https://wiki.openmw.org/api.php?action=feedcontributions&user=Akortunov&feedformat=atomOpenMW Wiki - User contributions [en]2024-03-29T01:36:24ZUser contributionsMediaWiki 1.39.3https://wiki.openmw.org/index.php?title=Development_Environment_Setup&diff=5301Development Environment Setup2020-05-22T18:23:38Z<p>Akortunov: </p>
<hr />
<div>This page will describe how to set a dev env for several OSes.<br />
The android build is described on a [[Android build|dedicated page]].<br />
<br />
=Third-Party Libraries and Tools=<br />
<br />
* OpenMW currently uses the following libraries:<br />
** [http://www.openscenegraph.org/ OpenSceneGraph 3.4] - OpenGL rendering toolkit<br />
** [http://www.libsdl.org/ SDL2] - input and windowing<br />
** [http://mygui.info/ MyGUI 3.2.1] - GUI toolkit<br />
** [http://www.bulletphysics.com/ Bullet 2.86] - the physics engine<br />
** [http://connect.creativelabs.com/openal/default.aspx OpenAL] or [http://kcat.strangesoft.net/openal.html#download OpenAL soft] - for sound playback<br />
** [http://www.ffmpeg.org/ FFmpeg] For sound decoding and BINK video playback.<br />
<br />
* OpenMW additionally uses the following tools:<br />
** [http://www.cmake.org/ CMake] - used to manage the build process<br />
** [http://git-scm.com/ Git] - used as the source control management system<br />
<br />
For those unfamiliar with Git, the Sphere RPG Engine group has a fairly useful short wiki page entitled [http://wiki.spheredev.org/index.php/Git_for_the_lazy "Git for the lazy"]. Make sure to also check out the [https://about.gitlab.com/handbook/questions/ GitLab FAQ].<br />
<br />
== General notes on dependencies ==<br />
<br />
<br />
=== MyGUI ===<br />
<br />
By default, MyGUI will build with the Ogre3D platform enabled, but Ogre3D is not a hard dependency. If you do not want to have Ogre installed, then configure MyGUI with the dummy platform, and disable tools & demos:<br />
<br />
<syntaxhighlight lang="cmake"><br />
cmake .. -DMYGUI_RENDERSYSTEM=1 -DMYGUI_BUILD_DEMOS=OFF -DMYGUI_BUILD_TOOLS=OFF -DMYGUI_BUILD_PLUGINS=OFF<br />
</syntaxhighlight><br />
<br />
=== OpenSceneGraph ===<br />
<br />
It is recommended to use the [https://github.com/OpenMW/osg OpenMW/osg] fork of OpenSceneGraph. OpenMW still works with "vanilla" OpenSceneGraph, but may run at slightly lower frame rate.<br />
<br />
Keep in mind the official OpenSceneGraph 3.6.3 release has a critical regression which causes major instabilities in OpenMW. Even if you don't want to use our fork, make sure to use a build linked against an older or a newer stable release (e.g. 3.4.1 or 3.6.4).<br />
<br />
==== OSG plugins ====<br />
<br />
OSG comes with numerous plugins, most of which are not required by OpenMW. If you install OSG from a package manager, then you will have tons of bloat on your system that OpenMW does not need (another reason to build your own).<br />
<br />
Only the following plugins are required for OpenMW to function properly:<br />
<br />
Texture formats:<br />
* osgdb_dds<br />
* osgdb_tga<br />
* osgdb_bmp<br />
* osgdb_jpeg<br />
* osgdb_png<br />
<br />
TrueType fonts support (used for profiler):<br />
<br />
* osgdb_freetype<br />
<br />
[[Native_Mesh_Format|.osg format]] support:<br />
* osgdb_osg<br />
* osgdb_serializers_osg<br />
<br />
Note, the jpeg/png plugins will not be built unless you have 'libpng' and 'libjpeg' headers installed on your system.<br />
<br />
If you are creating a release package, the library files for the plugins need to go in ''<library path>/osgPlugins-<OSG_VERSION>''.<br />
<br />
When using the OSG git master (to be 3.6), or the OpenMW OSG fork, you can use the following cmake arguments to avoid unneeded plugins from being built:<br />
<br />
-DBUILD_OSG_PLUGINS_BY_DEFAULT=0 -DBUILD_OSG_PLUGIN_OSG=1 -DBUILD_OSG_PLUGIN_DDS=1 -DBUILD_OSG_PLUGIN_TGA=1 -DBUILD_OSG_PLUGIN_BMP=1 -DBUILD_OSG_PLUGIN_JPEG=1 -DBUILD_OSG_PLUGIN_PNG=1 -DBUILD_OSG_PLUGIN_FREETYPE=1 -DBUILD_OSG_DEPRECATED_SERIALIZERS=0<br />
<br />
=== S3TC texture compression support ===<br />
<br />
OpenMW requires S3TC texture compression support. If you are using a proprietary video driver, you will usually have S3TC support out of the box. With open-source drivers on Linux, you may need to install S3TC support separately. An indicator for missing S3TC support are completely white or pink textures.<br />
<br />
On Ubuntu:<br />
<pre><br />
sudo apt-get install libtxc-dxtn-s2tc0<br />
</pre><br />
<br />
=Windows=<br />
<br />
==Visual Studio 2013-2019 scripted way==<br />
This is the recommended method to build OpenMW on Windows. This script is kept updated and has fewer ways of going wrong than setting up your development environment manually. If you have issues, make sure to report them somewhere official, such as the OpenMW forums, as otherwise we won't know anything needs fixing.<br />
<br />
=== What you need ===<br />
<br />
* Visual Studio 2013, 2015, 2017 or 2019 (Community edition is enough)<br />
** Make sure you've got the C++ toolset installed, which isn't necessarily installed by default.<br />
*** In VS 2017/2019, this is called "Desktop development with C++" and is available under the workloads tab in the Visual Studio installer. This can be added during initial installation or alternatively afterwards by typing "Visual Studio Installer" into the start menu search and choosing to modify Visual Studio 2017.<br />
*** In VS 2015, a similarly-named package is available and can be added during initial installation or afterwards by choosing to repair then modify your VS installation from the Windows Programs and Features menu.<br />
*** VS 2013 should always come with C++ support.<br />
* MSYSGit or Git for Windows as it's also called (<code>cinst git.install</code> if you have Chocolatey)<br />
** Other Git implementations will be sufficient to clone the OpenMW repo, but MSYSGit also provides the bash shell used to run the script.<br />
*** Note that WSL does not work for this as the script needs to execute windows executables.<br />
*** Note that a full Cygwin install does not work for this as it tries to emulate Unix file permissions, and the script was not written with this in mind.<br />
* 7-zip '''in your path'''<br />
**<code>cinst 7zip.install</code> works if you have Chocolatey, but make sure you reload your shell or otherwise refresh your environment variables afterwards.<br />
**If you don't use Chocolatey, install 7zip like any other application, then use the instructions in [https://www.howtogeek.com/118594/how-to-edit-your-system-path-for-easy-command-line-access/ this guide] to add it to your path.<br />
* CMake '''in your path'''<br />
**<code>cinst cmake.install --installargs 'ADD_CMAKE_TO_PATH=User'</code> for Chocolatey, but make sure you reload your shell or otherwise refresh your environment variables afterwards. If you'd rather CMake was in the path for all users instead of just the current one, swap <code>ADD_CMAKE_TO_PATH=User</code> for <code>ADD_CMAKE_TO_PATH=System</code>.<br />
**If you don't use Chocolatey, install CMake like any other application, making sure to choose "Add CMake to the system PATH for all users" or "Add CMake to the system PATH for the current user" when offered.<br />
* There might be an issue with the version of PowerShell bundled with Windows 7, so if you're using Windows 7 and the script hangs, consider updating PowerShell. If this helps, please tell someone, as we're not sure if this affects everyone or just one person.<br />
* ~10GB of free space per build platform (32/64-bit), for all the build artefacts.<br />
* Time. Around an hour most likely for a full release or debug build.<br />
<br />
=== What you do ===<br />
<br />
* Pick a directory to do this in.<br />
** Its path '''cannot contain spaces''' (this can't change until Qt can be installed with a path containing spaces).<br />
** Its path should either be short (e.g. <code>C:\OpenMW-dev\</code>) or you should enable long file paths in your registry (for example by following [https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ this guide]).<br />
* Clone the OpenMW repo. <code>git clone https://gitlab.com/OpenMW/openmw/</code> (or your own fork of it).<br />
* Open a Git Bash shell in the repo.<br />
** Remember that other Bash implementations such as WSL or Cygwin won't work.<br />
* Run the following command: <code>CI/before_script.msvc.sh -k -p Win64 -v 2019</code>.<br />
** Substitute Win64 with Win32 if doing a 32-bit build.<br />
** 2019 can also be substituted with 2015 for VS2015 or 2017 for VS2017<br />
** '''This will only install the runtime resources for the Debug configuration, so while others will be available in Visual Studio, they won't run.'''<br />
*** To install them for Release instead, add <code> -c Release</code> to the command. (see [[Development_Environment_Setup#Release_Optimization|Release Optimization]] )<br />
*** To install them for RelWithDebInfo instead, add <code> -c RelWithDebInfo</code> to the command.<br />
*** If we ever change the default, adding <code> -c Debug</code> will set up the Debug configuration.<br />
*** Only one configuration can be set up per command invocation, so feel free to run it again with another configuration specified to get all the ones you need.<br />
* Wait for the build environment to be set up.<br />
* Go to the build folder that was just created (<code>MSVC2019_64</code> if you've used VS 2019 and specified 64-bit) and open <code>OpenMW.sln</code>.<br />
* If you're using VS 2017 or VS 2019 and [https://developercommunity.visualstudio.com/content/problem/268817/debugger-no-longer-respects-localdebuggerworkingdi.html this Visual Studio bug hasn't been fixed yet], there's an extra step to work around it.<br />
** In Visual Studio, for each executable target you intend to use (e.g. <code>openmw</code>, <code>openmw-cs</code>, <code>openmw-launcher</code> etc.), right click on it in the Solution Explorer and choose Properties to open its Property Pages.<br />
** At the top left of the popup, you'll see that Configuration is set to something. Changing this to All Configurations ensures that you won't have to repeat this for every single build type later.<br />
** In the left hand list, under Configuration Properties, there'll be a Debugging category. Select it.<br />
** In the right hand list, you'll see that Working Directory is set to <code>$(TargetDir)</code>. Change this to something else, then press Apply at the bottom right of the popup.<br />
** Change it back to <code>$(TargetDir)</code> and then press Apply again.<br />
* Make sure the Configuration dropdown at the top of Visual Studio is set to the one you want to use.<br />
** Debug builds are slow, but the easiest to use with a debugger.<br />
** Release builds are fast, but cannot be effectively used with a debugger.<br />
** RelWithDebInfo builds are fast, and can be used with a debugger, but some lines may be executed in a different order to how they appear in the source code, and some may be skipped altogether, making debugging more difficult.<br />
* If you want to use Visual Studio's debugger, make sure you've set a startup project in the Solution Explorer by right clicking one and choosing Set as Startup Project. (The default startup project is <code>ALL_BUILD</code> which doesn't have an executable as it's a meta project used to build all other OpenMW projects at once, so cannot be started.)<br />
* Develop.<br />
<br />
=== If this doesn't work ===<br />
First, double check that you've followed the instructions properly. Some common problems are in bold. If you still have issues, make sure to report them somewhere official, such as the OpenMW forums, as otherwise we won't know anything needs fixing.<br />
<br />
=== Updating dependencies ===<br />
Once in a while, the versions of dependencies listed in the script will be updated. For some of these, they can be updated just by running the script again. However, for some others, the process has not been automated yet. The rough steps to do so manually are as follows:<br />
<br />
* If you don't have any particular reason to keep the existing build directory (the <code>MSVC<year><_64></code> directory), simply delete it and use the script to regenerate it. You will get a new build environment using updated dependencies.<br />
* If you need to keep the build directory, the process is more involved:<br />
** Delete the directory the dependency was extracted to (<code>MSVC<year><_64>/deps/<dependency name></code>)<br />
** Remove any lines mentioning the dependency from <code>MSVC<year><_64>/CMakeCache.txt</code><br />
** Run the script again.<br />
<br />
=== Release Optimization ===<br />
<br />
Official builds are done with [https://www.google.com/search?q=Link%20Time%20Optimization Link Time Optimization (LTO)] turned on. As it is time-costly option, automatic builds and the instructions above do not have LTO enabled. It may affect performance. One PC user testing in Seyda Neen saw ~50fps without and ~150fps with LTO. Android might required different instructions to see performance increase.<br />
<br />
Enabling LTO can be done by ticking a checkbox in the CMake GUI, or passing -DOPENMW_LTO_BUILD=1 on the command line.<br />
<br />
''NOTE'': This can take a release build from half an hour to two hours, potentially '''trash debugability''' if using RelWithDebInfo, and definitely if actually using Debug.<br />
<br />
* Open the CMake GUI. This should show up if you type cmake gui into the Start menu.<br />
* Set the build directory to the one with your OpenMW solution file. It should pick up all the settings the build script set.<br />
* Tick the OPENMW_LTO_BUILD option (might be fastest to type LTO into the filter bar).<br />
* Press Generate.<br />
* VS will then ask to reload the solution.<br />
<br />
''From Discord #development Jan-2020 with AnyOldName3 and Capo''<br />
<br />
=== Previous versions of this guide ===<br />
<br />
https://forum.openmw.org/viewtopic.php?f=6&t=4074 quick placeholder<br />
<br />
https://gist.github.com/ananace/de7f30454e99b3952405<br />
<br />
==NMake 2013-2019 scripted way==<br />
<br />
This method is basically the same as the one above, but produces NMake Makefiles for those who want a more Unix-like development setup. You will need to choose and set up your own editor and debugger etc.<br />
<br />
=== What you need ===<br />
<br />
* Everything required for the above method, except you can optionally exclude the Visual Studio GUI and only install the build tools.<br />
<br />
=== What you do ===<br />
<br />
* Pick a directory to do this in.<br />
** Its path '''cannot contain spaces''' (this can't change until Qt can be installed with a path containing spaces).<br />
** Its path should either be short (e.g. <code>C:\OpenMW-dev\</code>) or you should enable long file paths in your registry (for example by following [https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ this guide]).<br />
* Clone the OpenMW repo. <code>git clone https://gitlab.com/OpenMW/openmw/</code> (or your own fork of it).<br />
* Open a console capable of command-line C++ development in the Git repo.<br />
** The simplest way of achieving this is to open the start menu, locate the folder for your chosen Visual Studio release, and open a Development Command Prompt for your chosen architecture (e.g. x64 Native Tools Command Prompt to build 64-bit OpenMW on a 64-bit machine). You can then use <code>cd <directory path></code> to navigate to the cloned repo.<br />
** Microsoft recommend against permanently setting up the necessary environment variables to have access to C++ tools as updates to those tools may break many things if you do.<br />
* Open a Git Bash shell from within the development console. If Git Bash is the only Bash shell you have installed, the command <code>bash</code> should suffice.<br />
** Remember that other Bash implementations such as WSL or Cygwin won't work.<br />
** Remember that if you don't open Bash from within the development console, the necessary environment variables for tools to access NMake and the compiler won't be set.<br />
* Run the following command: <code>CI/before_script.msvc.sh -k -p Win64 -v 2019 -n</code>.<br />
** Substitute Win64 with Win32 if doing a 32-bit build.<br />
** 2019 can also be substituted with 2015 for the build tools provided with VS2015 or 2017 for those from VS2017<br />
** '''This will only set up the Debug configuration. NMake is a single-configuration build system, so you only get one build type per set of Makefiles.'''<br />
*** To set up Release instead, add <code> -c Release</code> to the command.<br />
*** To set up RelWithDebInfo instead, add <code> -c RelWithDebInfo</code> to the command.<br />
*** If we ever change the default, adding <code> -c Debug</code> will set up the Debug configuration.<br />
*** Even though only one configuration can be set up per command invocation, you can feel free to run it again with another configuration specified to get all the ones you need.<br />
* Use <code>cd</code> to navigate to the build folder that was just created (<code>MSVC2019_64_NMake_Debug</code> if you've used the build tools from VS 2019 and specified 64-bit and the Debug configuration).<br />
* Develop<br />
* Use <code>nmake <target name></code> build a target. If no target name is specified, all will be built.<br />
<br />
<br />
==Visual Studio 2008/2010/2012/2013==<br />
Setting up a Windows development environment manually is not recommended. If one were to follow these instructions, it would not lead to a working OpenMW build. If you have experience setting up the required libraries (including the ones not listed here), you may be able to work around any issues, but it's also possible that you won't be able to. It is unlikely that trying is worth your time.<br />
<br />
===Tools===<br />
<br />
* Visual Studio 2008/2010/2012/2013 - normal or free (C++) express versions. Note that if you use Visual Studio 2012 or newer you will have to build Qt yourself.<br />
* CMake: [http://www.cmake.org/cmake/resources/software.html CMake] at least v2.8, but grab the latest stable release.<br />
* Git - Our version control software: [http://code.google.com/p/msysgit/downloads/list Git] at least v1.8.x, but grab the latest stable release.<br />
<br />
===Libraries===<br />
<br />
<i>(Needs updating, +osg)</i><br />
* [http://sourceforge.net/projects/boost/files/boost-binaries/ Boost]: Use the installer for your Visual Studio version and set the environment variable '''BOOST_ROOT''' to the <install_path>.<br />
* [http://www.bulletphysics.com/ Bullet] Download bullet and build the BulletCollision, BulletDynamics and LinearMath projects. Make sure the Runtime library is set to "Multi-threaded Debug DLL (/MDd)" or "Multi-threaded DLL (/MD)" for the debug and the release configuration, respectively. Also "Enable Run-Time Type Information" has to be set to "Yes (/GR)". Afterwards put the libraries into the <install_path\lib\Release> folder, strip the ending off (like _vs2010) and set the environment variable '''BULLET_ROOT''' to the <install_path>.<br />
* [http://gnuwin32.sourceforge.net/downlinks/freetype.php Freetype]: Freetype2, and set the environment variable '''FREETYPE_DIR''' to the <install_path>.<br />
* [http://www.ogre3d.org/tikiwiki/MyGUI MyGUI]: Download and build following compilation instructions and set the '''MYGUI_HOME''' environment variable.<br />
* [http://kcat.strangesoft.net/misc-downloads/ OpenAL]: Download OpenAL11CoreSDK and set the environment variable '''OPENALDIR'''.<br />
* [http://qt-project.org/downloads Qt]. Download the latest Qt4 version for your Visual Studio version and install the environment variable '''QTDIR'''. Example: qt-win-opensource-4.8.4-vs2010.exe<br />
* [https://code.google.com/p/msinttypes/ msinttypes] Download and extract to your visual studio 'install_root\VC\include' directory and overwrite the files there. This will give you C99 compliant inttypes. This is only required for building FFmpeg and not required for Visual Studio 2012 or later.<br />
* [http://ffmpeg.zeranoe.com/builds/ FFmpeg] Download and extract the dev and shared of ffmpeg. The latest builds don't work. A known working version is commit 1eabd71, available in the "previous versions" links on that page. The environment variable is '''FFMPEG_HOME'''. (Note: A later build ffmpeg-20120914-git-8bdba0b-win64 appears to work ok with openmw-0.30 without crashing)<br />
* [http://www.libsdl.org/download-2.0.php SDL2] Download and extract the SDL2 VS "Development Libraries". [http://www.libsdl.org/release/SDL2-devel-2.0.1-VC.zip SDL2-devel-2.0.1-VC.zip] Then set the '''SDL2_LIBRARY''' variable to the location of the SDL2.dll file.<br />
<br />
<br />
Once this is done, you're ready to get the source code.<br />
<br />
* Get the OpenMW [[Source code]] using GIT or Tortoise Git<br />
<br />
Download and install all of these and make sure the environment (the system and Cmake) knows where they are. If you develop under a non-admin account, use System variables rather than User variables (in Control Panel->System and Security->System->System Properties->Advanced (tab)->Environment Variables). Add the following, adjusted to the paths in your system:<br />
<br />
<syntaxhighlight lang="dos"><br />
BOOST_ROOT D:\sdk\boost-1.55<br />
BULLET_ROOT D:\sdk\bullet<br />
FFMPEG_HOME D:\sdk\ffmpeg<br />
MYGUI_HOME D:\sdk\MyGUI_3.2.0<br />
OPENALDIR D:\sdk\OpenAL<br />
QTDIR D:\build\qt-4.8<br />
SDL2DIR D:\sdk\SDL2<br />
</syntaxhighlight><br />
<br />
Check that '''PATH''' includes the path to git.exe for CMakeGUI to find it.<br />
<br />
Bullet libraries won't be found by CMake if you didn't put the built libraries manually into <BULLET_ROOT>\lib\Release\ as indicated above. Alternatively modify cmake\FindBullet.cmake to look for ${BULLET_ROOT}/lib.<br />
<br />
Similarly, either set '''MYGUI_INCLUDE_DIRS''' and '''MYGUI_PLATFORM_INCLUDE_DIRS''' manually in CMakeGUI or modify cmake\FindMyGUI.cmake to look for ${MYGUISDK}/include/MYGUI.<br />
<br />
Need to remove SDL2main.lib from VS->Properties->Configuration Properties->Linker->Additional Dependencies if you run into linking errors building owmlauncher. One way is to edit CMakeLists.txt so that '''SDL2_BUILDING_LIBRARY''' is set before running CMakeGUI. Another way is to set the '''SDL2_LIBRARY''' env variable instead of '''SDL2DIR''' as indicated above.<br />
<br />
<syntaxhighlight lang="dos"><br />
set(SDL2_BUILDING_LIBRARY ON)<br />
find_package(SDL2 REQUIRED)<br />
</syntaxhighlight><br />
<br />
===Running and using CMake===<br />
<br />
First, before opening Cmake, create a sibling directory called "OpenMW - build" next to the root "openmw" so that an out-of-source build can be done. This step is not needed if you're using CMakeGUI, as a separate build directory can be specified at the start.<br />
<br />
<syntaxhighlight lang="dos"><br />
"<Cmake's Install Directory>\bin\cmake.exe" ..\openmw -G "Visual Studio 9 2008"<br />
</syntaxhighlight><br />
<br />
This will create a Visual Studio solution which you can use to compile OpenMW.<br />
(Hint: If you are building a debug version, add /bigobj to openmw project in VS->Properties->Configuration Properties->C/C++->Command Line->Additional Options)<br />
<br />
===Git on Windows===<br />
<br />
====via Cygwin====<br />
<br />
Git is available on Windows via [http://www.cygwin.com/ cygwin]. Git can be used directly on Windows instead of grabbing source zip files from Gihub. <br />
The cygwin environment will allow you to use the same git command line commands as are recommended for the Linux environment. Note however that the cygwin <br />
version of CMake does not appear to support VS2008 as a valid target; therefore, cygwin can only be used for Git commands and a standard Windows command prompt should be used for invoking CMake.<br />
<br />
====via msysGit====<br />
<br />
There is also a stand-alone compiled package called [http://code.google.com/p/msysgit/ msysgit]. This will give you a Cygwin-like console with the git command, which you may find easier than via Cygwin.<br />
<br />
<br />
====via TortoiseGit====<br />
<br />
There is also a GUI git client for the one used to TortoiseSVN or TortoiseCVS which is called [http://code.google.com/p/tortoisegit/ TortoiseGIT]. <br />
It will give you a nice GUI inside the Windows explorer. This is the easy way.<br />
<br />
====via Eclipse====<br />
<br />
