There's a page on the OpenMW wiki devoted to tracking mod functionality, and you can see some of the stuff that comes up. That said, since it's a complete rewrite, they had to re-implement all of the script parsing and execution, and there are some inevitable minor differences. Fortunately, many of those code bugs already don't exist in OpenMW.Īnything that relies on changes to the MW data files, including asset and content mods, and the Morrowind Patch Project (formerly called the "unofficial patch"), should work without issue. They don't work, because they rely on knowledge of the binary executable, which is (obviously) no longer the same thing.īasically, anything that relies on changing behavior in the executable (for example, MCP) will not work with OpenMW. It's script extenders that don't (here's a notable example).
To clarify, script changes should work fine.
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