STEAM GROUP
Morrowind Multiplayer mwmulti
STEAM GROUP
Morrowind Multiplayer mwmulti
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July 8, 2016
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ABOUT Morrowind Multiplayer

Discuss and keep track of progress

The Elder Scrolls III: Morrowind, the predecessor to Oblivion and Skyrim, is arguably the deepest and most immersive game in the Elder Scrolls series.

For 15 years, it could not be played in multiplayer in any kind of decent way. Now, however, with Morrowind's engine having been recreated through the OpenMW[openmw.org] project, playable multiplayer has also been implemented through the TES3MP project based on OpenMW.

Use this group to find people to play with, to report bugs and to think about solutions to gameplay issues.

To play, get the latest Windows release from here.

If you have any questions, please refer to our Frequently Asked Questions, join our Discord[discord.gg] or ask around in our Help forum.
POPULAR DISCUSSIONS
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RECENT ANNOUNCEMENTS
Merry Christmas! Version 0.6.2 is now released, fixing bugs and allowing players to play NPC sounds
Summary

Although major version 0.7 will be an amazing step forward for TES3MP, its improvements to our scripting and networking systems have required rewriting those systems from the ground up, and that has been taking a realistic amount of time instead of the amount we were hoping for. It's fair to say that it has grown into our largest version ever.

As a result, I'm going back to my original plan – from before the rewrite was started – of having some straightforward improvements to 0.6, though all of them will naturally be added to 0.7 as well.

The first of these are in the form of minor version 0.6.2, but 0.6.3 will also come out soon.


NPC sounds and animations for your character

0.6.2 allows players to play NPC sounds and animations on themselves. Essentially, your character can now say almost anything that an NPC of your race and gender can say, using the new /speech (or /s for short) command, and you can also play any of the NPC idle animations using /anim (or /a for short), even if there aren't too many of those (though we may allow servers to implement custom ones later on).

To see the available inputs for the two new commands, simply use some invalid ones and the correct ones will be displayed. For instance, try typing in "/s test 3" to see what can be used in place of "test" and 3.


Scripting enhancements

Some scripting limitations present in 0.6.1 are now gone. Most importantly, servers can now run console commands on clients, allowing server scripts to do almost anything that client plugin scripts can do, as long as it doesn't involve reading values that the server doesn't have access to.

Beyond that, server admins can now prevent certain players from resting in beds (via /setbedrest), from resting in the wilderness (via /setwildrest) and from waiting (via /setwait).

The common exploit of drinking many attribute-fortifying potions can now be prevented by the server (and is prevented by default), with the server cancelling fortification effects that boost an attribute past a certain point.


Important bug fixes

Minimizing the game no longer pauses it, preventing players who have paused the game from being invulnerable and preventing NPCs from freezing if their AI was being processed on the minimized player's client.

Inventory exploits involving vendors and trainers have also been fixed, as well as those involving drag and dropping items while being arrested.

The charges of non-custom enchanted items are now correctly saved, loaded and synchronized.


Quick keys

Previously, any quick keys assigned via F1 were lost upon leaving a server. They are now saved and loaded.


OpenMW updates

As always with TES3MP versions, we have taken in all of OpenMW's changes and additions up to the present day. That includes everything in the recently released OpenMW 0.43.0:

https://github.com/OpenMW/openmw/releases/tag/openmw-0.43.0


How to switch over to 0.6.2

Switching over from 0.6.0/0.6.1 to 0.6.2 is easy. Simply download 0.6.2, unpack it somewhere, and then move over the mp-stuff/data folder from your previous version to the new one.

If you've customized the Lua scripts in some way, you'll have to make the same changes to their new versions.


More to come

0.6.2 is only a minor version, so its scope is limited and merely includes what has been mentioned above. A few other long-awaited features will, however, be available in 0.6.3 soon.

Merry Christmas!

427 Comments
Jawsborn Jul 11 @ 10:17am 
Thank you so much for devoting so much time to making a quality experience for people. Seriously, you rock! Thanks a million.
David C. Jul 11 @ 7:03am 
It's a done deal in 0.7, but that version has needed to solve dozens of other problems as well, which have mattered just as much to other people as custom items have to you.
Jawsborn Jul 11 @ 6:03am 
If we can get the custom items even to just save for the player who made them- even if they cant be traded, that would push me right in, and I'd be super happy to contribute a little money to the project.
David C. Jul 10 @ 6:26pm 
There are always problems on top of other problems that still need to be fixed, which makes it hard to draw a line. That being said, yes, I do need to draw a line now.
2cwldys Jul 10 @ 5:19pm 
Patience is a virtue ;)
Strykerx88 Jul 10 @ 4:06pm 
Great! You guys gonna be ready to push that out soon?
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