First of all, you need the [http://www.eclipse.org/egit/ egit plugin]. Install it, restart eclipse, "file -> import -> git -> clone"<br />
<br />
=Linux=<br />
<br />
==Installing Dependencies==<br />
<br />
===Arch===<br />
There is a development package available for OpenMW on the AUR.<br />
It can be found at [https://aur.archlinux.org/packages/openmw-git/].<br />
<br />
Information about building packages from the Arch User Repository (AUR) can be found at the [http://wiki.archlinux.org/index.php/Arch_User_Repository Arch wiki].<br />
<br />
===Ubuntu===<br />
<br />
====Key requirements====<br />
<br />
Because some dependencies of OpenMW are not in the Ubuntu repositories we made a development repository on Launchpad which provides packages for the missing dependencies.<br />
<br />
To be able to install these packages you need to add the openmw Launchpad PPA by running:<br />
<syntaxhighlight lang="bash"><br />
sudo add-apt-repository ppa:openmw/openmw<br />
</syntaxhighlight><br />
<br />
and to make sure that the ppa will be used run:<br />
<syntaxhighlight lang="bash"><br />
sudo apt-get update<br />
</syntaxhighlight><br />
<br />
====Packages====<br />
You will need g++ in order to compile OpenMW.<br />
<br />
To setup a build environment and install all dependencies type:<br />
<syntaxhighlight lang="bash"><br />
<br />
sudo apt-get install git libopenal-dev libopenscenegraph-3.4-dev \<br />
libsdl2-dev libqt4-dev libboost-filesystem-dev libboost-thread-dev \<br />
libboost-program-options-dev libboost-system-dev libboost-iostreams-dev \<br />
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev \<br />
libbullet-dev libmygui-dev libunshield-dev cmake build-essential \<br />
libqt4-opengl-dev libtinyxml-dev<br />
<br />
</syntaxhighlight><br />
<br />
===Debian Stretch===<br />
Debian Stretch has all the packages necessary to build OpenMW.<br />
<br />
====Install OpenMW dependencies====<br />
sudo apt-get install git libopenal-dev libopenscenegraph-3.4-dev \<br />
libsdl2-dev libqt4-dev libboost-filesystem-dev libboost-thread-dev \<br />
libboost-program-options-dev libboost-system-dev libboost-iostreams-dev \<br />
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev \<br />
libbullet-dev libmygui-dev libunshield-dev cmake build-essential \<br />
libqt4-opengl-dev<br />
<br />
<!-- TODO UPDATE<br />
===Gentoo===<br />
<br />
All required dependencies, as well as an ebuild for OpenMW (<tt>games-engine/openmw</tt>) <br />
are available in the Portage tree. However to setup a development environment without <br />
emerging the OpenMW package, follow the steps below.<br />
Please note that this is a setup that worked, in other words: some use flags may be optional.<br />
<br />
<syntaxhighlight lang="bash"><br />
# make sure libsdl is compiled with the X and video USE flags<br />
echo "media-libs/libsdl2 X video" >> /etc/portage/package.use<br />
# make sure that the USE flags just set are applied if they need to<br />
emerge --ask --verbose --changed-use @world<br />
<br />
# emerge dependencies, but don't pollute the world file which means that the <br />
# dependencies will not be updated (it's usually not needed)<br />
emerge -av --oneshot dev-vcs/git ">=dev-games/mygui-3.2.2" \<br />
">=dev-libs/boost-1.56.0-r1" dev-libs/tinyxml ">=dev-qt/qtcore-4.8.6-r2:4" \<br />
">=dev-qt/qtgui-4.8.6-r4:4" media-libs/freetype:2 media-libs/libsdl2 \<br />
media-libs/openal ">=sci-physics/bullet-2.80" virtual/ffmpeg \<br />
dev-qt/qtxmlpatterns:4 app-arch/unshield virtual/pkgconfig <br />
</syntaxhighlight><br />
<br />
Starting with OpenMW-0.37 (including current git builds) openscenegraph is required. <br />
<syntaxhighlight lang="bash"><br />
# set use flags needed to build OSG<br />
echo "dev-games/openscenegraph ffmpeg jpeg png qt4 sdl svg truetype zlib" >> /etc/portage/package.use<br />
# build OSG<br />
emerge -av1 ">=dev-games/openscenegraph-3.2.1"<br />
</syntaxhighlight><br />
<br />
It should be possible now to build OpenMW using cmake or other tools.<br />
<br />
In order to be able to build the documentation, execute<br />
<syntaxhighlight lang="bash"><br />
emerge -av1 app-doc/doxygen media-gfx/graphviz<br />
</syntaxhighlight><br />
<br />
--><br />
<br />
===Fedora Workstation===<br />
<br />
====Key requirements====<br />
<br />
Because some dependencies of OpenMW are not in the Fedora Workstation repositories, you need to [http://rpmfusion.org/Configuration/ enable RPMFusion] free and non-free repositories which provide packages for the missing dependencies.<br />
<br />
====Packages====<br />
You will need g++ in order to compile OpenMW.<br />
<br />
To setup a build environment and install all dependencies type:<br />
<syntaxhighlight lang="bash"><br />
<br />
sudo dnf groupinstall development-tools; <br />
sudo dnf install openal-devel OpenSceneGraph-qt-devel SDL2-devel qt4-devel \<br />
boost-filesystem git boost-thread boost-program-options boost-system ffmpeg-devel \<br />
ffmpeg-libs bullet-devel gcc-c++ mygui-devel unshield-devel tinyxml-devel cmake<br />
<br />
</syntaxhighlight><br />
<br />
==Fetching the source==<br />
<br />
Download the source from the main downloads page: [http://code.google.com/p/openmw/downloads/list], or get the latest git snapshot:<br />
<br />
<syntaxhighlight lang="bash"><br />
<br />
git clone https://gitlab.com/OpenMW/openmw<br />
<br />
cd openmw<br />
<br />
</syntaxhighlight><br />
<br />
==Building==<br />
<br />
===With make===<br />
<br />
Note that this is an out-of-source build. Generally, this is the preferred method when working with cmake.<br />
<syntaxhighlight lang="bash"><br />
mkdir build<br />
cd build<br />
cmake ../<br />
</syntaxhighlight><br />
This creates a regular makefile.<br />
<br />
Now we can start compiling. Normally you can just run<br />
<br />
<syntaxhighlight lang="bash"><br />
make<br />
</syntaxhighlight><br />
<br />
but if you have multiple cores, you can decrease your compile time by doing this:<br />
<br />
<syntaxhighlight lang="bash"><br />
make -j`getconf _NPROCESSORS_ONLN`<br />
</syntaxhighlight><br />
<br />
Note** If you are having undefined reference errors while compiling, its possible that you have previously installed a different openscenegraph version than what openMW depends on. <br />
<br />
To remove it, you can use <br />
<br />
<syntaxhighlight><br />
<br />
#removes just package<br />
apt-get remove <yourOSGversion><br />
<br />
#or <br />
<br />
#removes configurations as well<br />
apt-get remove --purge <yourOSGversion> <br />
</syntaxhighlight><br />
<br />
<br />
If this doesn't work, it might be necessary to manually remove the libraries installed by the package.<br />
<br />
You can usually find them in one of these:<br />
<syntaxhighlight><br />
/usr/lib<br />
/usr/local/library<br />
/usr/lib/<cpu_architecture>-linux-gnu<br />
</syntaxhighlight><br />
<br />
= macOS =<br />
<br />
== Prerequisites ==<br />
<br />
You must have recent version (7.0 or higher) of [https://itunes.apple.com/us/app/xcode/id497799835?mt=12 Xcode] & Xcode command line tools. <br />
<br />
Miminal macOS version is determined by minimal Xcode version. Supported deployment target is 10.8.<br />
<br />
CMake & pkg-config are required. You can install these via [https://brew.sh Homebrew]:<br />
<br />
<pre><br />
$ brew install cmake<br />
$ brew install pkg-config<br />
</pre><br />
<br />
== Dependencies ==<br />
<br />
The easiest way to handle OpenMW dependencies is to use [https://github.com/OpenMW/openmw-deps-mac OpenMW-deps-Mac], which is what is used for official release builds. Either follow the instructions in that repository to build from source, or download the prebuilt dependencies [https://downloads.openmw.org/osx/dependencies/ here].<br />
<br />
=== Qt ===<br />
<br />
Supported Qt version for macOS builds is 5.5.1. Newer versions require C++11 to be enabled.<br />
<br />
Note that you can install Qt from homebrew too but we previously had some issues with deployment of OpenMW binaries built against homebrewed Qt.<br />
It's completely fine if you don't intend to deploy to other machines, though.<br />
<br />
<pre><br />
$ brew install qt@5.5<br />
</pre><br />
<br />
It's recommended, however, to use [https://download.qt.io/archive/qt/5.5/5.5.1/qt-opensource-mac-x64-clang-5.5.1.dmg package] from Qt Project site if you're planning to deploy your builds to other machines.<br />
<br />
== Build ==<br />
<br />
First of all you'll need to clone OpenMW source code, either from our main repository or from your fork:<br />
<br />
<pre>$ git clone https://gitlab.com/OpenMW/openmw/</pre><br />
<br />
Then you can <tt>cd</tt> into source directory and look around. Please note that out-of-source build is recommended:<br />
<br />
<pre>$ mkdir build<br />
$ cd build</pre><br />
I assume that <tt>openmw</tt> & <tt>build</tt> directories are siblings. Call CMake:<br />
<br />
<pre>$ cmake \<br />
-D CMAKE_PREFIX_PATH="$PATH_TO_DEPENDENCIES_DIR;$PATH_TO_QT_INSTALLATION" \<br />
-D CMAKE_OSX_SYSROOT="$MAC_OS_VERSION" \<br />
-D DESIRED_QT_VERSION=5 \<br />
-D CMAKE_BUILD_TYPE=Debug \<br />
-D BUILD_MYGUI_PLUGIN=FALSE \<br />
-G"Unix Makefiles" \<br />
../openmw/</pre><br />
<br />
Where <tt>$PATH_TO_DEPENDENCIES_DIR</tt> and <tt>$PATH_TO_QT_INSTALLATION</tt> are directories listed earlier in this guide. <tt>$PATH_TO_DEPENDENCIES_DIR</tt> is a directory like "openmw-deps" containing "lib" and "include" sub-directories, and <tt>$PATH_TO_QT_INSTALLATION</tt> is a path to a Qt 5.5.1 installation (for example <tt>~/Qt/Qt5.5.1/5.5/clang_64/lib/cmake</tt>). Note that these paths must be absolute; if they are relative paths then the correct files will not be found.<br />
<br />
<tt>$MAC_OS_VERSION</tt> is the version of macOS in the format <tt>macosx10.##</tt>. For instance, if you are running macOS 10.13 (High Sierra), <tt>$MAC_OS_VERSION</tt> would need to be set to <tt>macosx10.13</tt>.<br />
<br />
You may need to include this line in the `cmake` arguments: <tt>-D SDL2_INCLUDE_DIR="$PATH_TO_DEPENDENCIES_DIR/include/SDL2" \</tt>.<br />
<br />
You may need to <tt>brew install bullet</tt>.<br />
<br />
Then build:<br />
<br />
<pre>$ make</pre><br />
<br />
And try:<br />
<br />
<pre>$ open OpenMW.app<br />
$ open OpenMW-CS.app</pre><br />
<br />
Or run binaries directly to see the output:<br />
<br />
<pre>$ OpenMW.app/Contents/MacOS/openmw-launcher<br />
$ OpenMW.app/Contents/MacOS/openmw<br />
$ OpenMW-CS.app/Contents/MacOS/OpenMW-CS</pre><br />
=== Deployment ===<br />
<br />
If you want to make a release build and deploy it, you must set CMake variable <tt>OPENMW_OSX_DEPLOYMENT</tt> to <tt>TRUE</tt>:<br />
<br />
<pre>$ cmake \<br />
-D CMAKE_PREFIX_PATH="$PATH_TO_DEPENDENCIES_DIR;$PATH_TO_QT_INSTALLATION" \<br />
-D CMAKE_OSX_SYSROOT="$MAC_OS_VERSION" \<br />
-D CMAKE_OSX_DEPLOYMENT_TARGET="10.9" \<br />
-D DESIRED_QT_VERSION=5 \<br />
-D CMAKE_BUILD_TYPE=Release \<br />
-D BUILD_ESMTOOL=FALSE \<br />
-D BUILD_MYGUI_PLUGIN=FALSE \<br />
-D OPENMW_OSX_DEPLOYMENT=TRUE \<br />
-G"Unix Makefiles" ../openmw/</pre><br />
<br />
If these instructions aren't up to date, refer to the [https://github.com/OpenMW/openmw/blob/22eb037c185e795d8b3dfaf9a8f9f8a964576d46/CI/before_script.osx.sh CI scripts in the repo].<br />
<br />
Build & package:<br />
<br />
<pre>$ make package</pre><br />
After this command completes, you'll have a *.dmg file in current directory. You can publish this file as OpenMW release, send it to your friend, etc.<br />
<br />
Note that if you'll try to launch release versions of OpenMW.app or OpenMW-CS.app directrly from build directory they won't work, because they're built in deployment configuration when all dependencies are expected to be inside application bundle, but they're not until everything is packed in *.dmg.<br />
<br />
== Troubleshooting ==<br />
If you experiencing configuration or build errors, or just in doubt, please refer to our Travis CI build script, it's proven to be working and should help you setup build environment on almost any compatible Mac with OS X 10.9 or higher (older versions could work too, but we're unable to test on them).<br />
<br />
Umbrella script: https://gitlab.com/OpenMW/openmw/blob/master/.travis.yml<br />
<br />
Dependency setup: https://gitlab.com/OpenMW/openmw/blob/master/CI/before_install.osx.sh<br />
<br />
Build: https://gitlab.com/OpenMW/openmw/blob/master/CI/before_script.osx.sh<br />
<br />
=Data=<br />
<br />
For a detailed description of how to obtain the data files check [[Installation_Instructions#Install_Game_Files]].</div>Akortunovhttps://wiki.openmw.org/index.php?title=Development_Environment_Setup&diff=5300Development Environment Setup2020-05-22T18:20:59Z<p>Akortunov: </p>
<hr />
<div>This page will describe how to set a dev env for several OSes.<br />
The android build is described on a [[Android build|dedicated page]].<br />
<br />
=Third-Party Libraries and Tools=<br />
<br />
* OpenMW currently uses the following libraries:<br />
** [http://www.openscenegraph.org/ OpenSceneGraph 3.4] - OpenGL rendering toolkit<br />
** [http://www.libsdl.org/ SDL2] - input and windowing<br />
** [http://mygui.info/ MyGUI 3.2.1] - GUI toolkit<br />
** [http://www.bulletphysics.com/ Bullet 2.86] - the physics engine<br />
** [http://connect.creativelabs.com/openal/default.aspx OpenAL] or [http://kcat.strangesoft.net/openal.html#download OpenAL soft] - for sound playback<br />
** [http://www.ffmpeg.org/ FFmpeg] For sound decoding and BINK video playback.<br />
<br />
* OpenMW additionally uses the following tools:<br />
** [http://www.cmake.org/ CMake] - used to manage the build process<br />
** [http://git-scm.com/ Git] - used as the source control management system<br />
<br />
For those unfamiliar with Git, the Sphere RPG Engine group has a fairly useful short wiki page entitled [http://wiki.spheredev.org/index.php/Git_for_the_lazy "Git for the lazy"]. Make sure to also check out the [https://about.gitlab.com/handbook/questions/ GitLab FAQ].<br />
<br />
== General notes on dependencies ==<br />
<br />
<br />
=== MyGUI ===<br />
<br />
By default, MyGUI will build with the Ogre3D platform enabled, but Ogre3D is not a hard dependency. If you do not want to have Ogre installed, then configure MyGUI with the dummy platform, and disable tools & demos:<br />
<br />
<syntaxhighlight lang="cmake"><br />
cmake .. -DMYGUI_RENDERSYSTEM=1 -DMYGUI_BUILD_DEMOS=OFF -DMYGUI_BUILD_TOOLS=OFF -DMYGUI_BUILD_PLUGINS=OFF<br />
</syntaxhighlight><br />
<br />
=== OpenSceneGraph ===<br />
<br />
It is recommended to use the [https://github.com/OpenMW/osg OpenMW/osg] fork of OpenSceneGraph. OpenMW still works with "vanilla" OpenSceneGraph, but may run at slightly lower frame rate.<br />
<br />
Keep in mind the official OpenSceneGraph 3.6.3 release has a critical regression which causes major instabilities in OpenMW. Even if you don't want to use our fork, make sure to use a build linked against an older or a newer stable release (e.g. 3.4.1 or 3.6.4).<br />
<br />
==== OSG plugins ====<br />
<br />
OSG comes with numerous plugins, most of which are not required by OpenMW. If you install OSG from a package manager, then you will have tons of bloat on your system that OpenMW does not need (another reason to build your own).<br />
<br />
Only the following plugins are required for OpenMW to function properly:<br />
<br />
Texture formats:<br />
* osgdb_dds<br />
* osgdb_tga<br />
* osgdb_bmp<br />
* osgdb_jpeg<br />
* osgdb_png<br />
<br />
TrueType fonts support (used for profiler):<br />
<br />
* osgdb_freetype<br />
<br />
[[Native_Mesh_Format|.osg format]] support:<br />
* osgdb_osg.so<br />
* osgdb_serializers_osg.so<br />
<br />
Note, the jpeg/png plugins will not be built unless you have 'libpng' and 'libjpeg' headers installed on your system.<br />
<br />
If you are creating a release package, the library files for the plugins need to go in ''<library path>/osgPlugins-<OSG_VERSION>''.<br />
<br />
When using the OSG git master (to be 3.6), or the OpenMW OSG fork, you can use the following cmake arguments to avoid unneeded plugins from being built:<br />
<br />
-DBUILD_OSG_PLUGINS_BY_DEFAULT=0 -DBUILD_OSG_PLUGIN_OSG=1 -DBUILD_OSG_PLUGIN_DDS=1 -DBUILD_OSG_PLUGIN_TGA=1 -DBUILD_OSG_PLUGIN_BMP=1 -DBUILD_OSG_PLUGIN_JPEG=1 -DBUILD_OSG_PLUGIN_PNG=1 -DBUILD_OSG_PLUGIN_FREETYPE=1 -DBUILD_OSG_DEPRECATED_SERIALIZERS=0<br />
<br />
=== S3TC texture compression support ===<br />
<br />
OpenMW requires S3TC texture compression support. If you are using a proprietary video driver, you will usually have S3TC support out of the box. With open-source drivers on Linux, you may need to install S3TC support separately. An indicator for missing S3TC support are completely white or pink textures.<br />
<br />
On Ubuntu:<br />
<pre><br />
sudo apt-get install libtxc-dxtn-s2tc0<br />
</pre><br />
<br />
=Windows=<br />
<br />
==Visual Studio 2013-2019 scripted way==<br />
This is the recommended method to build OpenMW on Windows. This script is kept updated and has fewer ways of going wrong than setting up your development environment manually. If you have issues, make sure to report them somewhere official, such as the OpenMW forums, as otherwise we won't know anything needs fixing.<br />
<br />
=== What you need ===<br />
<br />
* Visual Studio 2013, 2015, 2017 or 2019 (Community edition is enough)<br />
** Make sure you've got the C++ toolset installed, which isn't necessarily installed by default.<br />
*** In VS 2017/2019, this is called "Desktop development with C++" and is available under the workloads tab in the Visual Studio installer. This can be added during initial installation or alternatively afterwards by typing "Visual Studio Installer" into the start menu search and choosing to modify Visual Studio 2017.<br />
*** In VS 2015, a similarly-named package is available and can be added during initial installation or afterwards by choosing to repair then modify your VS installation from the Windows Programs and Features menu.<br />
*** VS 2013 should always come with C++ support.<br />
* MSYSGit or Git for Windows as it's also called (<code>cinst git.install</code> if you have Chocolatey)<br />
** Other Git implementations will be sufficient to clone the OpenMW repo, but MSYSGit also provides the bash shell used to run the script.<br />
*** Note that WSL does not work for this as the script needs to execute windows executables.<br />
*** Note that a full Cygwin install does not work for this as it tries to emulate Unix file permissions, and the script was not written with this in mind.<br />
* 7-zip '''in your path'''<br />
**<code>cinst 7zip.install</code> works if you have Chocolatey, but make sure you reload your shell or otherwise refresh your environment variables afterwards.<br />
**If you don't use Chocolatey, install 7zip like any other application, then use the instructions in [https://www.howtogeek.com/118594/how-to-edit-your-system-path-for-easy-command-line-access/ this guide] to add it to your path.<br />
* CMake '''in your path'''<br />
**<code>cinst cmake.install --installargs 'ADD_CMAKE_TO_PATH=User'</code> for Chocolatey, but make sure you reload your shell or otherwise refresh your environment variables afterwards. If you'd rather CMake was in the path for all users instead of just the current one, swap <code>ADD_CMAKE_TO_PATH=User</code> for <code>ADD_CMAKE_TO_PATH=System</code>.<br />
**If you don't use Chocolatey, install CMake like any other application, making sure to choose "Add CMake to the system PATH for all users" or "Add CMake to the system PATH for the current user" when offered.<br />
* There might be an issue with the version of PowerShell bundled with Windows 7, so if you're using Windows 7 and the script hangs, consider updating PowerShell. If this helps, please tell someone, as we're not sure if this affects everyone or just one person.<br />
* ~10GB of free space per build platform (32/64-bit), for all the build artefacts.<br />
* Time. Around an hour most likely for a full release or debug build.<br />
<br />
=== What you do ===<br />
<br />
* Pick a directory to do this in.<br />
** Its path '''cannot contain spaces''' (this can't change until Qt can be installed with a path containing spaces).<br />
** Its path should either be short (e.g. <code>C:\OpenMW-dev\</code>) or you should enable long file paths in your registry (for example by following [https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ this guide]).<br />
* Clone the OpenMW repo. <code>git clone https://gitlab.com/OpenMW/openmw/</code> (or your own fork of it).<br />
* Open a Git Bash shell in the repo.<br />
** Remember that other Bash implementations such as WSL or Cygwin won't work.<br />
* Run the following command: <code>CI/before_script.msvc.sh -k -p Win64 -v 2019</code>.<br />
** Substitute Win64 with Win32 if doing a 32-bit build.<br />
** 2019 can also be substituted with 2015 for VS2015 or 2017 for VS2017<br />
** '''This will only install the runtime resources for the Debug configuration, so while others will be available in Visual Studio, they won't run.'''<br />
*** To install them for Release instead, add <code> -c Release</code> to the command. (see [[Development_Environment_Setup#Release_Optimization|Release Optimization]] )<br />
*** To install them for RelWithDebInfo instead, add <code> -c RelWithDebInfo</code> to the command.<br />
*** If we ever change the default, adding <code> -c Debug</code> will set up the Debug configuration.<br />
*** Only one configuration can be set up per command invocation, so feel free to run it again with another configuration specified to get all the ones you need.<br />
* Wait for the build environment to be set up.<br />
* Go to the build folder that was just created (<code>MSVC2019_64</code> if you've used VS 2019 and specified 64-bit) and open <code>OpenMW.sln</code>.<br />
* If you're using VS 2017 or VS 2019 and [https://developercommunity.visualstudio.com/content/problem/268817/debugger-no-longer-respects-localdebuggerworkingdi.html this Visual Studio bug hasn't been fixed yet], there's an extra step to work around it.<br />
** In Visual Studio, for each executable target you intend to use (e.g. <code>openmw</code>, <code>openmw-cs</code>, <code>openmw-launcher</code> etc.), right click on it in the Solution Explorer and choose Properties to open its Property Pages.<br />
** At the top left of the popup, you'll see that Configuration is set to something. Changing this to All Configurations ensures that you won't have to repeat this for every single build type later.<br />
** In the left hand list, under Configuration Properties, there'll be a Debugging category. Select it.<br />
** In the right hand list, you'll see that Working Directory is set to <code>$(TargetDir)</code>. Change this to something else, then press Apply at the bottom right of the popup.<br />
** Change it back to <code>$(TargetDir)</code> and then press Apply again.<br />
* Make sure the Configuration dropdown at the top of Visual Studio is set to the one you want to use.<br />
** Debug builds are slow, but the easiest to use with a debugger.<br />
** Release builds are fast, but cannot be effectively used with a debugger.<br />
** RelWithDebInfo builds are fast, and can be used with a debugger, but some lines may be executed in a different order to how they appear in the source code, and some may be skipped altogether, making debugging more difficult.<br />
* If you want to use Visual Studio's debugger, make sure you've set a startup project in the Solution Explorer by right clicking one and choosing Set as Startup Project. (The default startup project is <code>ALL_BUILD</code> which doesn't have an executable as it's a meta project used to build all other OpenMW projects at once, so cannot be started.)<br />
* Develop.<br />
<br />
=== If this doesn't work ===<br />
First, double check that you've followed the instructions properly. Some common problems are in bold. If you still have issues, make sure to report them somewhere official, such as the OpenMW forums, as otherwise we won't know anything needs fixing.<br />
<br />
=== Updating dependencies ===<br />
Once in a while, the versions of dependencies listed in the script will be updated. For some of these, they can be updated just by running the script again. However, for some others, the process has not been automated yet. The rough steps to do so manually are as follows:<br />
<br />
