Depends on what phone model you have, as to what texture mods you can support, and what limits your performance. (whether it be cpu, RAM, or gpu). Increased resolution textures do affect performance. Mods for android specific experience I don't think there are any. On my discount device, J3 Emerge, I get 30-50 fps with ALL settings at min, performance mods, physics at 15 fps, etc. Copy your "Data Files" somewhere else on your sd card or whatever. (if you have enough room) Mod this copied version to your hearts content. Delete it and recopy when you want to start a different set of mods or mod path or whatever.
Hahahahha, you asked few hours too soon.
https://openmw.org/2019/openmw-0-45-0-released/
Anyone who would have answered Soon™ would be very correct.
Hm, I was assuming that you where using a pre-existing mod.
> the mod works flawlessly in singleplayer morrowind but openmw says it can't find the textures
Is "singleplayer morrowind" regular Morrowind.exe?
Is "openmw" the regular OpenMW version (for Windows/macOS/Linux) or something else like the multi player or Android version?
> I linked the nif with the texture in nifscope
What do your texture references look like in NifSkope? - from what I can tell the file paths should be relative to Data Files
, so usually look something like "textures\xxx.dds" in most mods. I've seen some mods use custom sub folders inside "textures" as well.
> So why do all of this super hard work just for coping a super old game that other than nostalgia
For some, that's reason enough.
> there is no much point of playing it and not just creating a new RPG with modern mechanics?
OpenMW is less buggy than the original, works on macOS and Linux, has improved AI, and has lots of new features. Oh, and it's adding multiplayer. Not even Skyrim allows that.
> Also if Bethesda eventually find out about this project they will take this whole thing down right? So why even risk it?
Bethesda is absolutely okay with the project, as described in the FAQ.
wait, why are you using wine for a linux program? you don't need to use wine if you are using the linux download for OpenMW. wine and playonlinux are meant to attempt to run windows programs. I though you mentioned wine and playonlinux to mention that morrowind original engine works. openmw is available in a native linux program form https://openmw.org/downloads/ use either the linux nightly (it incorrectly says the nightly for linux has not been updated but the latest as of this post is .46 beta (dec 1 2019)) You could also use the .45 release from all the way back in Mar 28 2019.
do you know how to install .ppa, repository, a tar/tar.gz, or otherwise install general linux programs for you linux distro/environment.
If you look at OpenMW engine, a lot of values or mechanics are hardcoded, i.e., there is some implementation in pure C++. You can just modify the C++ code, compile the game and have whatever your heart desire. However, presently you cannot modify this through any other means, i.e., on run with scripting.
As /u/cluckatronix says, if you look at post 1.0 design goals:
https://openmw.org/faq/#whatis
Post 1.0 Wishlist: * Additional platform support: Android, FreeBSD (and variants), iOS, Raspberry Pi and more. * Allow much greater modability: change game rules, create new spell effects, etc. through scripting. * Debugging support via OpenMW-CS for content. * Plugins for OpenMW-CS, such as Terrain import, export and generation. * Improved game mechanics and combat. * Improved the interface and journal system. * Multiplayer support, at least some form of co-op.
You can see that ability to modify mechanics through scripting is planned. It might come sooner rather than later, it all depends on people wishing to implement that, as with any Open-Source. From what I have read, compatibility with different platforms is already quite good and people experimented on Rapsberry Pi, OpenMW-CS is in quite good stage as well (however I am not modder, just looked at it). One dev wrote about terrain thing on their own blog, multiplayer support is already implemented through TES3MP fork (or rather, branch), which is connected with improved journal system. And improved mechanics and combat is again connected with ability to change it on the run, which is in smaller extend done in current mods, in larger extent through greater modability of the C++ core engine.
If you have a pc go to (Program Files/Steam/steamapps/common/Morrowind/Data Files) and copy and paste the entire data files folder over to android, then change data files to datafiles (no space) then start openmw put the directory in and play use https://play.google.com/store/apps/details?id=com.jrummyapps.rootbrowser.classic if you cant figure the directory
If no pc download https://play.google.com/store/apps/details?id=uk.co.armedpineapple.innoextract to get the files outta the setup.exe
> https://play.google.com/store/apps/details?id=is.xyz.omw
> We're sorry, the requested URL was not found on this server.
Seems like it has been removed from the store or it is not available in certain regions.
Manually installing the apk seems to be the only way.
This is the blog post that I was referring to, if anyone is interested.
> As we’ve discussed already before, the plan is for OpenMW and TES3MP to eventually merge into one project. This means that OpenMW will require a scripting system that is compatible with, and benefits, both projects. > > For quite a while now, TES3MP has been using a server-side scripting system that uses the Lua scripting language. The consensus has for the most part been to continue upon this foundation and implement both a single- and multiplayer friendly Lua-based scripting system for OpenMW. A system that will give massive power to modders making mods for both singleplayer and multiplayer gameplay. Discussions have come and gone regarding the subject, but there was never any real work done. > > Our productive developer Petr Mikheev (ptmikheev) therefore decided to take the matters in his own hands. Petr and David C, the mind behind TES3MP’s scripting system, discussed the matter and have sketched out a plan for the ideal scripting system for our needs. It resulted in this merge request which is frequently updated by Petr. Although it is still in early stages (i.e. do not expect it for the next release), people can experiment with basic scripts already to see how it works.
> Support for up to 2,147,483,646 loaded mods (up from 255 in the original Morrowind engine)
source: https://openmw.org/faq/
Note: MCP / MGE XE recently added experimental support for 1024 plugins.
