW fixes many problems of Bethesda's engine, enhances many features relating to functionality and gameplay, and adds features which are not present in Bethesda's engine.

Main article: OpenMW Wiki § Features

  • Stability and Integrity:
    • Including when heavily modded and running at high-fidelity
    • Saving of character state is now much more rigorous, avoiding various forms of corruption and other glitches
    • Elimination of artificial limit on count of mods+saves
  • Performance:
    • 64-bit builds for native execution; no more 32-bit compatibility modes
    • multithreaded; thus, can use multiple(-core) processors
    • Takes maximal advantage of modern GPUs; especially noticeable when the game is modded with higher-resolution textures and meshes
    • Uses OpenSceneGraph; tuning and optimization refinement is an on-going effort although it already performs better than the original engine (and earlier releases of OpenMW which used Ogre3D)
  • Graphics:
    • Support for higher-resolution graphics, up to at least the level of those in Oblivion in many respects, and beyond them in some (though the base 3D models remain simpler, as are most animations, e.g. lack of changing facial expressions).
    • Improved support for old(er) graphics hardware
    • More configuration options; allowing granular control of graphical fidelity, thus more tunable to the player's hardware and trade-off preferences
    • Arbitrary display resolutions in either full-screen or windowed modes
    • Rendering range (view distance) can be set much further than the original engine allowed
    • Adjustable field-of-view
    • New water shader featuring reflection and refraction rendering; highly realistic appearance
    • Enhanced shadow rendering; both fidelity and range
    • Improved rendering precision. The vanilla engine had precision issues that result in objects shaking when the player travels far from the world origin (co-ordinates: 0,0,0).
    • Support normal, specular, and parallax texture maps
    • Unclamped lighting
    • Improved sun flare (using occlusion queries)
    • Seamless terrain rendering, including distant terrain
    • Support for scene files as an alternative to the proprietary NIF format
  • Data handling:
    • Character-state:
      • Saving is now much more rigorous, avoiding various forms of corruption and other glitches
      • Characters saved using Bethesda's engine may be imported (via conversion) to OpenMW's format, to allow one to continue playing existing characters in OpenMW
      • Saves are organized by character
      • Track the time played (optional toggle, not enabled by default)
  • GUI and usability:
    • GUI scaling option, useful to improve readability on high-resolution displays
    • World map adjusts automatically to fit new landmass from mods such as Tamriel Rebuilt
    • Save+load dialogues: saves are organized by character
    • Item selection dialogue now accepts manual typed input of an arbitrary count of items, in addition to the slider
    • alchemy dialogue: resizeable and redesigned
    • Allow keyboard input for item count dialogue and trade window price
    • Improved console (colours, tab completion of commands and object IDs)
    • Copy and paste from and to OS clipboard
    • Many usability improvements
    • When placing items, irrelevant windows (stats, map, and spell windows) will become transparent on mouse-over and allow click-through
  • Input Controls:
    • Hardware game-controller support; currently with basic in-game configuration UI
    • Hardware cursors; this means the GUI cursor is always fluid, independent of the frame rate
    • Keyboard layout support — original Morrowind would always use QWERTY keyboard regardless of system setting; OpenMW will map commands to the same physical keys based on your configured keyboard layout
    • Held attacks (e.g. a nocked arrow) may be cancelled by using the Ready Weapon key
    • The 'finish your current attack before equipping a new weapon' error has been removed and instead plays the weapon equip animation
  • Media:
    • Audio and video formats: can be any of the formats supported by FFmpeg
  • Scripting:
    • Stricter compiler and compiler warnings. Error handling in the vanilla MW script compiler was very limited
      • A down side of this is that a few mods do not work without correcting their syntax errors (most often mistaken early closure of if-elseif-else structures); however, it is much easier to track down and fix these in OpenMW-CS than in the Bethesda's CS.
    • Function arguments can now be expressions of arbitrary complexity. Vanilla MW would not even allow simple variable arguments for some functions
    • Arbitrary limitations on code depth/size are not present anymore. For example, there was a limit on how deep you can nest if/endif clauses. And there was also a limit on the length of a if/endif block
    • Script variable values are stored by name in saved games, so that reordering or adding new script variables in a content file does not cause incompatibilities with existing save files.
    • More hooks for mod-makers to employ.

Mods[edit]

OpenMW eliminates the need for some mods entirely; see the FAQs:

  • OpenMW FAQ.
  • OpenMW video-FAQ.

OMW is capable of running most mods that are well-implemented and which are not dependent on executable (.EXE, .DLL, or .COM) files that tamper with the engine's behavior. Thus, OMW is not compatible with mods that rely on Morrowind Script Extender (MWSE or MSE), Morrowind Graphics Extender (MGE), their derivatives, or any other co-executables. Indeed, much of the inspiration for the project is implementing such capabilities natively into the game engine itself, rendering such hacks unnecessary. OMW is compatible with Morrowind Patch Project (MPP), and the OpenMW forum users recommend using it. It may also be compatible with Morrowind Code Patch (MCP). These patches must be applied to the original game files in Windows (either a real Windows box, or a virtual machine).