* If you don't have any particular reason to keep the existing build directory (the <code>MSVC<year><_64></code> directory), simply delete it and use the script to regenerate it. You will get a new build environment using updated dependencies.<br />
* If you need to keep the build directory, the process is more involved:<br />
** Delete the directory the dependency was extracted to (<code>MSVC<year><_64>/deps/<dependency name></code>)<br />
** Remove any lines mentioning the dependency from <code>MSVC<year><_64>/CMakeCache.txt</code><br />
** Run the script again.<br />
<br />
=== Release Optimization ===<br />
<br />
Official builds are done with [https://www.google.com/search?q=Link%20Time%20Optimization Link Time Optimization (LTO)] turned on. As it is time-costly option, automatic builds and the instructions above do not have LTO enabled. It may affect performance. One PC user testing in Seyda Neen saw ~50fps without and ~150fps with LTO. Android might required different instructions to see performance increase.<br />
<br />
Enabling LTO can be done by ticking a checkbox in the CMake GUI, or passing -DOPENMW_LTO_BUILD=1 on the command line.<br />
<br />
''NOTE'': This can take a release build from half an hour to two hours, potentially '''trash debugability''' if using RelWithDebInfo, and definitely if actually using Debug.<br />
<br />
* Open the CMake GUI. This should show up if you type cmake gui into the Start menu.<br />
* Set the build directory to the one with your OpenMW solution file. It should pick up all the settings the build script set.<br />
* Tick the OPENMW_LTO_BUILD option (might be fastest to type LTO into the filter bar).<br />
* Press Generate.<br />
* VS will then ask to reload the solution.<br />
<br />
''From Discord #development Jan-2020 with AnyOldName3 and Capo''<br />
<br />
=== Previous versions of this guide ===<br />
<br />
https://forum.openmw.org/viewtopic.php?f=6&t=4074 quick placeholder<br />
<br />
https://gist.github.com/ananace/de7f30454e99b3952405<br />
<br />
==NMake 2013-2019 scripted way==<br />
<br />
This method is basically the same as the one above, but produces NMake Makefiles for those who want a more Unix-like development setup. You will need to choose and set up your own editor and debugger etc.<br />
<br />
=== What you need ===<br />
<br />
* Everything required for the above method, except you can optionally exclude the Visual Studio GUI and only install the build tools.<br />
<br />
=== What you do ===<br />
<br />
* Pick a directory to do this in.<br />
** Its path '''cannot contain spaces''' (this can't change until Qt can be installed with a path containing spaces).<br />
** Its path should either be short (e.g. <code>C:\OpenMW-dev\</code>) or you should enable long file paths in your registry (for example by following [https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/ this guide]).<br />
* Clone the OpenMW repo. <code>git clone https://gitlab.com/OpenMW/openmw/</code> (or your own fork of it).<br />
* Open a console capable of command-line C++ development in the Git repo.<br />
** The simplest way of achieving this is to open the start menu, locate the folder for your chosen Visual Studio release, and open a Development Command Prompt for your chosen architecture (e.g. x64 Native Tools Command Prompt to build 64-bit OpenMW on a 64-bit machine). You can then use <code>cd <directory path></code> to navigate to the cloned repo.<br />
** Microsoft recommend against permanently setting up the necessary environment variables to have access to C++ tools as updates to those tools may break many things if you do.<br />
* Open a Git Bash shell from within the development console. If Git Bash is the only Bash shell you have installed, the command <code>bash</code> should suffice.<br />
** Remember that other Bash implementations such as WSL or Cygwin won't work.<br />
** Remember that if you don't open Bash from within the development console, the necessary environment variables for tools to access NMake and the compiler won't be set.<br />
* Run the following command: <code>CI/before_script.msvc.sh -k -p Win64 -v 2019 -n</code>.<br />
** Substitute Win64 with Win32 if doing a 32-bit build.<br />
** 2019 can also be substituted with 2015 for the build tools provided with VS2015 or 2017 for those from VS2017<br />
** '''This will only set up the Debug configuration. NMake is a single-configuration build system, so you only get one build type per set of Makefiles.'''<br />
*** To set up Release instead, add <code> -c Release</code> to the command.<br />
*** To set up RelWithDebInfo instead, add <code> -c RelWithDebInfo</code> to the command.<br />
*** If we ever change the default, adding <code> -c Debug</code> will set up the Debug configuration.<br />
*** Even though only one configuration can be set up per command invocation, you can feel free to run it again with another configuration specified to get all the ones you need.<br />
* Use <code>cd</code> to navigate to the build folder that was just created (<code>MSVC2019_64_NMake_Debug</code> if you've used the build tools from VS 2019 and specified 64-bit and the Debug configuration).<br />
* Develop<br />
* Use <code>nmake <target name></code> build a target. If no target name is specified, all will be built.<br />
<br />
<br />
==Visual Studio 2008/2010/2012/2013==<br />
Setting up a Windows development environment manually is not recommended. If one were to follow these instructions, it would not lead to a working OpenMW build. If you have experience setting up the required libraries (including the ones not listed here), you may be able to work around any issues, but it's also possible that you won't be able to. It is unlikely that trying is worth your time.<br />
<br />
===Tools===<br />
<br />
* Visual Studio 2008/2010/2012/2013 - normal or free (C++) express versions. Note that if you use Visual Studio 2012 or newer you will have to build Qt yourself.<br />
* CMake: [http://www.cmake.org/cmake/resources/software.html CMake] at least v2.8, but grab the latest stable release.<br />
* Git - Our version control software: [http://code.google.com/p/msysgit/downloads/list Git] at least v1.8.x, but grab the latest stable release.<br />
<br />
===Libraries===<br />
<br />
<i>(Needs updating, +osg)</i><br />
* [http://sourceforge.net/projects/boost/files/boost-binaries/ Boost]: Use the installer for your Visual Studio version and set the environment variable '''BOOST_ROOT''' to the <install_path>.<br />
* [http://www.bulletphysics.com/ Bullet] Download bullet and build the BulletCollision, BulletDynamics and LinearMath projects. Make sure the Runtime library is set to "Multi-threaded Debug DLL (/MDd)" or "Multi-threaded DLL (/MD)" for the debug and the release configuration, respectively. Also "Enable Run-Time Type Information" has to be set to "Yes (/GR)". Afterwards put the libraries into the <install_path\lib\Release> folder, strip the ending off (like _vs2010) and set the environment variable '''BULLET_ROOT''' to the <install_path>.<br />
* [http://gnuwin32.sourceforge.net/downlinks/freetype.php Freetype]: Freetype2, and set the environment variable '''FREETYPE_DIR''' to the <install_path>.<br />
* [http://www.ogre3d.org/tikiwiki/MyGUI MyGUI]: Download and build following compilation instructions and set the '''MYGUI_HOME''' environment variable.<br />
* [http://kcat.strangesoft.net/misc-downloads/ OpenAL]: Download OpenAL11CoreSDK and set the environment variable '''OPENALDIR'''.<br />
* [http://qt-project.org/downloads Qt]. Download the latest Qt4 version for your Visual Studio version and install the environment variable '''QTDIR'''. Example: qt-win-opensource-4.8.4-vs2010.exe<br />
* [https://code.google.com/p/msinttypes/ msinttypes] Download and extract to your visual studio 'install_root\VC\include' directory and overwrite the files there. This will give you C99 compliant inttypes. This is only required for building FFmpeg and not required for Visual Studio 2012 or later.<br />
* [http://ffmpeg.zeranoe.com/builds/ FFmpeg] Download and extract the dev and shared of ffmpeg. The latest builds don't work. A known working version is commit 1eabd71, available in the "previous versions" links on that page. The environment variable is '''FFMPEG_HOME'''. (Note: A later build ffmpeg-20120914-git-8bdba0b-win64 appears to work ok with openmw-0.30 without crashing)<br />
* [http://www.libsdl.org/download-2.0.php SDL2] Download and extract the SDL2 VS "Development Libraries". [http://www.libsdl.org/release/SDL2-devel-2.0.1-VC.zip SDL2-devel-2.0.1-VC.zip] Then set the '''SDL2_LIBRARY''' variable to the location of the SDL2.dll file.<br />
<br />
<br />
Once this is done, you're ready to get the source code.<br />
<br />
* Get the OpenMW [[Source code]] using GIT or Tortoise Git<br />
<br />
Download and install all of these and make sure the environment (the system and Cmake) knows where they are. If you develop under a non-admin account, use System variables rather than User variables (in Control Panel->System and Security->System->System Properties->Advanced (tab)->Environment Variables). Add the following, adjusted to the paths in your system:<br />
<br />
<syntaxhighlight lang="dos"><br />
BOOST_ROOT D:\sdk\boost-1.55<br />
BULLET_ROOT D:\sdk\bullet<br />
FFMPEG_HOME D:\sdk\ffmpeg<br />
MYGUI_HOME D:\sdk\MyGUI_3.2.0<br />
OPENALDIR D:\sdk\OpenAL<br />
QTDIR D:\build\qt-4.8<br />
SDL2DIR D:\sdk\SDL2<br />
</syntaxhighlight><br />
<br />
Check that '''PATH''' includes the path to git.exe for CMakeGUI to find it.<br />
<br />
Bullet libraries won't be found by CMake if you didn't put the built libraries manually into <BULLET_ROOT>\lib\Release\ as indicated above. Alternatively modify cmake\FindBullet.cmake to look for ${BULLET_ROOT}/lib.<br />
<br />
Similarly, either set '''MYGUI_INCLUDE_DIRS''' and '''MYGUI_PLATFORM_INCLUDE_DIRS''' manually in CMakeGUI or modify cmake\FindMyGUI.cmake to look for ${MYGUISDK}/include/MYGUI.<br />
<br />
Need to remove SDL2main.lib from VS->Properties->Configuration Properties->Linker->Additional Dependencies if you run into linking errors building owmlauncher. One way is to edit CMakeLists.txt so that '''SDL2_BUILDING_LIBRARY''' is set before running CMakeGUI. Another way is to set the '''SDL2_LIBRARY''' env variable instead of '''SDL2DIR''' as indicated above.<br />
<br />
<syntaxhighlight lang="dos"><br />
set(SDL2_BUILDING_LIBRARY ON)<br />
find_package(SDL2 REQUIRED)<br />
</syntaxhighlight><br />
<br />
===Running and using CMake===<br />
<br />
First, before opening Cmake, create a sibling directory called "OpenMW - build" next to the root "openmw" so that an out-of-source build can be done. This step is not needed if you're using CMakeGUI, as a separate build directory can be specified at the start.<br />
<br />
<syntaxhighlight lang="dos"><br />
"<Cmake's Install Directory>\bin\cmake.exe" ..\openmw -G "Visual Studio 9 2008"<br />
</syntaxhighlight><br />
<br />
This will create a Visual Studio solution which you can use to compile OpenMW.<br />
(Hint: If you are building a debug version, add /bigobj to openmw project in VS->Properties->Configuration Properties->C/C++->Command Line->Additional Options)<br />
<br />
===Git on Windows===<br />
<br />
====via Cygwin====<br />
<br />
Git is available on Windows via [http://www.cygwin.com/ cygwin]. Git can be used directly on Windows instead of grabbing source zip files from Gihub. <br />
The cygwin environment will allow you to use the same git command line commands as are recommended for the Linux environment. Note however that the cygwin <br />
version of CMake does not appear to support VS2008 as a valid target; therefore, cygwin can only be used for Git commands and a standard Windows command prompt should be used for invoking CMake.<br />
<br />
====via msysGit====<br />
<br />
There is also a stand-alone compiled package called [http://code.google.com/p/msysgit/ msysgit]. This will give you a Cygwin-like console with the git command, which you may find easier than via Cygwin.<br />
<br />
<br />
====via TortoiseGit====<br />
<br />
There is also a GUI git client for the one used to TortoiseSVN or TortoiseCVS which is called [http://code.google.com/p/tortoisegit/ TortoiseGIT]. <br />
It will give you a nice GUI inside the Windows explorer. This is the easy way.<br />
<br />
====via Eclipse====<br />
<br />
First of all, you need the [http://www.eclipse.org/egit/ egit plugin]. Install it, restart eclipse, "file -> import -> git -> clone"<br />
<br />
=Linux=<br />
<br />
==Installing Dependencies==<br />
<br />
===Arch===<br />
There is a development package available for OpenMW on the AUR.<br />
It can be found at [https://aur.archlinux.org/packages/openmw-git/].<br />
<br />
Information about building packages from the Arch User Repository (AUR) can be found at the [http://wiki.archlinux.org/index.php/Arch_User_Repository Arch wiki].<br />
<br />
===Ubuntu===<br />
<br />
====Key requirements====<br />
<br />
Because some dependencies of OpenMW are not in the Ubuntu repositories we made a development repository on Launchpad which provides packages for the missing dependencies.<br />
<br />
To be able to install these packages you need to add the openmw Launchpad PPA by running:<br />
<syntaxhighlight lang="bash"><br />
sudo add-apt-repository ppa:openmw/openmw<br />
</syntaxhighlight><br />
<br />
and to make sure that the ppa will be used run:<br />
<syntaxhighlight lang="bash"><br />
sudo apt-get update<br />
</syntaxhighlight><br />
<br />
====Packages====<br />
You will need g++ in order to compile OpenMW.<br />
<br />
To setup a build environment and install all dependencies type:<br />
<syntaxhighlight lang="bash"><br />
<br />
sudo apt-get install git libopenal-dev libopenscenegraph-3.4-dev \<br />
libsdl2-dev libqt4-dev libboost-filesystem-dev libboost-thread-dev \<br />
libboost-program-options-dev libboost-system-dev libboost-iostreams-dev \<br />
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev \<br />
libbullet-dev libmygui-dev libunshield-dev cmake build-essential \<br />
libqt4-opengl-dev libtinyxml-dev<br />
<br />
</syntaxhighlight><br />
<br />
===Debian Stretch===<br />
Debian Stretch has all the packages necessary to build OpenMW.<br />
<br />
====Install OpenMW dependencies====<br />
sudo apt-get install git libopenal-dev libopenscenegraph-3.4-dev \<br />
libsdl2-dev libqt4-dev libboost-filesystem-dev libboost-thread-dev \<br />
libboost-program-options-dev libboost-system-dev libboost-iostreams-dev \<br />
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libswresample-dev \<br />
libbullet-dev libmygui-dev libunshield-dev cmake build-essential \<br />
libqt4-opengl-dev<br />
<br />
<!-- TODO UPDATE<br />
===Gentoo===<br />
<br />
All required dependencies, as well as an ebuild for OpenMW (<tt>games-engine/openmw</tt>) <br />
are available in the Portage tree. However to setup a development environment without <br />
emerging the OpenMW package, follow the steps below.<br />
Please note that this is a setup that worked, in other words: some use flags may be optional.<br />
<br />
<syntaxhighlight lang="bash"><br />
# make sure libsdl is compiled with the X and video USE flags<br />
echo "media-libs/libsdl2 X video" >> /etc/portage/package.use<br />
# make sure that the USE flags just set are applied if they need to<br />
emerge --ask --verbose --changed-use @world<br />
<br />
# emerge dependencies, but don't pollute the world file which means that the <br />
# dependencies will not be updated (it's usually not needed)<br />
emerge -av --oneshot dev-vcs/git ">=dev-games/mygui-3.2.2" \<br />
">=dev-libs/boost-1.56.0-r1" dev-libs/tinyxml ">=dev-qt/qtcore-4.8.6-r2:4" \<br />
">=dev-qt/qtgui-4.8.6-r4:4" media-libs/freetype:2 media-libs/libsdl2 \<br />
media-libs/openal ">=sci-physics/bullet-2.80" virtual/ffmpeg \<br />
dev-qt/qtxmlpatterns:4 app-arch/unshield virtual/pkgconfig <br />
</syntaxhighlight><br />
<br />
Starting with OpenMW-0.37 (including current git builds) openscenegraph is required. <br />
<syntaxhighlight lang="bash"><br />
# set use flags needed to build OSG<br />
echo "dev-games/openscenegraph ffmpeg jpeg png qt4 sdl svg truetype zlib" >> /etc/portage/package.use<br />
# build OSG<br />
emerge -av1 ">=dev-games/openscenegraph-3.2.1"<br />
</syntaxhighlight><br />
<br />
It should be possible now to build OpenMW using cmake or other tools.<br />
<br />
In order to be able to build the documentation, execute<br />
<syntaxhighlight lang="bash"><br />
emerge -av1 app-doc/doxygen media-gfx/graphviz<br />
</syntaxhighlight><br />
<br />
--><br />
<br />
===Fedora Workstation===<br />
<br />
====Key requirements====<br />
<br />
Because some dependencies of OpenMW are not in the Fedora Workstation repositories, you need to [http://rpmfusion.org/Configuration/ enable RPMFusion] free and non-free repositories which provide packages for the missing dependencies.<br />
<br />
====Packages====<br />
You will need g++ in order to compile OpenMW.<br />
<br />
To setup a build environment and install all dependencies type:<br />
<syntaxhighlight lang="bash"><br />
<br />
sudo dnf groupinstall development-tools; <br />
sudo dnf install openal-devel OpenSceneGraph-qt-devel SDL2-devel qt4-devel \<br />
boost-filesystem git boost-thread boost-program-options boost-system ffmpeg-devel \<br />
ffmpeg-libs bullet-devel gcc-c++ mygui-devel unshield-devel tinyxml-devel cmake<br />
<br />
</syntaxhighlight><br />
<br />
==Fetching the source==<br />
<br />
Download the source from the main downloads page: [http://code.google.com/p/openmw/downloads/list], or get the latest git snapshot:<br />
<br />
<syntaxhighlight lang="bash"><br />
<br />
git clone https://gitlab.com/OpenMW/openmw<br />
<br />
cd openmw<br />
<br />
</syntaxhighlight><br />
<br />
==Building==<br />
<br />
===With make===<br />
<br />
Note that this is an out-of-source build. Generally, this is the preferred method when working with cmake.<br />
<syntaxhighlight lang="bash"><br />
mkdir build<br />
cd build<br />
cmake ../<br />
</syntaxhighlight><br />
This creates a regular makefile.<br />
<br />
Now we can start compiling. Normally you can just run<br />
<br />
<syntaxhighlight lang="bash"><br />
make<br />
</syntaxhighlight><br />
<br />
but if you have multiple cores, you can decrease your compile time by doing this:<br />
<br />
<syntaxhighlight lang="bash"><br />
make -j`getconf _NPROCESSORS_ONLN`<br />
</syntaxhighlight><br />
<br />
Note** If you are having undefined reference errors while compiling, its possible that you have previously installed a different openscenegraph version than what openMW depends on. <br />
<br />
To remove it, you can use <br />
<br />
<syntaxhighlight><br />
<br />
#removes just package<br />
apt-get remove <yourOSGversion><br />
<br />
#or <br />
<br />
#removes configurations as well<br />
apt-get remove --purge <yourOSGversion> <br />
</syntaxhighlight><br />
<br />
<br />
If this doesn't work, it might be necessary to manually remove the libraries installed by the package.<br />
<br />
You can usually find them in one of these:<br />
<syntaxhighlight><br />
/usr/lib<br />
/usr/local/library<br />
/usr/lib/<cpu_architecture>-linux-gnu<br />
</syntaxhighlight><br />
<br />
= macOS =<br />
<br />
== Prerequisites ==<br />
<br />
You must have recent version (7.0 or higher) of [https://itunes.apple.com/us/app/xcode/id497799835?mt=12 Xcode] & Xcode command line tools. <br />
<br />
Miminal macOS version is determined by minimal Xcode version. Supported deployment target is 10.8.<br />
<br />
CMake & pkg-config are required. You can install these via [https://brew.sh Homebrew]:<br />
<br />
<pre><br />
$ brew install cmake<br />
$ brew install pkg-config<br />
</pre><br />
<br />
== Dependencies ==<br />
<br />
The easiest way to handle OpenMW dependencies is to use [https://github.com/OpenMW/openmw-deps-mac OpenMW-deps-Mac], which is what is used for official release builds. Either follow the instructions in that repository to build from source, or download the prebuilt dependencies [https://downloads.openmw.org/osx/dependencies/ here].<br />
<br />
=== Qt ===<br />
<br />
Supported Qt version for macOS builds is 5.5.1. Newer versions require C++11 to be enabled.<br />
<br />
Note that you can install Qt from homebrew too but we previously had some issues with deployment of OpenMW binaries built against homebrewed Qt.<br />
It's completely fine if you don't intend to deploy to other machines, though.<br />
<br />
<pre><br />
$ brew install qt@5.5<br />
</pre><br />
<br />
It's recommended, however, to use [https://download.qt.io/archive/qt/5.5/5.5.1/qt-opensource-mac-x64-clang-5.5.1.dmg package] from Qt Project site if you're planning to deploy your builds to other machines.<br />
<br />
== Build ==<br />
<br />
First of all you'll need to clone OpenMW source code, either from our main repository or from your fork:<br />
<br />
<pre>$ git clone https://gitlab.com/OpenMW/openmw/</pre><br />
<br />
Then you can <tt>cd</tt> into source directory and look around. Please note that out-of-source build is recommended:<br />
<br />
<pre>$ mkdir build<br />
$ cd build</pre><br />
I assume that <tt>openmw</tt> & <tt>build</tt> directories are siblings. Call CMake:<br />
<br />
<pre>$ cmake \<br />
-D CMAKE_PREFIX_PATH="$PATH_TO_DEPENDENCIES_DIR;$PATH_TO_QT_INSTALLATION" \<br />
-D CMAKE_OSX_SYSROOT="$MAC_OS_VERSION" \<br />
-D DESIRED_QT_VERSION=5 \<br />
-D CMAKE_BUILD_TYPE=Debug \<br />
-D BUILD_MYGUI_PLUGIN=FALSE \<br />
-G"Unix Makefiles" \<br />
../openmw/</pre><br />
<br />
Where <tt>$PATH_TO_DEPENDENCIES_DIR</tt> and <tt>$PATH_TO_QT_INSTALLATION</tt> are directories listed earlier in this guide. <tt>$PATH_TO_DEPENDENCIES_DIR</tt> is a directory like "openmw-deps" containing "lib" and "include" sub-directories, and <tt>$PATH_TO_QT_INSTALLATION</tt> is a path to a Qt 5.5.1 installation (for example <tt>~/Qt/Qt5.5.1/5.5/clang_64/lib/cmake</tt>). Note that these paths must be absolute; if they are relative paths then the correct files will not be found.<br />
<br />
<tt>$MAC_OS_VERSION</tt> is the version of macOS in the format <tt>macosx10.##</tt>. For instance, if you are running macOS 10.13 (High Sierra), <tt>$MAC_OS_VERSION</tt> would need to be set to <tt>macosx10.13</tt>.<br />
<br />
You may need to include this line in the `cmake` arguments: <tt>-D SDL2_INCLUDE_DIR="$PATH_TO_DEPENDENCIES_DIR/include/SDL2" \</tt>.<br />
<br />
You may need to <tt>brew install bullet</tt>.<br />
<br />
Then build:<br />
<br />
<pre>$ make</pre><br />
<br />
And try:<br />
<br />
<pre>$ open OpenMW.app<br />
$ open OpenMW-CS.app</pre><br />
<br />
Or run binaries directly to see the output:<br />
<br />
<pre>$ OpenMW.app/Contents/MacOS/openmw-launcher<br />
$ OpenMW.app/Contents/MacOS/openmw<br />
$ OpenMW-CS.app/Contents/MacOS/OpenMW-CS</pre><br />
=== Deployment ===<br />
<br />
If you want to make a release build and deploy it, you must set CMake variable <tt>OPENMW_OSX_DEPLOYMENT</tt> to <tt>TRUE</tt>:<br />
<br />
<pre>$ cmake \<br />
-D CMAKE_PREFIX_PATH="$PATH_TO_DEPENDENCIES_DIR;$PATH_TO_QT_INSTALLATION" \<br />
-D CMAKE_OSX_SYSROOT="$MAC_OS_VERSION" \<br />
-D CMAKE_OSX_DEPLOYMENT_TARGET="10.9" \<br />
-D DESIRED_QT_VERSION=5 \<br />
-D CMAKE_BUILD_TYPE=Release \<br />
-D BUILD_ESMTOOL=FALSE \<br />
-D BUILD_MYGUI_PLUGIN=FALSE \<br />
-D OPENMW_OSX_DEPLOYMENT=TRUE \<br />
-G"Unix Makefiles" ../openmw/</pre><br />
<br />
If these instructions aren't up to date, refer to the [https://github.com/OpenMW/openmw/blob/22eb037c185e795d8b3dfaf9a8f9f8a964576d46/CI/before_script.osx.sh CI scripts in the repo].<br />
<br />
Build & package:<br />
<br />
<pre>$ make package</pre><br />
After this command completes, you'll have a *.dmg file in current directory. You can publish this file as OpenMW release, send it to your friend, etc.<br />
<br />
Note that if you'll try to launch release versions of OpenMW.app or OpenMW-CS.app directrly from build directory they won't work, because they're built in deployment configuration when all dependencies are expected to be inside application bundle, but they're not until everything is packed in *.dmg.<br />
<br />
== Troubleshooting ==<br />
If you experiencing configuration or build errors, or just in doubt, please refer to our Travis CI build script, it's proven to be working and should help you setup build environment on almost any compatible Mac with OS X 10.9 or higher (older versions could work too, but we're unable to test on them).<br />