Oh, I think that they are currently packaging 0.42. It usually takes some time to package everything before making a release. For now, you can download the nightly build (if you have Ubuntu or OS X) or you can try compiling it from source:
Yeah I wouldn't really know enough about specs but on paper your phone looks a bit better than mine. (our phones compared) I think for now the dips are to be expected to be honest.
~/Library/Application Support/openmw
(~
means your home folder, like /Users/your_user_name
, if you're going to use GUI to create this folder, please check this guide to make Library folder visible: http://osxdaily.com/2013/10/28/show-user-library-folder-os-x-mavericks/. Another option is to press Cmd-Shift-G and then paste the path above to navigate). After that, you can transfer subfolders named after your characters from your Windows computer to the created folder. In the end, you should have at least one folder like ~/Library/Application Support/openmw/you_character/name
with save files inside.Hope this helps!
Thank you so much! I ended up fresh installing openMW/morrowind to get rid of any mistake I may have made. This post helped a lot, combined with this video I found. I've gotten both PFP and Robert's bodies running without too much trouble. The process is the same for a Mac.
I have one final question-how do you go about installing mods without a .esp/.esm file? For example, Westly's Pluginless Head Replacer from here. (If there's a newer/better version, please let me know). The mods Data Files folder has a Texture folder and a Meshes folder, but no .esm file. Do I follow the same steps? I know there won't be a checkbox I need to click in the openMW launcher, but do I still take the same steps and edit the .cfg file?
​
> For now I'm just keeping distant lands off and using the legacy shader mode.
I used these settings as well when testing 0.47.
From the release video it seems that the new shaders are not currently supported on macOS, so we are stuck with the legacy shader mode for now.
I also avoided using shadows in my 0.46 setup as it cut my fps in half. I similarly tested 0.47 without shadows.
Sadly I don't have equivalent Windows hardware or a Bootcamp install so I can't test how much of the performance issue is related to running macOS.
From the FAQ:
> Like the Construction Set for the original Morrowind engine, OpenMW comes with its own editor, called OpenMW-CS, which allows the user to edit or create their own mods or original games. Both OpenMW and OpenMW-CS are written from scratch, and aren’t made to support any third party programs that have been added to the original Morrowind engine to improve its functionality.
That's kind of the point, they are nightlies and not meant for general consumption. So the 'pain' barrier is higher and we expect that those willing to test out these builds would also use our issue tracker to file bug reports.
We can however try to do something about how we link to things on our download page at https://openmw.org/downloads/ which just happens to give you a guide and image on how to use Gitlab.
I figured the fog distance with the nightly. If I first set the viewing distance in the .cfg and then bring the slider a bit back, fog reappears.
It's strange I remember so clearly seing the ghostfence in the distance. Even in the post on openmw.org it's visible from Ald'ruhn. Oh well.
I didn't see you're one of the devs. Thank you for this amazing work - OpenMW is awesome!
That wasn't a "cease and desist letter" and Bethesda is not trying to stop Android ports of OpenMW. From the OpenMW FAQ:
>Didn’t Bethesda have a problem with non-PC ports of Morrowind, won’t you guys have legal problems with this port? > >We had a long email conversation with Matt Grandstaff which can be read on the wiki. There was a misunderstanding as to what OpenMW is (a new game engine) and isn’t (a Morrowind port) that was cleared up. We came to an understanding that we, OpenMW, would not promote any images or videos of OpenMW running Morrowind on the Android. Anything else, is fair game, such as: displaying videos of OpenMW running the OpenMW-Template on Android on the blog.
I know it is kinda late but it is located in
$HOME/Library/Preferences/openmw/saves
Where $HOME is your users home folder and not the system wide folder. You will most likely not be able to access this folder with finder because OSX hides the /$HOME/library from you by default. you will have to copy the files to desktop using the terminal or install onyx and enable hidden folders/files.
http://www.macupdate.com/app/mac/11582/onyx
if you have anymore questions feel free to ask
EDIT: btw search for the onyx app in the app store first. dont know if the site I linked is reliable. terminal method is much simplerer and wont require you to install anything.
The latest stable version fixed this bug as well, not just the nightly. Are you using the versions from the playstore?
Edit: here the link to the nightly... https://play.google.com/store/apps/details?id=is.xyz.omw_nightly
reset you touch control layout maybe. also what version of OMW are you using? there is a nightly version on the google play store as well as the normal version. I would suggest using the nightly: https://play.google.com/store/apps/details?id=is.xyz.omw_nightly
please download the OMW nightly found on the google play store.
https://play.google.com/store/apps/details?id=is.xyz.omw_nightly
I don't have that phone but I'm planning to get one
but
I've heard that this (Screen Rotation Control) app fixed screen rotation on the homescreen, maybe it'll work for third party apps too?
I don't know the cooling capabilities of the OnePlue phones, but it could be you're playing in a resolution too high, I'm pretty sure it's based on your phones screen resolution. Go into the settings and lower it, lower it to 1080p or whatever the ratio equivalent of 1080p that your device has or lower. That way your not putting black bars on your device. Change your GUI scaler down lower if you have that up high.
You can also lower your physics frame rate. Not sure how much this would help.
Lower your screen brightness, this might lower the power draw of your battery and help a little for cooling.
Basically, try lowering the settings and it should help with the heat.
Otherwise, they do have phone fan clips. Not sure about the one I linked because of the way it mounts, but it does have a battery built in so you don't have to supply power to it. It also has the most reviews on the first page on the Amazon app.
I've used an app aptly named FolderSync ($2.99 USD for Pro license). Also, here's a Free version, but it has ads and lacks file-sync filters. A simple filter, for example, would be enable you to sync everything except image files.