We do often include affiliate links to earn us some pennies. See more here.

Bringing with it some pretty fancy new features, the Morrowind engine replacement OpenMW version 0.48.0 is out now. An exciting release for bringing some modern stuff to this RPG classic.

One of the biggest additions is support for post-processing shaders giving plenty of new eye-candy and various advanced visual effects like bloom, godrays, ambient occlusion, and many more. There's also a new menu on F2, letting you toggle effects easily.

There's also much better looking fog, a visual overhaul of rain ripples, soft particles were implemented, a bunch of improved animations for blocking and spellcasting, big improvements to the sound-system so sounds fade instead of cutting out when moving away, various UI improvements, a data directory section in the launcher for easier modding, font settings in the launcher and lots of other tweaks.


Pictured - OpenMW on Fedora KDE 38

Another major addition is the introduction of their own Lua scripting API named OpenMW-Lua. This was built with eventually supporting multiplayer and reaching parity with MWSE (Morrowind Script Extender) but will not work with normal MWSE-Lua mods because OpenMW is quite different behind the scenes. Future releases of it will continue to expand what it can do, so eventually OpenMW really will be the place for everything Morrowind.

See the full release blog post for more.

Want to set it up on Steam Deck? It's pretty easy as I covered in a previous guide.

Article taken from GamingOnLinux.com.
24 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
See more from me
The comments on this article are closed.
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
14 comments

neffo Jul 24, 2023
Are all those steps still required for OpenMW on Steamdeck?
Liam Dawe Jul 24, 2023
Are all those steps still required for OpenMW on Steamdeck?
Luxtorpeda from the linked guide is still the easiest way to do it.
Jarmer Jul 24, 2023
Man, don't tempt me! I shouldn't spend another umpteen hours modding the game and then never playing it, should I?!?!?!?!?
neffo Jul 24, 2023
Are all those steps still required for OpenMW on Steamdeck?
Luxtorpeda from the linked guide is still the easiest way to do it.

I have the GoG.com version, but I installed OpenMW in Flatpak and added that to Steam. Had some trouble with pink screens but it looks sorted now.


Last edited by neffo on 24 July 2023 at 1:55 pm UTC
Avikarr Jul 24, 2023
Man, don't tempt me! I shouldn't spend another umpteen hours modding the game and then never playing it, should I?!?!?!?!?
Haha, that's exact same thing for me xD EVERY TIME!


Last edited by Avikarr on 24 July 2023 at 3:08 pm UTC
Lofty Jul 24, 2023
Man, don't tempt me! I shouldn't spend another umpteen hours modding the game and then never playing it, should I?!?!?!?!?

No, this time you should play it ;)
Spirimint Jul 24, 2023
Man, don't tempt me! I shouldn't spend another umpteen hours modding the game and then never playing it, should I?!?!?!?!?

Maybe try this:

https://next.nexusmods.com/morrowind/collections
Grogan Jul 24, 2023
I just did a new build (still versioned 0.49 but lots of new commits since my last) and it's looks good for an old game, and works well.

Now if only I new WTF I was supposed to be doing in the game right now (that's the thing with old school, hard core RPGs lol)

Yeah, I guess this game predated shaders originally... fixed pipeline stuff. That would have been DirectX 8 back then.
Klaas Jul 24, 2023
and works well.
That's a matter of definition. The main issue is that the game assets are highly unoptimized so without mods the game runs worse than Skyrim.

To improve the situation there are some mods that fix the worst offenders https://www.nexusmods.com/morrowind/mods/45399 and https://www.nexusmods.com/morrowind/mods/45384
Grogan Jul 24, 2023
The main issue is that the game assets are highly unoptimized so without mods the game runs worse than Skyrim.

I've only had "0.49" from git (late to the party here) which probably isn't much different than 0.48 at this time, but I can't say I notice any performance problems. My hardware doesn't break a sweat for this. (amdgpu/RX 570/mesa 23.2'ish) and it doesn't feel like I'm running into any cpu/gpu underutilizing behaviour.


Last edited by Grogan on 24 July 2023 at 10:29 pm UTC
Klaas Jul 25, 2023
I've only had "0.49" from git (late to the party here) which probably isn't much different than 0.48 at this time, but I can't say I notice any performance problems. My hardware doesn't break a sweat for this. (amdgpu/RX 570/mesa 23.2'ish) and it doesn't feel like I'm running into any cpu/gpu underutilizing behaviour.
Obviously it highly depends on the draw distance and other settings and where you are in the game. Did you increase it from the default? Are you still in the start area? The larger cities have a lot more things to display. One of the consequences of the way the assets were made is an abnormally high number of draw calls.
robertosf92 Jul 25, 2023
The main issue is that the game assets are highly unoptimized so without mods the game runs worse than Skyrim.

I've only had "0.49" from git (late to the party here) which probably isn't much different than 0.48 at this time, but I can't say I notice any performance problems. My hardware doesn't break a sweat for this. (amdgpu/RX 570/mesa 23.2'ish) and it doesn't feel like I'm running into any cpu/gpu underutilizing behaviour.

Well since 0.48 has been in RC phase for quite a few months, quite some PRs have been merged with the 0.49 tag. The milestone is at 84% in their gitlab so there might be some nice new features in there.

And maybe we can get 0.49 with a shorter time lapse than that between 0.47 and 0.48 :)


Last edited by robertosf92 on 25 July 2023 at 5:58 pm UTC
Grogan Jul 25, 2023
Obviously it highly depends on the draw distance and other settings and where you are in the game. Did you increase it from the default? Are you still in the start area? The larger cities have a lot more things to display. One of the consequences of the way the assets were made is an abnormally high number of draw calls.

Yes, I have the graphics settings all at maximum, including draw distance.

However, no, we'll have to see about bigger cities then. I'm still in the first area of the game, in Balmora and traveling between sign posts etc. on the way to Caldera.
Jarmer Aug 10, 2023
Man, don't tempt me! I shouldn't spend another umpteen hours modding the game and then never playing it, should I?!?!?!?!?

Maybe try this:

https://next.nexusmods.com/morrowind/collections

Whoa! Didn't know this existed, thank you for the link.
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.