<br />
Umbrella script: https://gitlab.com/OpenMW/openmw/blob/master/.travis.yml<br />
<br />
Dependency setup: https://gitlab.com/OpenMW/openmw/blob/master/CI/before_install.osx.sh<br />
<br />
Build: https://gitlab.com/OpenMW/openmw/blob/master/CI/before_script.osx.sh<br />
<br />
=Data=<br />
<br />
For a detailed description of how to obtain the data files check [[Installation_Instructions#Install_Game_Files]].</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5272MCP2020-02-28T10:13:05Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || Initially was implemented, then reverted due to complaints about non-vanilla behaviour.<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="darkred">Not started</font> || GUI sounds are not detected via GetSoundPlaying in OpenMW - they are not attached to player.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="blue">Ignored</font> || Implemented properly to begin with.<br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="green">Implemented</font> || The magicka cost is a part of the spell tooltip.<br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || <font color="green">Implemented</font> || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5238MCP2020-02-14T16:48:54Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="darkred">Not started</font> || GUI sounds are not detected via GetSoundPlaying in OpenMW - they are not attached to player.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="blue">Ignored</font> || Implemented properly to begin with.<br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="green">Implemented</font> || The magicka cost is a part of the spell tooltip.<br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || <font color="green">Implemented</font> || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5237MCP2020-02-14T16:47:12Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="blue">Ignored</font> || Implemented properly to begin with.<br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="green">Implemented</font> || The magicka cost is a part of the spell tooltip.<br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || <font color="green">Implemented</font> || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5235MCP2020-01-09T10:10:11Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="blue">Ignored</font> || Implemented properly to begin with.<br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="green">Implemented</font> || The magicka cost is a part of the spell tooltip.<br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || <font color="green">Implemented</font> || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5234MCP2020-01-09T09:56:00Z<p>Akortunov: /* List of Changes */</p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="blue">Ignored</font> || Implemented properly to begin with.<br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="green">Implemented</font> || The magicka cost is a part of the spell tooltip.<br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || <font color="green">Implemented</font> || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Scripting_(status)&diff=5232Scripting (status)2019-12-30T05:44:17Z<p>Akortunov: /* MWSE */</p>
<hr />
<div>=Scripting (Status)=<br />
<br />
This is a list of all the script commands and settings. As in vanilla Morrowind, these same scripts generally work on the console as well as mods.<br />
<br />
Note: The list was taken from the [http://www.uesp.net/wiki/Category:Tes3Mod-Modding-Functions UESPWiki].<br />
<br />
==A==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| AIActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscort<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscortCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollow<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollowCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AITravel<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIWander<br />
| <font color="green"> implemented </font><br />
|-<br />
| Activate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddTopic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==B==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| BecomeWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Begin<br />
| <font color="green"> implemented </font><br />
|-<br />
| BetaComment (BC)<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==C==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Cast<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellChanged<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellUpdate<br />
| <font color="blue"> removed </font><br />
|-<br />
| CenterOnCell (COC)<br />
| <font color="green"> implemented </font><br />
|-<br />
| CenterOnExterior (COE)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ChangeWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| Choice<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearInfoActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| CreateMaps<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==D==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Disable<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| DontSaveObject<br />
| <font color="green"> implemented </font><br />
|-<br />
| Drop<br />
| <font color="green"> implemented </font><br />
|-<br />
| DropSoulGem<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==E==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Else<br />
| <font color="green"> implemented </font><br />
|-<br />
| ElseIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Enable<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableBirthMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableClassMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableInventoryMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevelupMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMagicMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMapMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableNameMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRaceMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatReviewMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatsMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| End<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndWhile<br />
| <font color="green"> implemented </font><br />
|-<br />
| Equip<br />
| <font color="green"> implemented </font><br />
|-<br />
| ExplodeSpell<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==F==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Face<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeIn<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeOut<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeTo<br />
| <font color="green"> implemented </font><br />
|-<br />
| Fall<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillJournal<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| FixMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| Float<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceGreeting<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceSneak<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==G==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| GetAIPackageDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttacked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlightDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetButtonPressed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCommonDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentAIPackage<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentTime<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDeadCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDetected<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDistance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEffect<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealthGetRatio<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInterior<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetItemCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLOS<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLineOfSight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLocked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMasserPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCInJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSleep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSneaking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCTraveling<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| GetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerControlsDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerFightingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerJumpingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerLookingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerMagicDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerViewSwitch[disabled]<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecondsPassed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecundaPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSoundPlaying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellReadied<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSquareRoot<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetTarget<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetVanityModeDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponDrawn<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWerewolfKills<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWindSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GoToJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| Goodbye<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==H==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| HasItemEquipped<br />
| <font color="green"> implemented </font><br />
|-<br />
| HasSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| Help<br />
| <font color="blue"> removed </font><br />
|-<br />
| HitAttemptOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HitOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtStandingActor<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==I==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| If<br />
| <font color="green"> implemented </font><br />
|-<br />
| IsWerewolf<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==J==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Journal<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==L==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Lock<br />
| <font color="green"> implemented </font><br />
|-<br />
| Long<br />
| <font color="green"> implemented </font><br />
|-<br />
| LoopGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| LowerRank<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==M==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| MenuMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| MenuTest<br />
| <font color="green"> implemented </font><br />
|-<br />
| MessageBox<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| ModParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRegion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Move<br />
| <font color="green"> implemented </font><br />
|-<br />
| MoveOneToOne (MOTO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| MoveWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==O==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| ORI<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnDeath<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnKnockout<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnMurder<br />
| <font color="green"> implemented </font><br />
|-<br />
| Output<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputObjCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefInfo<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==P==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| PCClearExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce1stPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCGet3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCJoinFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCLowerRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFine<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFineThief<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItemCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayBink<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySoundVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| Position<br />
| <font color="green"> implemented </font><br />
|-<br />
| PositionCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PurgeTextures (PT)<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==R==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| RaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| Random<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RepairedOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ResetActors (RA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| Resurrect<br />
| <font color="green"> implemented </font><br />
|-<br />
| Return<br />
| <font color="green"> implemented </font><br />
|-<br />
| Rotate<br />
| <font color="green"> implemented </font><br />
|-<br />
| RotateWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==S==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| SameFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| Say<br />
| <font color="green"> implemented </font><br />
|-<br />
| SayDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| ScriptRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| Set<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAtStart<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDelete<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| SetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWerewolfAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Short<br />
| <font color="green"> implemented </font><br />
|-<br />
| Show<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowAnim (SA)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowGroup (SG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowSceneGraph (SSG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowTargets (ST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowVars (SV)<br />
| <font color="green"> implemented </font><br />
|-<br />
| SkipAnim<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopCellTest (SCT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| StopCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopSound<br />
| <font color="green"> implemented </font><br />
|-<br />
| StreamMusic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==T==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| TestCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestCellsModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestInteriorCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestThreadCells<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleAI (TAI)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleBorders (TB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollision (TCL)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionBoxes (TCB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionGrid (TCG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCombatStats (TCS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDebugText (TDT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDialogueStats (TDS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleFogOfWar (TFOW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleFullHelp (TFH)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGodMode (TGM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGrid (TG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleKillStats (TKS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLights (TL)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLoadFade (TLF)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMagicStats (TMS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMenus (TM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TogglePathGrid (TPG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleScriptOutput (TSO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleScripts<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleSky (TS)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleStats (TST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleTextureString (TTS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleVanityMode (TVM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWater (TWA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWireframe (TWF)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWorld (TW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonRed<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonWhite<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==U==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| UndoWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Unlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| UsedOnMe<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==W==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| WakeUpPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| While<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==X==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| XBox<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
<br />
=Non functions=<br />
These are local script variables that are set by the game, or local variables that can be set as flags.<br />
<br />
Certain script local variables are treated specially by the engine code. In some cases the engine will set a variable to a certain value when an event occurs (variables starting with <i>On</i>). In other cases the engine will check the current value of the variable as set by the script.<br />
<br />
See [[Research:Scripting#List_of_named_locals]] for the current implementation status of these variables.<br />
<br />
=MWSE=<br />
We wont add any MWSE commands until after the 1.0 release.<br />
After 1.0 we will add a new scripting system, based on Lua.<br />
<br />
=Legend=<br />
<br />
{|<br />
| Status Description<br />
|-<br />
| <font color="darkred"> not started </font><br />
| Work on this instruction/function/special variable has not started yet.<br />
|-<br />
| <font color="orange"> placeholder-implementation </font><br />
| The instruction/function/special variable has been implemented, but the engine feature, that is controlled by it, is not available yet.<br />
|-<br />
| <font color="green"> implemented </font><br />
| The instruction/function/special variable has been implemented.<br />
|-<br />
| <font color="blue"> removed </font><br />
| This instruction/function/special variable will not be implemented (at least not in 1.0), because either it isn't working in Morrowind, or it is a debugging aid that is used only from the console and does not serve any purpose in OpenMW.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Scripting_(status)&diff=5231Scripting (status)2019-12-30T05:42:35Z<p>Akortunov: /* MWSE */</p>
<hr />
<div>=Scripting (Status)=<br />
<br />
This is a list of all the script commands and settings. As in vanilla Morrowind, these same scripts generally work on the console as well as mods.<br />
<br />
Note: The list was taken from the [http://www.uesp.net/wiki/Category:Tes3Mod-Modding-Functions UESPWiki].<br />
<br />
==A==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| AIActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscort<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscortCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollow<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollowCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AITravel<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIWander<br />
| <font color="green"> implemented </font><br />
|-<br />
| Activate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddTopic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==B==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| BecomeWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Begin<br />
| <font color="green"> implemented </font><br />
|-<br />
| BetaComment (BC)<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==C==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Cast<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellChanged<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellUpdate<br />
| <font color="blue"> removed </font><br />
|-<br />
| CenterOnCell (COC)<br />
| <font color="green"> implemented </font><br />
|-<br />
| CenterOnExterior (COE)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ChangeWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| Choice<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearInfoActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| CreateMaps<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==D==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Disable<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| DontSaveObject<br />
| <font color="green"> implemented </font><br />
|-<br />
| Drop<br />
| <font color="green"> implemented </font><br />
|-<br />
| DropSoulGem<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==E==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Else<br />
| <font color="green"> implemented </font><br />
|-<br />
| ElseIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Enable<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableBirthMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableClassMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableInventoryMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevelupMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMagicMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMapMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableNameMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRaceMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatReviewMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatsMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| End<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndWhile<br />
| <font color="green"> implemented </font><br />
|-<br />
| Equip<br />
| <font color="green"> implemented </font><br />
|-<br />
| ExplodeSpell<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==F==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Face<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeIn<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeOut<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeTo<br />
| <font color="green"> implemented </font><br />
|-<br />
| Fall<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillJournal<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| FixMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| Float<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceGreeting<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceSneak<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==G==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| GetAIPackageDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttacked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlightDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetButtonPressed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCommonDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentAIPackage<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentTime<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDeadCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDetected<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDistance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEffect<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealthGetRatio<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInterior<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetItemCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLOS<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLineOfSight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLocked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMasserPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCInJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSleep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSneaking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCTraveling<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| GetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerControlsDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerFightingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerJumpingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerLookingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerMagicDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerViewSwitch[disabled]<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecondsPassed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecundaPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSoundPlaying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellReadied<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSquareRoot<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetTarget<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetVanityModeDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponDrawn<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWerewolfKills<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWindSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GoToJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| Goodbye<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==H==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| HasItemEquipped<br />
