The OpenMW team is proud to announce the release of version 0.42.0! Grab it from our Downloads Page for all operating systems. Apologies for the delayed release, but we wanted to have everything in order for you! As of this version distant terrain is back in OpenMW! Check DestinedToDie’s guide for instructions on enabling it. Check the changelog below for new features and bug fixes.
Check out the release video and the OpenMW-CS release video by the magnanimous Atahualpa, and see below for the full list of changes.
Known Issues:
Shadows are not re-implemented yet
To use the Linux targz package binaries, Qt4 and libpng12 must be installed on your system
On macOS, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings
New Features:
Implemented water sound effects
Implemented light particles showing in inventory character preview
Implemented magic projectiles emitting light
Implemented NiSphericalCollider
OpenMW-CS: Implemented “Book Type” combo box replacing “Scroll” check box in Book records
OpenMW-CS: Implemented “Blood Type” combo box replacing blood check boxes in NPC and Creature records
OpenMW-CS: Implemented “Emitter Type” combo box replacing emitter check boxes in Light records
OpenMW-CS: Implemented “Gender” combo box replacing “Female” check box in NPC and Body Part records
ess-Importer: Implemented converting mark location
ess-Importer: Implemented converting last known exterior cell
Bug Fixes:
Falling leaves in Vurt’s tree mods now render correctly
Actors now use capsular collision shapes (solves issues with characters getting stuck or floating above the ground)
Collision handling has been improved (better performance and overall behaviour)
Collision is now not disabled for actors until their death animation has finished playing
Players can no longer climb sheer terrain by jumping and then moving forwards in the air
Doors no longer stutter when colliding with the player
Dialog boxes now appear in the center of the screen after the window is resized
Weapon and spell cycling is now disabled while in GUI mode
Weapon and spell cycling can now be bound to a gamepad
Gamepad and mouse/keyboard may now be used at the same time
Inventory window titles are now centered vertically
Changed name tooltips’ behavior on enemies to match vanilla behavior
The maximum width of a tooltip is no longer set to a fixed value
The drowning widget now more accurately matches the vanilla one
Fall height is now reset when the player teleports
Changed Slowfall spell effect to better match vanilla behavior while jumping
Combat with water creatures now ends when leaving the water
AI actors no longer hit unintended targets
Changed NPC wander and idle behavior to better match vanilla
Fixed some summoned creatures not engaging underwater creatures in combat
Enemies now initiate combat with player followers on sight
Creatures now auto-equip their shields on creation
Changed combat engagement logic to better match vanilla behavior
The Command spell effect now brings enemies out of combat
Followers now continue to follow after resting and saving and reloading the game
Light prioritization on objects now takes the light sources’ intensity into account (fixes issues with light sources popping up)
Icon shadows no longer persist in GUI windows
Disintegrate Armor/Weapon spell effects are no longer bound to the framerate
Enchanted arrows now explode when they hit the ground or a static object
Fixed a crash that occurred while using a container and the console at the same time
Fixed the beginning of NPC speech being cut off on macOS
Nodes named “bounding box” are now ignored by the nifloader making corresponding meshes render correctly
The correct swish sound is now played for NPC weapon attacks
The player now has to pay for their followers when using fast travel
Fixed a regression with Dispel; it now is an instant spell effect again
Corrected greetings in Antares’ Big Mod
The ProjectileManager no longer crashes when a sound ID fails to play or is not found
Fixed behavior of Activate and OnActivate commands (fixes freeze when opening “Hammers” container in Aanumuran Reclaimed mod)
Fixed possible game-breaking exception caused by trying to access NPC stats on a creature
Identification papers can now be picked back up after they are dropped
Fixed the interpreter to properly handle a reference change caused by an Activate command
Changed behavior of stat script commands to better handle stats above 100
Fixed gun sounds in Clean Hunter Rifles mod
Fixed selling success chance when bartering
Fixed objects doubling when loading a save game after editing the used game files
Silenced SDL events of types 0x302 and 0x304
Fixed a rare crash that occurred on cell loading
Activation flags are now reset when an object is copied
Removed the possibility to implicitly call GetJournalIndex by simply stating a script ID (solves issues with objects using the same ID as a script in Emma’s Lokken mod)
Blacklisted some unused scripts from the Bloodmoon expansion pack which relied upon the abovementioned implicit function call
Fixed the ResourceHelpers to allow the simultaneous use of forward and backward slashes in a model path
Fixed handling of enchantments’ spell effects to correctly display these effects in the GUI
OpenMW-CS: New or cloned Body Part records may now use the “.1st” suffix
OpenMW-CS: Fixed sorting verification results by Record Type
OpenMW-CS: Cloned and added pathgrids are no longer lost after reopening an omwgame file
OpenMW-CS: Camera position is now re-centered when changing interior cells via drag & drop
OpenMW-CS: Added missing Text field to allow editing a book’s actual text
OpenMW-CS: Skill books now show associated skill IDs instead of attribute IDs