OpenMW: Nearly All Morrowind Scripts Can Be Compiled

openmw

I’m going to keep following OpenMW-related news, I think, because of how closely connected it is with Ultima IX: Redemption (to the point, as most of you know, that the two teams share at least one common member).

To that end, the latest news from OpenMW tells of some excellent improvement in the engine’s handling of Morrowind’s scripts:

First of all, a little riddle: what percentage of Morrowind scripts are compiled by OpenMW?

Zini, once he finished wrangling with Bethesda scripting monsters, solved an extremely annoying bug in OpenCS — and now the Referenceables table is working properly when more than one file is loaded (and this is always the case when we create a new modification based on a master file, such as Morrowind.esm).

Let’s get back to our little riddle — did you answer 80%? *Bzeeert!* Wrong! 90%? Wrong again! The correct answer is…97.2682% (Hooray)! In other words, almost all of them. This is the best illustration of Zini’s recent efforts (a short time ago results were around 80%).

Some additional changes were made to OpenCS that allow for easier, faster editing of many aspects of the game; click on through to read about those.

4 Responses

  1. Sanctimonia says:

    That is awesome. Being able to run the scripts means they can be more easily reverse-engineered and their functionality replicated without infringing on the original scripts through distribution. A Morrowind-asset-free total conversion. People should contribute assets like they do with SotA. Chairs, tables, doors, scripts, etc.

    • Well, that is the whole point of the Digital Lycaeum. People contribute assets so fan projects like this can use them, for free, in non-commercial applications. Unfortunately, getting people to donate can be a challenge.

    • T. J. Brumfield says:

      There are many complete texture replacers, as well as tons and tons of other textures in the Morrowind mod community. And you can design completely new maps and quests that don’t rely on Morrowind materials.

      The real challenge would be models. If you wanted to make something for the OpenMW engine that didn’t require any Morrowind assets at all, the biggest challenge would be creating models I imagine.

      I’m a big fan of open source technology, and a big fan of Morrowind. I also hope a mostly feature complete version of OpenMW can help breathe life back into Ultima Redemption.