| <font color="green"> implemented </font><br />
|-<br />
| HasSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| Help<br />
| <font color="blue"> removed </font><br />
|-<br />
| HitAttemptOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HitOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtStandingActor<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==I==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| If<br />
| <font color="green"> implemented </font><br />
|-<br />
| IsWerewolf<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==J==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Journal<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==L==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Lock<br />
| <font color="green"> implemented </font><br />
|-<br />
| Long<br />
| <font color="green"> implemented </font><br />
|-<br />
| LoopGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| LowerRank<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==M==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| MenuMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| MenuTest<br />
| <font color="green"> implemented </font><br />
|-<br />
| MessageBox<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| ModParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRegion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Move<br />
| <font color="green"> implemented </font><br />
|-<br />
| MoveOneToOne (MOTO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| MoveWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==O==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| ORI<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnDeath<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnKnockout<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnMurder<br />
| <font color="green"> implemented </font><br />
|-<br />
| Output<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputObjCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefInfo<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==P==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| PCClearExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce1stPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCGet3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCJoinFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCLowerRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFine<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFineThief<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItemCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayBink<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySoundVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| Position<br />
| <font color="green"> implemented </font><br />
|-<br />
| PositionCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PurgeTextures (PT)<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==R==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| RaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| Random<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RepairedOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ResetActors (RA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| Resurrect<br />
| <font color="green"> implemented </font><br />
|-<br />
| Return<br />
| <font color="green"> implemented </font><br />
|-<br />
| Rotate<br />
| <font color="green"> implemented </font><br />
|-<br />
| RotateWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==S==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| SameFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| Say<br />
| <font color="green"> implemented </font><br />
|-<br />
| SayDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| ScriptRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| Set<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAtStart<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDelete<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| SetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWerewolfAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Short<br />
| <font color="green"> implemented </font><br />
|-<br />
| Show<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowAnim (SA)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowGroup (SG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowSceneGraph (SSG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowTargets (ST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowVars (SV)<br />
| <font color="green"> implemented </font><br />
|-<br />
| SkipAnim<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopCellTest (SCT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| StopCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopSound<br />
| <font color="green"> implemented </font><br />
|-<br />
| StreamMusic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==T==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| TestCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestCellsModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestInteriorCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestThreadCells<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleAI (TAI)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleBorders (TB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollision (TCL)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionBoxes (TCB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionGrid (TCG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCombatStats (TCS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDebugText (TDT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDialogueStats (TDS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleFogOfWar (TFOW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleFullHelp (TFH)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGodMode (TGM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGrid (TG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleKillStats (TKS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLights (TL)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLoadFade (TLF)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMagicStats (TMS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMenus (TM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TogglePathGrid (TPG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleScriptOutput (TSO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleScripts<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleSky (TS)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleStats (TST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleTextureString (TTS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleVanityMode (TVM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWater (TWA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWireframe (TWF)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWorld (TW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonRed<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonWhite<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==U==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| UndoWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Unlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| UsedOnMe<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==W==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| WakeUpPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| While<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==X==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| XBox<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
<br />
=Non functions=<br />
These are local script variables that are set by the game, or local variables that can be set as flags.<br />
<br />
Certain script local variables are treated specially by the engine code. In some cases the engine will set a variable to a certain value when an event occurs (variables starting with <i>On</i>). In other cases the engine will check the current value of the variable as set by the script.<br />
<br />
See [[Research:Scripting#List_of_named_locals]] for the current implementation status of these variables.<br />
<br />
=MWSE=<br />
[[MWSE|Here]] is the current status of [http://mwse.wikispaces.com/MWSE] implementation.<br />
<br />
Note that we wont add any MWSE commands until after the 1.0 release<br />
<br />
=Legend=<br />
<br />
{|<br />
| Status Description<br />
|-<br />
| <font color="darkred"> not started </font><br />
| Work on this instruction/function/special variable has not started yet.<br />
|-<br />
| <font color="orange"> placeholder-implementation </font><br />
| The instruction/function/special variable has been implemented, but the engine feature, that is controlled by it, is not available yet.<br />
|-<br />
| <font color="green"> implemented </font><br />
| The instruction/function/special variable has been implemented.<br />
|-<br />
| <font color="blue"> removed </font><br />
| This instruction/function/special variable will not be implemented (at least not in 1.0), because either it isn't working in Morrowind, or it is a debugging aid that is used only from the console and does not serve any purpose in OpenMW.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Scripting_(status)&diff=5230Scripting (status)2019-12-30T05:34:52Z<p>Akortunov: /* T */</p>
<hr />
<div>=Scripting (Status)=<br />
<br />
This is a list of all the script commands and settings. As in vanilla Morrowind, these same scripts generally work on the console as well as mods.<br />
<br />
Note: The list was taken from the [http://www.uesp.net/wiki/Category:Tes3Mod-Modding-Functions UESPWiki].<br />
<br />
==A==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| AIActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscort<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscortCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollow<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollowCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AITravel<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIWander<br />
| <font color="green"> implemented </font><br />
|-<br />
| Activate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddTopic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==B==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| BecomeWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Begin<br />
| <font color="green"> implemented </font><br />
|-<br />
| BetaComment (BC)<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==C==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Cast<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellChanged<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellUpdate<br />
| <font color="blue"> removed </font><br />
|-<br />
| CenterOnCell (COC)<br />
| <font color="green"> implemented </font><br />
|-<br />
| CenterOnExterior (COE)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ChangeWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| Choice<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearInfoActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| CreateMaps<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==D==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Disable<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| DontSaveObject<br />
| <font color="green"> implemented </font><br />
|-<br />
| Drop<br />
| <font color="green"> implemented </font><br />
|-<br />
| DropSoulGem<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==E==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Else<br />
| <font color="green"> implemented </font><br />
|-<br />
| ElseIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Enable<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableBirthMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableClassMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableInventoryMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevelupMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMagicMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMapMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableNameMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRaceMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatReviewMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatsMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| End<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndWhile<br />
| <font color="green"> implemented </font><br />
|-<br />
| Equip<br />
| <font color="green"> implemented </font><br />
|-<br />
| ExplodeSpell<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==F==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Face<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeIn<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeOut<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeTo<br />
| <font color="green"> implemented </font><br />
|-<br />
| Fall<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillJournal<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| FixMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| Float<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceGreeting<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceSneak<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==G==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| GetAIPackageDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttacked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlightDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetButtonPressed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCommonDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentAIPackage<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentTime<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDeadCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDetected<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDistance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEffect<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealthGetRatio<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInterior<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetItemCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLOS<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLineOfSight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLocked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMasserPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCInJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSleep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSneaking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCTraveling<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| GetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerControlsDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerFightingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerJumpingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerLookingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerMagicDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerViewSwitch[disabled]<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecondsPassed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecundaPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSoundPlaying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellReadied<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSquareRoot<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetTarget<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetVanityModeDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponDrawn<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWerewolfKills<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWindSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GoToJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| Goodbye<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==H==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| HasItemEquipped<br />
| <font color="green"> implemented </font><br />
|-<br />
| HasSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| Help<br />
| <font color="blue"> removed </font><br />
|-<br />
| HitAttemptOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HitOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtStandingActor<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==I==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| If<br />
| <font color="green"> implemented </font><br />
|-<br />
| IsWerewolf<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==J==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Journal<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==L==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Lock<br />
| <font color="green"> implemented </font><br />
|-<br />
| Long<br />
| <font color="green"> implemented </font><br />
|-<br />
| LoopGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| LowerRank<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==M==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| MenuMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| MenuTest<br />
| <font color="green"> implemented </font><br />
|-<br />
| MessageBox<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| ModParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRegion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Move<br />
| <font color="green"> implemented </font><br />
|-<br />
| MoveOneToOne (MOTO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| MoveWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==O==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| ORI<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnDeath<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnKnockout<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnMurder<br />
| <font color="green"> implemented </font><br />
|-<br />
| Output<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputObjCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefInfo<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==P==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| PCClearExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce1stPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCGet3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCJoinFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCLowerRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFine<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFineThief<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItemCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayBink<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySoundVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| Position<br />
| <font color="green"> implemented </font><br />
|-<br />
| PositionCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PurgeTextures (PT)<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==R==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| RaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| Random<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RepairedOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ResetActors (RA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| Resurrect<br />
| <font color="green"> implemented </font><br />
|-<br />
| Return<br />
| <font color="green"> implemented </font><br />
|-<br />
| Rotate<br />
| <font color="green"> implemented </font><br />
|-<br />
| RotateWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==S==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| SameFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| Say<br />
| <font color="green"> implemented </font><br />
|-<br />
| SayDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| ScriptRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| Set<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAtStart<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDelete<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| SetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWerewolfAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Short<br />
| <font color="green"> implemented </font><br />
|-<br />
| Show<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowAnim (SA)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowGroup (SG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowSceneGraph (SSG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowTargets (ST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowVars (SV)<br />
| <font color="green"> implemented </font><br />
|-<br />
| SkipAnim<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopCellTest (SCT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| StopCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopSound<br />
| <font color="green"> implemented </font><br />
|-<br />
| StreamMusic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==T==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| TestCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestCellsModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestInteriorCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestThreadCells<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleAI (TAI)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleBorders (TB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollision (TCL)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionBoxes (TCB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionGrid (TCG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCombatStats (TCS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDebugText (TDT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDialogueStats (TDS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleFogOfWar (TFOW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleFullHelp (TFH)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGodMode (TGM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGrid (TG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleKillStats (TKS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLights (TL)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLoadFade (TLF)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMagicStats (TMS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMenus (TM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TogglePathGrid (TPG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleScriptOutput (TSO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleScripts<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleSky (TS)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleStats (TST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleTextureString (TTS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleVanityMode (TVM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWater (TWA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWireframe (TWF)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWorld (TW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonRed<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonWhite<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==U==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| UndoWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Unlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| UsedOnMe<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==W==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| WakeUpPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| While<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==X==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| XBox<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
