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It's funny that I see that popping in HN, I've just reinstalled OpenMW the other day and am currently on my way to reveal myself to be the Nerevarine very soon.
by lgeorget 5y ago
It's funny that I see that popping in HN, I've just reinstalled OpenMW the other day and am currently on my way to reveal myself to be the Nerevarine very soon.
The project is making excellent progress in my opinion. I remember a few years ago when they were actually many little things lacking (don't ask me for specific examples but I remember some game mechanics being broken) and now it's the opposite, their additions to the UI are very good (in the alchemy menu for instance) and some game mechanics have been rebalanced somewhat.
- handrous 5y agoI'd been waiting for OpenMW to fix shadows before trying it, and IIRC late last year or early this year they fixed them, so I tried it. I played the whole main quest, finished several major side-quest story trees, finished Tribunal, and got started on Solstheim before getting distracted and dropping it. 20-30 mods, mostly texture-related but a couple additions and gameplay mods—there's an obscure and untouched-for-many-years library mod I adore that adds a nearly-empty library just outside Vivec, which you can fill up by giving them books to copy, for instance, and of course modding plant harvesting is a must, plus I think I had some of the Morrowind Comes Alive stuff enabled—all managed through Mod Manager 2. Draw distance set very high, 4k resolution. It ran great. Zero bugs, zero quest glitches, zero crashes, the entire time, even with mods. Vanilla Morrowind has always been pretty crashy, so that's a damn good achievement.
- dEnigma 5y agoA few years back I was playing OpenMW quite extensively, always on the lookout for potential bugs. I remember it getting harder and harder to find new issues, and for most of the ones I found in the last few months of that period I had to double- or triple-check with the original version to make sure it was an OpenMW-specific bug (often times it turned out it was a bug with the original game as well). I contributed some 100-150 bug reports, most of which I think are fixed by now (a bit hard to tell because they switched bug tracker in the meantime). Funnily enough sometimes OpenMW worked too well. E.g. there is a script that damages the final boss for each of his "captains" that you kill, which never worked in the original version because IIRC the engine couldn't modify the health of an unloaded mob. In OpenMW it worked perfectly, with the side effect of subtracting exactly 100% of his health if you killed all underlings, resulting in you encountering a corpse as a final boss.