mirror of
https://gitlab.com/OpenMW/openmw.git
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109 lines
7.3 KiB
Markdown
109 lines
7.3 KiB
Markdown
OpenMW
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======
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OpenMW is an open-source open-world RPG game engine that supports playing Morrowind by Bethesda Softworks. You need to own the game for OpenMW to play Morrowind.
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OpenMW also comes with OpenMW-CS, a replacement for Bethesda's Construction Set.
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* Version: 0.49.0
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* License: GPLv3 (see [LICENSE](https://gitlab.com/OpenMW/openmw/-/raw/master/LICENSE) for more information)
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* Website: https://www.openmw.org
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* IRC: #openmw on irc.libera.chat
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* Discord: https://discord.gg/bWuqq2e
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Font Licenses:
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* DejaVuLGCSansMono.ttf: custom (see [files/data/fonts/DejaVuFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/DejaVuFontLicense.txt) for more information)
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* DemonicLetters.ttf: SIL Open Font License (see [files/data/fonts/DemonicLettersFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/DemonicLettersFontLicense.txt) for more information)
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* MysticCards.ttf: SIL Open Font License (see [files/data/fonts/MysticCardsFontLicense.txt](https://gitlab.com/OpenMW/openmw/-/raw/master/files/data/fonts/MysticCardsFontLicense.txt) for more information)
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Current Status
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--------------
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The main quests in Morrowind, Tribunal and Bloodmoon are all completable. Some issues with side quests are to be expected (but rare). Check the [bug tracker](https://gitlab.com/OpenMW/openmw/-/issues/?milestone_title=openmw-1.0) for a list of issues we need to resolve before the "1.0" release. Even before the "1.0" release however, OpenMW boasts some new [features](https://wiki.openmw.org/index.php?title=Features), such as improved graphics and user interfaces.
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Pre-existing modifications created for the original Morrowind engine can be hit-and-miss. The OpenMW script compiler performs more thorough error-checking than Morrowind does, meaning that a mod created for Morrowind may not necessarily run in OpenMW. Some mods also rely on quirky behaviour or engine bugs in order to work. We are considering such compatibility issues on a case-by-case basis - in some cases adding a workaround to OpenMW may be feasible, in other cases fixing the mod will be the only option. If you know of any mods that work or don't work, feel free to add them to the [Mod status](https://wiki.openmw.org/index.php?title=Mod_status) wiki page.
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Getting Started
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---------------
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* [Official forums](https://forum.openmw.org/)
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* [Installation instructions](https://openmw.readthedocs.io/en/latest/manuals/installation/index.html)
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* [Build from source](https://wiki.openmw.org/index.php?title=Development_Environment_Setup)
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* [Testing the game](https://wiki.openmw.org/index.php?title=Testing)
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* [How to contribute](https://wiki.openmw.org/index.php?title=Contribution_Wanted)
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* [Report a bug](https://gitlab.com/OpenMW/openmw/issues) - read the [guidelines](https://wiki.openmw.org/index.php?title=Bug_Reporting_Guidelines) before submitting your first bug!
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* [Known issues](https://gitlab.com/OpenMW/openmw/issues?label_name%5B%5D=Bug)
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The data path
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-------------
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The data path tells OpenMW where to find your Morrowind files. If you run the launcher, OpenMW should be able to pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly (installing Morrowind under WINE is considered a proper install).
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Command line options
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--------------------
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Syntax: openmw <options>
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Allowed options:
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--help print help message
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--version print version information and quit
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--data arg (=data) set data directories (later directories
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have higher priority)
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--data-local arg set local data directory (highest
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priority)
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--fallback-archive arg (=fallback-archive)
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set fallback BSA archives (later
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archives have higher priority)
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--resources arg (=resources) set resources directory
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--start arg set initial cell
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--content arg content file(s): esm/esp, or
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omwgame/omwaddon
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--no-sound [=arg(=1)] (=0) disable all sounds
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--script-verbose [=arg(=1)] (=0) verbose script output
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--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue
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scripts) at startup
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--script-all-dialogue [=arg(=1)] (=0) compile all dialogue scripts at startup
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--script-console [=arg(=1)] (=0) enable console-only script
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functionality
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--script-run arg select a file containing a list of
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console commands that is executed on
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startup
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--script-warn [=arg(=1)] (=1) handling of warnings when compiling
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scripts
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0 - ignore warning
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1 - show warning but consider script as
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correctly compiled anyway
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2 - treat warnings as errors
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--script-blacklist arg ignore the specified script (if the use
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of the blacklist is enabled)
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--script-blacklist-use [=arg(=1)] (=1)
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enable script blacklisting
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--load-savegame arg load a save game file on game startup
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(specify an absolute filename or a
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filename relative to the current
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working directory)
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--skip-menu [=arg(=1)] (=0) skip main menu on game startup
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--new-game [=arg(=1)] (=0) run new game sequence (ignored if
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skip-menu=0)
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--encoding arg (=win1252) Character encoding used in OpenMW game
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messages:
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win1250 - Central and Eastern European
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such as Polish, Czech, Slovak,
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Hungarian, Slovene, Bosnian, Croatian,
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Serbian (Latin script), Romanian and
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Albanian languages
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win1251 - Cyrillic alphabet such as
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Russian, Bulgarian, Serbian Cyrillic
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and other languages
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win1252 - Western European (Latin)
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alphabet, used by default
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--fallback arg fallback values
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--no-grab Don't grab mouse cursor
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--export-fonts [=arg(=1)] (=0) Export Morrowind .fnt fonts to PNG
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image and XML file in current directory
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--activate-dist arg (=-1) activation distance override
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--random-seed arg (=<impl defined>) seed value for random number generator
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