<br />
=Non functions=<br />
These are local script variables that are set by the game, or local variables that can be set as flags.<br />
<br />
Certain script local variables are treated specially by the engine code. In some cases the engine will set a variable to a certain value when an event occurs (variables starting with <i>On</i>). In other cases the engine will check the current value of the variable as set by the script.<br />
<br />
See [[Research:Scripting#List_of_named_locals]] for the current implementation status of these variables.<br />
<br />
=MWSE=<br />
[[MWSE|Here]] is the current status of [http://mwse.wikispaces.com/ MWSE] implementation.<br />
<br />
Note that we wont add any MWSE commands until after the 1.0 release<br />
<br />
=Legend=<br />
<br />
{|<br />
| Status Description<br />
|-<br />
| <font color="darkred"> not started </font><br />
| Work on this instruction/function/special variable has not started yet.<br />
|-<br />
| <font color="orange"> placeholder-implementation </font><br />
| The instruction/function/special variable has been implemented, but the engine feature, that is controlled by it, is not available yet.<br />
|-<br />
| <font color="green"> implemented </font><br />
| The instruction/function/special variable has been implemented.<br />
|-<br />
| <font color="blue"> removed </font><br />
| This instruction/function/special variable will not be implemented (at least not in 1.0), because either it isn't working in Morrowind, or it is a debugging aid that is used only from the console and does not serve any purpose in OpenMW.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Scripting_(status)&diff=5229Scripting (status)2019-12-30T05:34:00Z<p>Akortunov: /* T */</p>
<hr />
<div>=Scripting (Status)=<br />
<br />
This is a list of all the script commands and settings. As in vanilla Morrowind, these same scripts generally work on the console as well as mods.<br />
<br />
Note: The list was taken from the [http://www.uesp.net/wiki/Category:Tes3Mod-Modding-Functions UESPWiki].<br />
<br />
==A==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| AIActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscort<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIEscortCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollow<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIFollowCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AITravel<br />
| <font color="green"> implemented </font><br />
|-<br />
| AIWander<br />
| <font color="green"> implemented </font><br />
|-<br />
| Activate<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddToLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| AddTopic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==B==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| BecomeWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Begin<br />
| <font color="green"> implemented </font><br />
|-<br />
| BetaComment (BC)<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==C==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Cast<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellChanged<br />
| <font color="green"> implemented </font><br />
|-<br />
| CellUpdate<br />
| <font color="blue"> removed </font><br />
|-<br />
| CenterOnCell (COC)<br />
| <font color="green"> implemented </font><br />
|-<br />
| CenterOnExterior (COE)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ChangeWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| Choice<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ClearInfoActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| CreateMaps<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==D==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Disable<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| DisableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| DontSaveObject<br />
| <font color="green"> implemented </font><br />
|-<br />
| Drop<br />
| <font color="green"> implemented </font><br />
|-<br />
| DropSoulGem<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==E==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Else<br />
| <font color="green"> implemented </font><br />
|-<br />
| ElseIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Enable<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableBirthMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableClassMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableInventoryMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevelupMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableLevitation<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMagicMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableMapMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableNameMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerControls<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerFighting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerLooking<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerMagic<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnablePlayerViewSwitch<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRaceMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatReviewMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableStatsMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableTeleporting<br />
| <font color="green"> implemented </font><br />
|-<br />
| EnableVanityMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| End<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndIf<br />
| <font color="green"> implemented </font><br />
|-<br />
| EndWhile<br />
| <font color="green"> implemented </font><br />
|-<br />
| Equip<br />
| <font color="green"> implemented </font><br />
|-<br />
| ExplodeSpell<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==F==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Face<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeIn<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeOut<br />
| <font color="green"> implemented </font><br />
|-<br />
| FadeTo<br />
| <font color="green"> implemented </font><br />
|-<br />
| Fall<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillJournal<br />
| <font color="blue"> removed </font><br />
|-<br />
| FillMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| FixMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| Float<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceGreeting<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| ForceSneak<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==G==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| GetAIPackageDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAttacked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlightDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetButtonPressed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCollidingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCommonDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentAIPackage<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentTime<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetCurrentWeather<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDeadCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDetected<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetDistance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEffect<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceMoveJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceRun<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetForceSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHealthGetRatio<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInterior<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetItemCount<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLOS<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLineOfSight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLocked<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMasserPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCInJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCJumping<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSleep<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCSneaking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCTraveling<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| GetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerControlsDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerFightingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerJumpingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerLookingDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerMagicDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPlayerViewSwitch[disabled]<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecondsPassed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecundaPhase<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSoundPlaying<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSpellReadied<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSquareRoot<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStandingPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStartingPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetTarget<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetVanityModeDisabled<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponDrawn<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWeaponType<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWerewolfKills<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| GetWindSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| GoToJail<br />
| <font color="green"> implemented </font><br />
|-<br />
| Goodbye<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==H==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| HasItemEquipped<br />
| <font color="green"> implemented </font><br />
|-<br />
| HasSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| Help<br />
| <font color="blue"> removed </font><br />
|-<br />
| HitAttemptOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HitOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtCollidingActor<br />
| <font color="green"> implemented </font><br />
|-<br />
| HurtStandingActor<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==I==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| If<br />
| <font color="green"> implemented </font><br />
|-<br />
| IsWerewolf<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==J==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Journal<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==L==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| Lock<br />
| <font color="green"> implemented </font><br />
|-<br />
| Long<br />
| <font color="green"> implemented </font><br />
|-<br />
| LoopGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| LowerRank<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==M==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| MenuMode<br />
| <font color="green"> implemented </font><br />
|-<br />
| MenuTest<br />
| <font color="green"> implemented </font><br />
|-<br />
| MessageBox<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModCurrentMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| ModParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRegion<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| ModWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Move<br />
| <font color="green"> implemented </font><br />
|-<br />
| MoveOneToOne (MOTO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| MoveWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==O==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| ORI<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnActivate<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnDeath<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnKnockout<br />
| <font color="green"> implemented </font><br />
|-<br />
| OnMurder<br />
| <font color="green"> implemented </font><br />
|-<br />
| Output<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputObjCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefCounts<br />
| <font color="blue"> removed </font><br />
|-<br />
| OutputRefInfo<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==P==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| PCClearExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCExpelled<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce1stPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCForce3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCGet3rdPerson<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCJoinFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCLowerRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRace<br />
| <font color="green"> implemented </font><br />
|-<br />
| PCRaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFine<br />
| <font color="green"> implemented </font><br />
|-<br />
| PayFineThief<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceAtPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaceItemCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayBink<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayGroup<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlayLoopSound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3D<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySound3DVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| PlaySoundVP<br />
| <font color="green"> implemented </font><br />
|-<br />
| Position<br />
| <font color="green"> implemented </font><br />
|-<br />
| PositionCell<br />
| <font color="green"> implemented </font><br />
|-<br />
| PurgeTextures (PT)<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==R==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| RaiseRank<br />
| <font color="green"> implemented </font><br />
|-<br />
| Random<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevCreature<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveFromLevItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveItem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSoulGem<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpell<br />
| <font color="green"> implemented </font><br />
|-<br />
| RemoveSpellEffects<br />
| <font color="green"> implemented </font><br />
|-<br />
| RepairedOnMe<br />
| <font color="green"> implemented </font><br />
|-<br />
| ResetActors (RA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| Resurrect<br />
| <font color="green"> implemented </font><br />
|-<br />
| Return<br />
| <font color="green"> implemented </font><br />
|-<br />
| Rotate<br />
| <font color="green"> implemented </font><br />
|-<br />
| RotateWorld<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==S==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| SameFaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| Say<br />
| <font color="green"> implemented </font><br />
|-<br />
| SayDone<br />
| <font color="green"> implemented </font><br />
|-<br />
| ScriptRunning<br />
| <font color="green"> implemented </font><br />
|-<br />
| Set<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAgility<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlarm<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlchemy<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAlteration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAngle<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetArmorer<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAtStart<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAthletics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAttackBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetAxe<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlindness<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetBluntWeapon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetCastPenalty<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetChameleon<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetConjuration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDefendBonus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDelete<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDestruction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetDisposition<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEnchant<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetEndurance<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFactionReaction<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFatigue<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlee<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetFlying<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHandToHand<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHealth<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHeavyArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetHello<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIllusion<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetIntelligence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetInvisible<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetJournalIndex<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLightArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLongBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetLuck<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMarksman<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMediumArmor<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMercantile<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetMysticism<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCCrimeLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCFacRep<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPCVisionBonus<br />
| <font color="blue"> removed </font><br />
|-<br />
| SetParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPersonality<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetPos<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetReputation<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistBlight<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistCorprus<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistDisease<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFire<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistFrost<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistMagicka<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistNormalWeapons<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistParalysis<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistPoison<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetResistShock<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetRestoration<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetScale<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSecurity<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetShortBlade<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSilence<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSneak<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpear<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeechcraft<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetStrength<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSuperJump<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetSwimSpeed<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetUnarmored<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterBreathing<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterLevel<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWaterWalking<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWerewolfAcrobatics<br />
| <font color="green"> implemented </font><br />
|-<br />
| SetWillpower<br />
| <font color="green"> implemented </font><br />
|-<br />
| Short<br />
| <font color="green"> implemented </font><br />
|-<br />
| Show<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowAnim (SA)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowGroup (SG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowMap<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowRestMenu<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowSceneGraph (SSG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ShowTargets (ST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ShowVars (SV)<br />
| <font color="green"> implemented </font><br />
|-<br />
| SkipAnim<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StartScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopCellTest (SCT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| StopCombat<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopScript<br />
| <font color="green"> implemented </font><br />
|-<br />
| StopSound<br />
| <font color="green"> implemented </font><br />
|-<br />
| StreamMusic<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==T==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| T3D<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestCellsModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestInteriorCells<br />
| <font color="green"> implemented </font><br />
|-<br />
| TestModels<br />
| <font color="blue"> removed </font><br />
|-<br />
| TestThreadCells<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleAI (TAI)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleBorders (TB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollision (TCL)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionBoxes (TCB)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCollisionGrid (TCG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleCombatStats (TCS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDebugText (TDT)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleDialogueStats (TDS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleFogOfWar (TFOW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleFullHelp (TFH)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGodMode (TGM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleGrid (TG)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleKillStats (TKS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLights (TL)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleLoadFade (TLF)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMagicStats (TMS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleMenus (TM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TogglePathGrid (TPG)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleScriptOutput (TSO)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleScripts<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleSky (TS)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleStats (TST)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleTextureString (TTS)<br />
| <font color="blue"> removed </font><br />
|-<br />
| ToggleVanityMode (TVM)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWater (TWA)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWireframe (TWF)<br />
| <font color="green"> implemented </font><br />
|-<br />
| ToggleWorld (TW)<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonRed<br />
| <font color="green"> implemented </font><br />
|-<br />
| TurnMoonWhite<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==U==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| UndoWerewolf<br />
| <font color="green"> implemented </font><br />
|-<br />
| Unlock<br />
| <font color="green"> implemented </font><br />
|-<br />
| UsedOnMe<br />
| <font color="blue"> removed </font><br />
|}<br />
<br />
==W==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| WakeUpPC<br />
