ModsTweed wrote: ↑ February 9th, 2026, 10:37Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Spawns are determined by leveled lists in ESPs
ModsTweed wrote: ↑ February 9th, 2026, 10:37Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.rusty_shackleford wrote: ↑ February 9th, 2026, 18:12ModsTweed wrote: ↑ February 9th, 2026, 10:37Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Spawns are determined by leveled lists in ESPs
You can get mobbed in some places.Tweed wrote: ↑ February 9th, 2026, 18:24The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.rusty_shackleford wrote: ↑ February 9th, 2026, 18:12ModsTweed wrote: ↑ February 9th, 2026, 10:37Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Spawns are determined by leveled lists in ESPs
script bugs require script patches, not engine workTweed wrote: ↑ February 10th, 2026, 04:57OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
Told you to use thisTweed wrote: ↑ February 9th, 2026, 18:24The only thing I ran were the official DLCs and one plugin that puts back the missing medium armor master.rusty_shackleford wrote: ↑ February 9th, 2026, 18:12ModsTweed wrote: ↑ February 9th, 2026, 10:37Also, was it just me or are there a **** ton more enemies spawning in OpenMW compared to OG?
Spawns are determined by leveled lists in ESPs
rusty_shackleford wrote: ↑ March 5th, 2024, 07:45Try enabling the 'NPCs avoid collisions' option?Element wrote: ↑ March 5th, 2024, 07:42I've learned to leave followers on the landing dock unless I know where I'm going and know I'll need help in lugging something heavy. Otherwise they just block the path wherever you go, and have a knack for getting between the enemy and your lightsabreWhiteShark wrote: ↑ March 5th, 2024, 02:34
Speeder is certainly fast, but putting it on and taking it off is annoying. I got the drop ship spell too, but it doesn't seem to teleport my followers so it's effectively useless.
This also internally enables the 'NPCs give way' option(enabled by default, but requires this option enabled.) So moving into non-moving NPCs should cause them to move out of the way.
rusty_shackleford wrote: ↑ March 5th, 2024, 07:55rusty_shackleford wrote: ↑ March 5th, 2024, 07:45This also internally enables the 'NPCs give way' option(enabled by default, but requires this option enabled.) So moving into non-moving NPCs should cause them to move out of the way.
With a spear, I hope?Manny V wrote: ↑ February 10th, 2026, 12:55The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish
My dark work has only just begun...![]()
No, with my fists, ya dingusTKVNC wrote: ↑ February 10th, 2026, 13:05With a spear, I hope?Manny V wrote: ↑ February 10th, 2026, 12:55The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish
My dark work has only just begun...![]()
I can't read, apparently.Manny V wrote: ↑ February 10th, 2026, 13:21No, with my fists, ya dingusTKVNC wrote: ↑ February 10th, 2026, 13:05With a spear, I hope?Manny V wrote: ↑ February 10th, 2026, 12:55The following foul beasts have now been slain by my fists of fury:
Rat
Kwama Forager
Nix Hound
Cliff Racer (curse ye, o vile one)
Mudcrab
Small Slaughter fish
My dark work has only just begun...![]()
I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)TKVNC wrote: ↑ February 10th, 2026, 13:25I can't read, apparently.