OpenMW is deliberately stricter when parsing scripts, and thus is far less forgiving of coding errors than the original engine. It will not compile mod scripts containing significant errors. This renders some old, sloppy mods incompatible without suitable patching, but makes OMW much more stable; crashes are rare.

Free

OMW reads .ESP, .ESM, and .BSA game data files, and introduces a new plugin file format, .omwaddon. The latter can be used for making patches (including of .ESP mods) or for creating all-new mods (these are not compatible with the original Bethesda game engine).

OpenMW introduces multiple data directories, so that mods' content files remain in their own directories and do not contaminate those of the original game, though players may also move files into the game's own Data Files directory, the same way one would mod Bethesda's original game engine.

Mod loading order in OMW is (re)configurable, and is not dependent on file hacks (e.g. faking the creation dates) as the original Bethesda engine necessitated (though that limitation has long been avoidable with third-party mod management applications). OMW has its own built-in mod manager for mods that are purely .omwaddon, or .ESP/.ESM; those that provide new resources in Data Files directories must have their load-orders managed in the configuration file. Mod-heavy gamers will generally manage this file by hand, anyway.

The new game engine supports proper specular and bump mapping techniques (i.e., textures that appear to have reflections and depth, allowing more realistic textures). While this makes for improved graphics over the original, it requires some mods that used 'fake bumpmapping', used by MGE, to be patched to avoid excessively shiny textures (see OpenMW's forums for links to an easy tutorial for how to fix them).

Download Morrowind For Mac

Unlike Bethesda's engine, with a hard limit of 255 mods (counting official DLCs as mods), OpenMW supports an effectively unlimited number of mods installed at any one time, up to the limits of available RAM.

Full compatibility with all Morrowind mods (without syntax errors and which do not rely on MWSE, co-executables, or exploitation of engine bugs) is a stated goal of the OpenMW project. Consequently, its development team maintains close relationships (e.g. bug tracking between projects) with those of major mod and patching projects like Tamriel Rebuilt and MCP. The OpenMW Forum also hosts many play-testers' solutions to working around issues encountered with particular mods, and the community maintains a mod compatibility list.

There are presently no plans to integrate a port of MWSE, though its author has stated that doing it would not be difficult. Many potential features of OpenMW are not being considered until after reaching the version 1.0 release milestone, still several years away as of 2019.

Compatibility & Testing[edit]

Darklocq has compiled documentation of his extensive mod compatibility testing, which he publishes on the OpenMW Wiki.

Other differences[edit]

The engine is also progressively fixing the bugs and misfeatures of the original Bethesda engine which led to the development of MWSE and MCP. This may affect some known exploits in the vanilla game, though the project's goals are to replicate 'stock' gameplay as much as is reasonable.

For

OMW's native graphical rendering effectively makes redundant the MGE project for the original game engine, but OpenMW makes it available cross-platform, and in a project that can continue to be developed (instead of being tied to a hard-coded executable dating to 2002, which will eventually become incompatible with future versions of operating systems).

OpenMW uses its own savegame format, but can import from Bethesda's using the bundled tool.

There are two experimental third-party leveled list merging tools that support .omwaddon files, though one can merge lists with the usual Windows tools if only .ESP/.ESM files are involved.

Playthroughs and Demos[edit]

OpenMW is stable and feature-complete enough that it has been used to make playthrough ('Let's Play') videos.

  • Open Morrowind Streams Series 1, featuring (Breton) 'Lord Woodborne'
  • ValentiNoPlays has both a single Morrowind on OpenMW Gameplay / Walkthrough / Lets Play, and individual playlists for separate faction quest-lines.
  • Others (search).

From the developers:

  • Release Commentaries — summary description and demonstration of significant changes in new releases; for both OpenMW and OpenMW-CS
  • Feature-Specific Videos — often showcasing recently-implemented features which have yet to be released

Future development[edit]

Built-in support for leveled list merging is a Wishlist item for post-1.0 release, though volunteer developers are free to work toward implementing it sooner.

More goals for the project include adding new scripting capabilities that exceed those of MWSE, but this is also slated for after the v1.0 release.

It will also be ported to more Unix-like platforms, including *BSD, iOS, and Raspberry Pi; this is largely dependent on individuals attempting to compile it and providing feedback about issues that arise in the process.

OpenMW-CS remains rudimentary as of early 2017, and is primarily a debugging and tweaking tool at this stage, and very much experimental alpha-stage software.

There are plans to enable the engine to also be used to develop entirely new, distinct games, after the v1.0 release

OpenMW is also the client used for TES3MP, a multiplayer fork which has been in a playable state since July 2017.

If you encounter problems, then consider submitting bug-reports to help; the developers are keen to fix things, in order for OpenMW to become a comprehensive replacement. Feature ideas go on the Wishlist.

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