| <font color="green"> implemented </font><br />
|-<br />
| While<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
==X==<br />
<br />
{| class="wikitable sortable" border="1"<br />
!Name<br />
!Status<br />
|-<br />
| XBox<br />
| <font color="green"> implemented </font><br />
|}<br />
<br />
<br />
=Non functions=<br />
These are local script variables that are set by the game, or local variables that can be set as flags.<br />
<br />
Certain script local variables are treated specially by the engine code. In some cases the engine will set a variable to a certain value when an event occurs (variables starting with <i>On</i>). In other cases the engine will check the current value of the variable as set by the script.<br />
<br />
See [[Research:Scripting#List_of_named_locals]] for the current implementation status of these variables.<br />
<br />
=MWSE=<br />
[[MWSE|Here]] is the current status of [http://mwse.wikispaces.com/ MWSE] implementation.<br />
<br />
Note that we wont add any MWSE commands until after the 1.0 release<br />
<br />
=Legend=<br />
<br />
{|<br />
| Status Description<br />
|-<br />
| <font color="darkred"> not started </font><br />
| Work on this instruction/function/special variable has not started yet.<br />
|-<br />
| <font color="orange"> placeholder-implementation </font><br />
| The instruction/function/special variable has been implemented, but the engine feature, that is controlled by it, is not available yet.<br />
|-<br />
| <font color="green"> implemented </font><br />
| The instruction/function/special variable has been implemented.<br />
|-<br />
| <font color="blue"> removed </font><br />
| This instruction/function/special variable will not be implemented (at least not in 1.0), because either it isn't working in Morrowind, or it is a debugging aid that is used only from the console and does not serve any purpose in OpenMW.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5216Research:Magic2019-11-07T07:10:21Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are properties of magic effects. Obtained from the code, these are not affected by mods (excepts of 0x200 - 0x800, which come from ESM records).<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously (see [https://gitlab.com/OpenMW/openmw/issues/4297 feature #4297]). Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5215Research:Magic2019-11-07T07:09:33Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are properties of magic effects. Obtained from the code, these are not affected by mods (excepts of 0x200 - 0x800, which come from ESM records).<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously (see [https://gitlab.com/OpenMW/openmw/issues/4297 bug #4297]). Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5214Research:Magic2019-11-07T07:09:02Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are properties of magic effects. Obtained from the code, these are not affected by mods (excepts of 0x200 - 0x800).<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously (see [https://gitlab.com/OpenMW/openmw/issues/4297 bug #4297]). Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5213Research:Magic2019-11-07T07:08:44Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods (excepts of 0x200 - 0x800).<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously (see [https://gitlab.com/OpenMW/openmw/issues/4297 bug #4297]). Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5212Research:Magic2019-11-07T07:00:15Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously (see [https://gitlab.com/OpenMW/openmw/issues/4297 bug #4297]). Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5211Research:Magic2019-11-07T06:49:48Z<p>Akortunov: /* Effect flags */</p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in original engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5210Research:Magic2019-11-07T06:22:53Z<p>Akortunov: </p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="orange"> partially implemented </font> || An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in vanilla engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5209Research:Magic2019-11-07T06:21:54Z<p>Akortunov: </p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 || ALLOWS_SPELLMAKING || <font color="green"> implemented </font> || Allows to use this effect in spellmaking.<br />
|-<br />
| 0x400 || ALLOWS_ENCHANTING || <font color="green"> implemented </font> || Allows to use this effect in enchanting.<br />
|-<br />
| 0x800 || NEGATIVE_LIGHT || <font color="blue"> unused </font> || Use negative lighting for this effect. Unused in original engine.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="red"> not started </font> || An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in vanilla engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5208Research:Magic2019-11-07T06:15:42Z<p>Akortunov: </p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 - 0x800 || || <font color="red"> not started </font> || Unverified. Appears unused.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="red"> not started </font> || An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="blue"> unused </font> || Flagged on summon daedra effects. Unused in vanilla engine.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=Research:Magic&diff=5207Research:Magic2019-11-07T06:13:43Z<p>Akortunov: </p>
<hr />
<div>{{Template:Research Navbox}}<br />
<br />
<br />
==Spell Casting==<br />
<br />
<br />
====Chance of successful spell cast====<br />
{{Formula<br />
|On cast attempt, on AI spell evaluation, on UI update or in spellmaking<br />
|Uses common term [[Research:Common_Terms#fatigueTerm|fatigueTerm]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified}}}}<br />
<syntaxhighlight lang="python"><br />
if actor is silenced: return 0<br />
if <flag> and current magicka < magicka cost: return 0 # see comments<br />
if spell.castingType not (spell or power): return 100<br />
<br />
if castingType is power:<br />
check power timeout for this spell (24 hours from previous use)<br />
if power is available: return 100 else return 0<br />
<br />
if castingType is spell:<br />
if spell is flagged always succeeds: return 100<br />
<br />
y = FLOAT_MAX<br />
for each effect in spell:<br />
x = effect.duration<br />
if not effect.magicEffect.flags & UNCAPPED_DAMAGE: x = max(1, x)<br />
x *= 0.1 * effect.magicEffect.baseMagickaCost<br />
x *= 0.5 * (effect.magnitudeMin + effect.magnitudeMax)<br />
x += effect.area * 0.05 * effect.magicEffect.baseMagickaCost<br />
if effect.rangeType & CAST_TARGET: x *= 1.5<br />
x *= fEffectCostMult<br />
<br />
s = 2 * actor.skill[effect.magicEffect.school.associatedSkillId]<br />
if (s - x) < y:<br />
y = s - x<br />
effectiveSchool = effect.magicEffect.school<br />
lowestSkill = s<br />
<br />
# castBonus is the stat modified by the Sound magic effect;<br />
# it behaves in the same way as other hidden stats, that is positive for a bonus, and negative for a penalty<br />
castChance = (lowestSkill - spellCost + actor.castBonus + 0.2 * actorWillpower + 0.1 * actorLuck) * fatigueTerm<br />
if godmode is on: castChance = 100<br />
return castChance, effectiveSchool<br />
</syntaxhighlight><br />
<br />
<br />
=====Comments=====<br />
<br />
The cast chance calculation is used in multiple places, some where magicka use may not be important, so there is a <flag>, which is normally true for casting/AI use and the inventory spell list, and false for all other UI uses of spell chance. The function returns the weakest school used out of all the effects, which is the skill that will gain progress when the spell is cast. Note that spells that are marked "always succeed" do not seem to contribute to skill progress.<br />
<br />
====Cast cost====<br />
{{Formula<br />
|On cast attempt<br />
|Magicka and fatigue costs of casting. Uses common term [[Research:Common_Terms#normalizedEncumbrance|normalizedEncumbrance]].<br />
|{{StatusCol|green|Implemented, bug corrected}}<br />
|{{StatusCol|green|Verified, but fatigue cost contains a bug}}}}<br />
Casting cost is an independent variable in the spell data. For spellmaker generated spells, refer to [[Research:Trading and Services#Spell merchant|Spell merchant]].<br />
<syntaxhighlight lang="python"><br />
magicka loss = spell.magickaCost<br />
</syntaxhighlight><br />
Failed casts still incur all costs.<br />
<br />
<br />
Casting incurs a fatigue hit.<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase * normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
which is how Morrowind behaves but is clearly incorrect; a fixed formula is<br />
<syntaxhighlight lang="python"><br />
fatigue loss = magickaCost * (fFatigueSpellBase + normalizedEncumbrance * fFatigueSpellMult)<br />
</syntaxhighlight><br />
<br />
The GMST fFatigueSpellCostMult is unused.<br />
<br />
===Magic resistance===<br />
<br />
====Spell application type "Magic"====<br />
{{Formula<br />
|On magic effect hit, applies separately for each effect<br />
|Uses [[Research:Magic#Effect attributes|resistance effect attributes]].<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
i = look up corresponding resistance effect attribute for effect<br />
if effect is not linked to a resistance effect attribute: effect cannot be resisted<br />
<br />
resistance = get defending actor effect attribute i<br />
castChance = attackers chance of casting spell (uncapped)<br />
<br />
x = (willpower + 0.1 * luck) * fatigueTerm<br />
if castChance > 0: x *= 50 / castChance<br />
roll float [0..100]<br />
if effect.flags & NO_MAGNITUDE: roll -= resistance<br />
<br />
if x <= roll:<br />
x = 0<br />
else:<br />
if effect.flags & NO_MAGNITUDE:<br />
x = 100<br />
else:<br />
x = roll / min(x, 100)<br />
<br />
x = min(x + resistance, 100)<br />
<br />
if x > 100: effect is fully resisted, show message, remove effect<br />
else: effect is applied with resistance x%<br />
</syntaxhighlight><br />
<br />
=====Comments=====<br />
<br />
Note that this punishes casting difficult (low cast chance) spells versus high willpower enemies. The ''castChance'' scaling will go almost guarantee resists if ''castChance'' < 25%.<br />
<br />
Has an interesting situation, where spells with magnitude _do_ take resistance from willpower but at a very low rate (0.01x due to lack of rescaling) than would be expected, making willpower resistance almost useless for that class of spells.<br />
<br />
The way resistance affects the final attribute, is that magnitude is stored untouched, resistance is stored with the active effect, and resistance is applied every time the spell has an application tick. The outward effect is that spell effect tooltips list the original magnitude, without factoring resistance.<br />
<br />
<br />
====Spell application types "Disease" or "Blight"====<br />
{{Formula<br />
|On spell hit, applies once for entire spell<br />
|<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|orange|Surrounding mechanics still need evaluating}}}}<br />
<syntaxhighlight lang="python"><br />
x = actor effect attribute "Resist Disease" or "Resist Blight"<br />
roll 100, if roll <= x then fully resist the disease<br />
</syntaxhighlight><br />
<br />
==Item Charge==<br />
<br />
====Using enchanted items====<br />
{{Formula<br />
|On enchanted item use<br />
|Charge consumed on use depends on skill.<br />
|{{StatusCol|green|Implemented}}<br />
|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}}<br />
<syntaxhighlight lang="python"><br />
x = 0.01 * (110 - pcEnchant)<br />
charge used = int(x * enchant base charge cost)<br />
</syntaxhighlight><br />
<br />
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).<br />
<br />
<br />
====Natural recharge====<br />
{{Formula<br />
|On game tick<br />
|Enchanted items may gain charge over time.<br />
|{{StatusCol|orange|Changed since last implementation}}<br />
|{{StatusCol|green|Verified}}}}<br />
When an enchanted item is cast by any actor, both on-use or on-strike, the item is placed onto a list of items that need recharging. Every item in this list charges by tickTime * fMagicItemRechargePerSecond every frame, and items are removed when they are full. This list is not saved; instead, on loading a game, all non-fully charged items stored in the savegame are placed on the recharge list.<br />
<br />
There is a bug where on-use enchanted items used by an NPC do not get placed on the recharge list after they are cast, resulting in an item that does not appear to charge until the player uses it, or on load/save.<br />
<br />
<br />
====Soulgem charging====<br />
Refer to [[Research:Player Craft Skills#Enchanting|Player Craft Skills]].<br />
<br />
==Magic effects==<br />
<br />
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.<br />
<br />
<br />
===Effect attributes===<br />
<br />
All actors have "hidden" attributes that effects apply to, to allow effects to stack, have resistance applied and counteract each other. These attributes are saved with actors, appearing in the actor data in the same order. All effect attributes are applied and stored as integers. Resists and weaknesses are unified under the Resist- attributes, with resistances being positive and weaknesses being negative. Non-magnitude spells have an effective attribute of 1 when active.<br />
<br />
Some attributes provide resistance values vs magic effects when calculating magic mitigation. These resistances only apply in certain cases, check [[Research:Magic#Magic resistance|magic resistance]].<br />
<br />
{| class="wikitable"<br />
! Index !! Name !! Provides resistance against magic effects<br />
|-<br />
| 0 || Fortify Attack<br />
|-<br />
| 1 || Sanctuary || Disintegrate *<br />
|-<br />
| 2 || Resist Magicka || Drain *, Damage *, Absorb *, Weakness to *, Burden, Charm, Silence, Blind, Sound, Calm, Frenzy, Demoralize, Rally, Turn Undead<br />
|-<br />
| 3 || Resist Fire || Fire<br />
|-<br />
| 4 || Resist Frost || Frost<br />
|-<br />
| 5 || Resist Shock || Shock<br />
|-<br />
| 6 || Resist Common Disease || Vampirism<br />
|-<br />
| 7 || Resist Blight Disease ||<br />
|-<br />
| 8 || Resist Corprus || Corprus<br />
|-<br />
| 9 || Resist Poison || Poison<br />
|-<br />
| 10 || Resist Paralysis || Paralysis<br />
|-<br />
| 11 || Chameleon ||<br />
|-<br />
| 12 || Resist Normal Weapons ||<br />
|-<br />
| 13 || Water Breathing ||<br />
|-<br />
| 14 || Water Walking ||<br />
|-<br />
| 15 || Swift Swim ||<br />
|-<br />
| 16 || Jump ||<br />
|-<br />
| 17 || Levitate ||<br />
|-<br />
| 18 || Shield ||<br />
|-<br />
| 19 || Sound ||<br />
|-<br />
| 20 || Silence ||<br />
|-<br />
| 21 || Blind ||<br />
|-<br />
| 22 || Paralyze ||<br />
|-<br />
| 23 || Invisibility ||<br />
|-<br />
| 24 || Fight ||<br />
|-<br />
| 25 || Flee ||<br />
|-<br />
| 26 || Hello ||<br />
|-<br />
| 27 || Alarm ||<br />
|}<br />
<br />
===Effect flags===<br />
<br />
These are fixed properties of magic effects. Obtained from the code, these are not affected by mods.<br />
<br />
{| class="wikitable"<br />
! Bit !! Enum name !! Status !! Description<br />
|-<br />
| 0x1 || TARGET_SKILL || <font color="green"> implemented </font> || Affects a specific skill, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x2 || TARGET_ATTR || <font color="green"> implemented </font> || Affects a specific attribute, which is specified elsewhere in the effect structure.<br />
|-<br />
| 0x4 || NO_DURATION || <font color="green"> implemented </font> || Has no duration. Only runs effect once on cast.<br />
|-<br />
| 0x8 || NO_MAGNITUDE || <font color="green"> implemented </font> || Has no magnitude.<br />
|-<br />
| 0x10 || HARMFUL || <font color="green"> implemented </font> || Counts as a harmful effect. Interpreted as useful effects for attack by the AI, and is treated as a bad effect in alchemy.<br />
|-<br />
| 0x20 || CONTINUOUS_VFX || <font color="green"> implemented </font> || The effect's hit particle VFX repeats for the full duration of the spell, rather than occurring once on hit.<br />
|-<br />
| 0x40 || CAST_SELF || <font color="green"> implemented </font> || Allows range - cast on self.<br />
|-<br />
| 0x80 || CAST_TOUCH || <font color="green"> implemented </font> || Allows range - cast on touch.<br />
|-<br />
| 0x100 || CAST_TARGET || <font color="green"> implemented </font> || Allows range - cast on target.<br />
|-<br />
| 0x200 - 0x800 || || <font color="red"> not started </font> || Unverified. Appears unused.<br />
|-<br />
| 0x1000 || APPLIED_ONCE || <font color="red"> not started </font> || An effect that is applied once it lands, instead of continuously. Allows an effect to reduce an attribute below zero; removes the normal minimum effect duration of 1 second.<br />
|-<br />
| 0x2000 || STEALTH || <font color="red"> not started </font> || Unverified. Used only by chameleon effect.<br />
|-<br />
| 0x4000 || NON_RECASTABLE || <font color="green"> implemented </font> || Does not land if parent spell is already affecting target. Shows "you cannot re-cast" message for self target.<br />
|-<br />
| 0x8000 || ILLEGAL_DAEDRA || <font color="red"> not started </font> || Unverified. Appears to be flagged on summon daedra effects. Possibly for guards to detect summoning in towns.<br />
|-<br />
| 0x10000 || UNREFLECTABLE || <font color="green"> implemented </font> || Cannot be reflected, the effect always lands normally.<br />
|-<br />
| 0x20000 || CASTER_LINKED || <font color="green"> implemented </font> || Must quench if caster is dead, or not an NPC/creature. Not allowed in containter/door trap spells.<br />
|}<br />
<br />
<br />
Flags for all effects:<br />
<br />
int effectFlags[] = {<br />
0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0,<br />
0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0,<br />
0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0,<br />
0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0,<br />
0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8,<br />
0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0,<br />
0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180,<br />
0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c,<br />
0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc,<br />
0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190,<br />
0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0,<br />
0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048,<br />
0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048,<br />
0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40,<br />
0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048<br />
};<br />
<br />
==Specific magic effects==<br />
<br />
While all magic effects have programmed behaviour, there are specific ones that may have complicated side effects. Any particular information for a single effect is documented here.<br />
<br />
<br />
===Corprus===<br />
{{Formula<br />
|On application, and every 24 hours<br />
|Spell effect "Corprus"<br />
|<br />
|{{StatusCol|orange|Under research}}}}<br />
The corprus effect is closely linked to the corprus spell. Every 24 hours after the contraction of corprus, all other effects on the same spell as corprus, that also have effect flag 0x1000 (APPLIED_ONCE) are re-applied in a special case. This increases the magnitude of the effect, while correctly recording the amount applied so it can be removed later. Without other effects on the spell, corprus does nothing.<br />
<br />
On removal, the drain spells are removed normally, while another special case interdicts any removal of positive attribute effects. Instead, a fortification is converted into a restore effect of the same magnitude.<br />
<br />
<br />
===Sun Damage===<br />
{{Formula<br />
|Continuously applied, triggering the hit fader to pulse<br />
|Spell effect "Sun Damage"<br />
|<br />
|{{StatusCol|green|Verified}}}}<br />
TitleCaps variables indicate values taken from the morrowind.ini section related to that object.<br />
<br />
<syntaxhighlight lang="python"><br />
if current cell is interior only: return 0<br />
<br />
if gamehour <= Weather.SunriseTime or gamehour >= Weather.SunsetTime + Weather.SunsetDuration:<br />
sunRisen = 0<br />
elif gamehour <= Weather.SunriseTime + Weather.SunriseDuration:<br />
sunRisen = (gamehour - Weather.SunriseTime) / Weather.SunriseDuration<br />
elif gamehour > Weather.SunsetTime:<br />
sunRisen = 1 - ((gamehour - Weather.SunsetTime) / Weather.SunsetDuration)<br />
else:<br />
sunRisen = 1<br />
<br />
# transition is 0 at the start of a weather change and 1.0 at the end<br />
# note that CloudsMaximumPercent is not actually a percentage<br />
if weather is changing and transition < nextWeather.CloudsMaximumPercent:<br />
t = transition / nextWeather.CloudsMaximumPercent<br />
sunVisibility = (1-t) * currentWeather.GlareView + t * nextWeather.GlareView<br />
else:<br />
sunVisibility = currentWeather.GlareView<br />
<br />
damageScale = max(sunVisibility * sunRisen, fMagicSunBlockedMult * sunRisen)<br />
damageScale = max(0, min(damage, 1))<br />
<br />
return damageScale * spelleffect.magnitude<br />
</syntaxhighlight><br />
<br />
<br />
<br />
<br />