I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.Manny V wrote: ↑ February 10th, 2026, 13:29I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
Hand to hand is broken in Morrowind because it doesn't scale with Strength. There are mods to fix it https://www.nexusmods.com/morrowind/mods/56324stormvermin wrote: ↑ February 10th, 2026, 14:42I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.Manny V wrote: ↑ February 10th, 2026, 13:29I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
OpenMW has a built in option to correct it, I just didn'tOyster Sauce wrote: ↑ February 10th, 2026, 14:54Hand to hand is broken in Morrowind because it doesn't scale with Strength. There are mods to fix it https://www.nexusmods.com/morrowind/mods/56324stormvermin wrote: ↑ February 10th, 2026, 14:42I was going to use h2h as well but it took way too long to off baddies, even though the actual skill levels quite fast. Switched to short blade and I'm still rping as a drunk muscle mage, just with a shank instead.Manny V wrote: ↑ February 10th, 2026, 13:29
I wouldn't have mentioned it for simply killing em the normal way, killing **** with fisticuffs is a slog lmao (especially when you're not even a class that's meant to use hand-to-hand lol)
I've been encountering that bug as well. The teleporter mage in the Balmora mage's guild slowly moved until she blocked the doorway into the room with the alchemist Khajiit.Tweed wrote: ↑ February 10th, 2026, 04:57OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
Patch for purists supposedly fixes this issue. It's included in the I Heart Vanilla modlist for OpenMW that rusty linked earlier.SpellSword wrote: ↑ February 10th, 2026, 16:03
I've been encountering that bug as well. The teleporter mage in the Balmora mage's guild slowly moved until she blocked the doorway into the room with the alchemist Khajiit.Tweed wrote: ↑ February 10th, 2026, 04:57OpenMW retains the issue of NPCs slowly moving off of platforms and across rooms as the cell gets reloaded a lot. It also has the 1.0 bug where asking dreamers about the sixth house over and over pisses them off and makes them attack you.
The solution I used is to open the console by pressing ~ then type the RA command. RA will reset the position of all NPCs to their defaults. I'm not sure if this will have any negative effects so I'd suggest using it sparingly.

Just play vanilla. I've reinstalled GOTY and it was all like before.wndrbr wrote: ↑ February 11th, 2026, 13:36Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.
I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.
What's going on?
I don't even want to play morrowind anymore.
I'm running OpenMW with the official plugins and the purist's bug patch. It's close enough to vanilla while reducing a lot of Bethesda's jank.DemoGraph wrote: ↑ February 11th, 2026, 13:47Just play vanilla. I've reinstalled GOTY and it was all like before.wndrbr wrote: ↑ February 11th, 2026, 13:36Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.
I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.
What's going on?
I don't even want to play morrowind anymore.
@loregamer halpFinarfin wrote: ↑ February 11th, 2026, 14:03Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
The only things that are necessary to install is MWSE, and the Code Patch.DemoGraph wrote: ↑ February 11th, 2026, 13:47Just play vanilla. I've reinstalled GOTY and it was all like before.wndrbr wrote: ↑ February 11th, 2026, 13:36Gotta love these modlists. You open the link expecting it to just have a list of mods and a modlist config for some automatic installer. Instead you get a huge instruction that requires you to download this, and that, and this, and that utility, and this toolpack, and also update your OS, and also authorize through Nexus to use your nexus api key, and then you also need to generate a cache file, and then configure and merge all this ****.
I remember installing mods for Morrowind back in the day. It only required to download a zip file, extract it into game's data files, and then check the box in morrowind launcher.
What's going on?
I don't even want to play morrowind anymore.
Is open source, want me to fork it?rusty_shackleford wrote: ↑ February 11th, 2026, 14:03@loregamer halpFinarfin wrote: ↑ February 11th, 2026, 14:03Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
yea it's just agpl, but how does it differ from the wabberjacker?loregamer wrote: ↑ February 11th, 2026, 14:05Is open source, want me to fork it?rusty_shackleford wrote: ↑ February 11th, 2026, 14:03@loregamer halpFinarfin wrote: ↑ February 11th, 2026, 14:03Still uses Nexus and if you do not have premium you have to click on download for each mod manually.
https://gitlab.com/modding-openmw/umo
EDIT: Can I do that with the license? @rusty_shackleford
There is, it's just buried in the patch notes/version history text files and consists of ten thousand entries along the lines ofTKVNC wrote: ↑ February 11th, 2026, 14:04I'm not sure if I trust Patch for Purists as feature creep is inevitable, and there's as far as I can tell, no ACTUALLY exhaustive list of its changes.
It does categorize the changes/fixes/however you'd like to describe them by type, e.g. creature fixes, script fixes, leveled list fixes, etc. which is appreciated but definitely should be listed on the mod page.BUG Hunter's Wind costs 1 Magicka to cast, making it the only Power to cost Magicka.
FIX Made it cost 0 like the other Powers.
Wabbajack Unlocked just has a javascript injection that clicks the button. I'll take a lookrusty_shackleford wrote: ↑ February 11th, 2026, 14:10yea it's just agpl, but how does it differ from the wabberjacker?