{{Template:Research Navbox}}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5180MCP2019-08-27T12:53:31Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || The patch changes the bone checks from strict match to substring match to detect to which blend mask this bone belongs || Feature || <font color="darkred">Not started</font> || A quite questionable change - some mods do not work when it is enabled, some mods do not work if it is disabled. Since we even did not get complaints about this feature, it may be not used at all now.<br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5179MCP2019-08-27T12:41:58Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || <font color="blue">Ignored</font> || There is no minimum map size in OpenMW<br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5178MCP2019-08-27T12:37:52Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds MCP devs considered to be "more correct ones". Currently OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5177MCP2019-08-27T12:31:53Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="green">Implemented</font> || The functions are implemented properly.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5097MCP2019-05-14T16:23:10Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || It is unclear what exactly it fixes.<br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5096MCP2019-05-14T16:17:48Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font> ||<br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5095MCP2019-05-14T16:00:41Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font> ||<br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5094MCP2019-05-14T16:00:15Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them.<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5093MCP2019-05-14T15:59:30Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || <font color="blue">Ignored</font> || It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts and especially add hacks to the engine for them. ||<br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5092MCP2019-05-14T15:54:44Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || <font color="darkred">Not started</font> || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5091MCP2019-05-14T15:49:52Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes actors use the correct fleeing AI distance GMST. || Fix || <font color="green">Implemented</font> || The correct GMST is used.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Makes followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallows AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall effect in OpenMW is framerate-independent.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5088MCP2019-05-13T17:22:39Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="blue">Ignored</font> || The maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Use correct fleeing AI distance GMSTs || Fix || <font color="green">Implemented</font> || Should work properly.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Make followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallow AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5082MCP2019-05-11T18:27:35Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Use correct fleeing AI distance GMSTs || Fix || <font color="green">Implemented</font> || Should work properly.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Make followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallow AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5081MCP2019-05-11T18:23:23Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Use correct fleeing AI distance GMSTs || Fix || <font color="green">Implemented</font> || Should work properly.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Make followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallow AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5080MCP2019-05-11T18:18:04Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || The original behavior is considered a design choice for the time being, see [https://bugs.openmw.org/issues/2455 bug #2455].<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Works as described in OpenMW.<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || <font color="blue">Ignored</font> || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Use correct fleeing AI distance GMSTs || Fix || <font color="green">Implemented</font> || Should work properly.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Make followers in knockdown state stay down and not follow the player. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Disallow AI to equip non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <font color="blue">Ignored</font> || Shouldn't be problematic in OpenMW.<br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5075MCP2019-05-11T13:05:47Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue.<br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || <font color="blue">Ignored</font> || It's unclear what the errors are but they shouldn't be an issue.<br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || <font color="green">Implemented</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || <font color=blue">Ignored</font> || The fixed issues are not present in OpenMW.<br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || <font color="green">Implemented</font> || Implemented as described<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="blue">Ignored</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Keyboard navigation renders this unnecessary.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="green">Implemented</font> || Spellmaking window slider limits are adjustable in the GUI layout files.<br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="green">Implemented</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || <font color="green">Implemented</font> || There's no map smoothing.<br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || <font color="blue">Ignored</font> || OpenMW has improved alternative layouts for these menus. <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || The opposite is currently deliberately hardcoded.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || There's an option that enables the playback of casting animations for cast-on-use spellcasting.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || These are settings that are saved and loaded.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || Tweak 'show owned' setting and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="green">Implemented</font> || Only spells (and only those spells that are not racial powers) are sold by merchants.<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || <font color="orange">Partially implemented</font> || Only actors with a Wander AI package can greet the player.<br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || There's a value input field in barter window.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5068MCP2019-04-16T11:50:44Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5067MCP2019-04-16T11:45:38Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW. <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5066MCP2019-04-16T11:41:50Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5064MCP2019-04-10T09:54:31Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || <font color="darkred">Not started</font><br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5063MCP2019-04-10T09:53:34Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5062MCP2019-04-10T09:46:58Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5061MCP2019-04-10T09:44:54Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5060MCP2019-04-10T09:42:31Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || <font color="orange">Partially implemented</font> || Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.<br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5059MCP2019-04-10T09:37:58Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || <font color="blue">Ignored</font> || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || || <br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5058MCP2019-04-10T09:36:54Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || <font color="darkred">Not started</font> || Initially was present, but was removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 bug #4231]<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || || <br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5057MCP2019-04-10T09:29:42Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || || <br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || || <br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5056MCP2019-04-10T09:20:36Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || <font color="blue">Ignored</font> || There is no difference between scripted and no-scripted music in OpenMW.<br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || || <br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || || <br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || || <br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunovhttps://wiki.openmw.org/index.php?title=MCP&diff=5054MCP2019-04-08T17:21:02Z<p>Akortunov: </p>
<hr />
<div>__NOTOC__<br />
<br />
The Morrowind Code Patch (MCP) is a third-party tool which allows players to fix a huge amount of vanilla Morrowind's bugs, tweak the game's balancing, add new features, and make use of extended scripting capabilities.<br />
<br />
Due to its third-party nature, MCP isn't compatible with OpenMW. However, OpenMW is written from scratch which allows us to avoid and sometimes correct most of the original game's bugs and poorly written mechanics. We may also include selected optional features and make them available via configuration settings.<br />
<br />
This page keeps track of all MCP fixes and features and their potential implementation in OpenMW. To learn more about other utilities' compatibility with OpenMW, check out our [[Mod status]] page.<br />
<br />
Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.<br />
<br />
'''Want to help?''' There are still a large number of untriaged MCP fixes in the list. Simply look for one where "OpenMW status" is not filled in, run OpenMW to test what happens and edit the wiki to report your findings!<br />
<br />
= List of Changes =<br />
<br />
{|class="wikitable sortable" style="width:100%"<br />
|-<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:35%"|Original Description<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:25%"|Summary<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:5%"|Category<br />
! style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:10%"|OpenMW Status<br />
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments<br />
|-<br />
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Animated container crash fix. Fixes crashes from accessing animated containers. Should work both with players and merchants accessing containers. || Fixes animated containers to not crash the game when they are accessed. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Resolution options fix. Allows the setting of all available resolutions in the options menu, instead of only resolutions with 4:3 aspect ratio. || Fixes options menu to show all available resolutions. || Fix || <font color="green">Implemented</font> || OpenMW allows the use of all common screen resolutions.<br />
|-<br />
| Light spell fix. Fixes a lot of problems with the Light magic effect. Fixes pop-in and flat lighting. Works best in interiors. || Fixes problems with Light magic effect. || Fix || <font color="darkred">Not started</font> || Requires new parameters to be chosen somewhat arbitrarily. Documentation on MCP's parameters would be helpful. There is a semi-related bug with some graphics drivers, see [https://bugs.openmw.org/issues/3986 bug #3986].<br />
|-<br />
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. || Fixes merchants to not pay less for an item with increasing Mercantile skill. || Fix || <font color="green">Implemented</font> || OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high to avoid this shortcoming and exploits.<br />
|-<br />
| Zero value items are no longer buyable or sellable for 1 gold. || Fixes items without value to not be sellable or buyable for 1 gold. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmoured. Previously you had to wear at least one piece of armour to get any armour rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Calendar fix. The year now has the full 12 months, starting at Morning Star, and all months have correct number of days. || Fixes calendar to have 12 months, everyone with the proper number of days. || Fix || <font color="green">Implemented</font> || The missing month is added at least. Please confirm if the days are correct.<br />
|-<br />
| Merchant equipping fix. When selling to a merchant, they may equip any item they can use, which means it is no longer possible to buy that item back. Now any NPC that barters should no longer equip anything you sell them. || Fixes merchants to not automatically equip items sold by the player. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Restore/drain attributes fix. Restore attributes spells did not recognise Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes StreamMusic script command to not always set volume to maximum. || Fix || || <br />
|-<br />
| StreamMusic / master volume fix. The StreamMusic script command always sets music volume to maximum, this patch prevents that. Scripted music fades like regular music. || Fixes scripted music to fade like regular music. || Fix || || <br />
|-<br />
| Loud interface/gameplay sounds fix. Fixes nearly all occurrences of sound effects playing at maximum volume, such as the Dwemer ruin hum. || Fixes nearly all occurrences of extra-loud interface and gameplay sounds. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW. Possibly related to [https://bugs.openmw.org/issues/3674 bug #3674].<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes stats on the left column which would level to 100 or higher to not get their multipliers reduced to 1 on level-up. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Bound items expiry fix. When a bound item spell expires it no longer forces you into combat stance. When a bound armor spell is cast, the game should remember the last worn item in those slots it replaces. This didn't work for clothing or bracers. Gloves, bracers, and shoes are now re-equipped correctly after an armor spell expires. || Fixes expiring bound items to not force the player into combat stance. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Fog of war fix. Fog of war should no longer stop revealing or update an area a long distance away. || Fixes fog of war to no longer stop revealing or updating an area which is a long distance away. || Fix || <font color="blue">Ignored</font> || No reports of problems.<br />
|-<br />
| Intimidate fix. Fixes disposition not increasing by minimum amount on successful intimidate actions (on marginal wins). || Fixes successful Intimidate action to correctly increase disposition by a minimum amount. || Fix || || <br />
|-<br />
| Stable enchantment sort. Enchantments in the spell menu always sort alphabetically instead of sometimes switching to sorting by inventory order. || Fixes enchantments to always sort alphabetically in the spell menu. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| PlaceAtPC / Drop fix. In third person, should make placed objects land at the correct distance instead of at the player's feet. Fixes the script command "Drop" to drop items at the owning actor's feet instead of near the player or where the player is looking. || Fixes Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented<font> || <br />
|-<br />
| Spell deselection fix. Fixes player spell deselection when an NPC unequips / uses up a magical item. || Fixes player spells to not deselect when an NPC unequips or uses up a magical item. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Vampire stats fix. If you had constant effect items equipped when you became a vampire, your stats could be increased by more than they should have (as noted in the GCD readme). The cause was a bug in the Fortify Attribute spell when used as an ability. This fix does not change your stats if you are already a vampire. || Fixes equipped constant effect items to not additionally alter the character's stats on becoming a vampire. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Reflected spells fix. When you cast an absorb spell and it's reflected, you absorb from yourself and the enemy gets nothing. Apparently not as intended. Now the enemy will absorb from you instead. || Fixes reflected player-cast Absorbe spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented as described. [https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes transparent clothes to correctly show up on the inventory paper doll. || Fix || <font color="green">Implemented</font> || Works fine even for e.g. torch particles.<br />
|-<br />
| Show transparent clothes in the inventory. Transparent items now show up properly on the figure (paper doll) in the inventory window. Depending on video card and driver, this may rarely cause slight graphical issues with other transparent objects. Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fixes a problem where most helmets (slot 0) could not be picked up by clicking on the helmet in the player image. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.<br />
|-<br />
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="darkred">Not started</font> || Initially was implemeted, but was considered as a bug and removed ([https://bugs.openmw.org/issues/2455 bug #2455]).<br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW. <br />
|-<br />
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW, please confirm.<br />
|-<br />
| NPC potion use AI. Potions used to be drunk without waiting for their effects to finish, meaning an NPC could go through its whole supply in a second. Potion drinking is now limited to once every 5-6 seconds game time. || Fixes NPCs' AI to only drink potions every 5 to 6 seconds of game time. || Fix || <font color="green">Implemented</font> || A cooldown is implemented, though it's a bit lower. <br />
|-<br />
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| Gloss map fix. Morrowind removed gloss map entries from model files after loading them. This stops Morrowind from removing them. || Fixes the game to not remove gloss map entries from model files after loading them. || Fix || <font color="darkred">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.<br />
|-<br />
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || || Unsure what the several lighting errors refer to. Increased falloff range could be added as an optional feature. That feature will have a performance impact and may or may not cause compatibility issues with the existing game. <br />
|-<br />
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || || <br />
|-<br />
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || || <br />
|-<br />
| Waterwalk fix. No longer causes a check for fall damage if cast while swimming. || Fixes Waterwalk effect to not cause a fall damage check when cast while swimming. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Training prices/stats. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training price to depend on base skill level instead of current skill level. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to not train 1 point over their own base skill. || Fix || || <br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Trainer price/stat fix. Trainers no longer refuse to train you if your fortified skill points is above theirs, but not your base skill. They also no longer train 1 point past their level. Relatedly the progress bar when you mouseover a skill does not go away if your fortified skill is above 100, but not your base skill. Trainers now only choose which skills to train using their base skill points, allowing mercantile improving effects to be used without making mercantile an offered skill. || Fixes trainers to choose their training skills based on their base skill points. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge the character for the displayed price instead of the base price. || Fix || || <br />
|-<br />
| Travel price fix. Fixed to charge amount displayed instead of base price. Fixes incorrect counting of passengers (player + companions) with all travel services, which were intended to charge per passenger. || Fixes travel services to charge you for companions when the price should be calculated per passenger. || Fix || || <br />
|-<br />
| Createmaps/fillmap fix. Causes the createmaps command to skip over interiors, reducing the amount of time it takes to complete. Fixes the fillmap command to display locations from all mods instead of just Morrowind. || || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Better quality splash and title screens. Fixes colour depth issues which reduced splash/title screen quality. || Fixes colour depth issues which reduced splash and title screen quality. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Magicka display accuracy. Causes the magicka display (and all stats displays of the form "current/max") to round down, so that it does not falsely indicate you have more magicka than you do. Also affects the 'charges remaining' display for items in the magic menu. || Fixes status bars to round down the current value; also affects remaining charges for magic items. || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes Spell-making and Enchantment window to no longer reset the effect range when editing an existing spell effect. || Fix || || <br />
|-<br />
| Save file limit warning. Warns you when you go to save and have a large number of save files (over 200) in the directory. || Adds a warning message when in the save menu if the number of saved files exceeds 200. || Fix || <font color="blue">Ignored<font> || There are no reasons to use such thing in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to randomly demand potion names for already named potions. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes Alchemy window to not reset a custom potion name after one potion has been created. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Alchemy naming/stacking fix. Stops Morrowind from randomly claiming you should enter a name for a potion, when a name is present. Now also stops custom potion names from being reset every time a potion is made. All potions created will now be stacked properly in the inventory, instead of adding a new icon for every new potion. || Fixes identical created potions to automatically stack in your inventory. || Fix || <font color="green">Implemented</font> || Works correctly in OpenMW<br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes potions to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || || <br />
|-<br />
| Allow multiple fortify potions. Allows potions to have multiple fortify/drain attribute effects, where it would previously allow only one of the attributes fortified/drained in a set of ingredients to appear in the potion. Potions with up to 8 fortify/drain attributes are now supported. This also prevents crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fixes crashes when a fortify/drain attribute was the 7th or 8th effect of a potion. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Blight storm disease fix. Prevents invisible inactive blight diseases being added in blight storms. || Fixes Blight storms to not add invisible inactive Blight diseases. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. There are no diseases from blight storms.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed || Fix || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Game formula restoration. fFatigueSpellBase/fFatigueSpellMult that controls fatigue generated by spellcasting is fixed. PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || PC/NPC weapon damage can now be controlled by the fDamageStrengthBase/Mult GMSTs. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.<br />
|-<br />
| Slowfall on companions fix. Stops companions with slowfall dying on cell transition. || Fixes companions with active Slowfall effect to not die on cell transition. || Fix || <font color="blue">Ignored<font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Drain intelligence exploit fix. Prevents intelligence drained to zero from fully restoring magicka when the drain expires. || Fixes Drain Intelligence effect to not allow players to temporary reduce their magicka to zero and end up with full magicka afterwards. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes menu to not show Next Rank line for factions with less than 10 ranks if you already are at the highest rank. || Fix || || <br />
|-<br />
| Mouseover menu fixes. Doesn't display next rank for factions with less than 10 ranks that you are a max rank with. Corrects birthsign menu spell text ordering so spells and powers come under the correct headings. || Fixes sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods for incorrectly thinking you are underwater. || Fixes GetWaterLevel function to return a very negative number in order to prevent mods from erroneuosly thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Armor indicator fix. Updates the inventory armor indication to show your actual armor rating when you cast a shield spell or your armor skills increase. || Fixes inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">Ignored<font> || No issue in OpenMW.<br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Fixes item repair to be more difficult with low fatigue instead of easier. || Fix || <font color="green">Implemented<font> || Implemented as described. <br />
|-<br />
| Repair item fixes. Fixes an oversight where fatigue (a low fatigue bar) would increase the chance of repairing an item and the amount repaired instead of decreasing it. Fixes ghost item/crash problems with repairing bound weapons and armor by disabling the repair of bound items. || Disables repairing bound items. || Fix || <font color="blue">Ignored<font> || Repair of bound items does not need to be disabled if it is not causing crashes.<br />
|-<br />
| Book and scroll scaling fix. Makes books, scrolls and the journal scale to fit wider screens by examining the screen height instead of the width. Fixes issues with multi-monitor setups, where the book would be larger than the screen, with all buttons off-screen. Scaling changed so that books occupy 95% vertical space at all resolutions, which is larger than before at 16:9 aspect ratio. || Makes books, scrolls, and journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes red damage border to not get stuck on cell change. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes underwater sounds to not disappear when using a door from one underwater area to another. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Water environment sound fix. Prevents the underwater sound effects from disappearing when you use a door from one underwater area, to another underwater area. Fixes the choice of water ambience sound for exteriors and interiors. || Fixes the choice of underwater ambient sounds for exteriors and interiors. || Fix || || <br />
|-<br />
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes StopSound and SayDone script commands for voiceover mods. || Fix || || <br />
|-<br />
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes PlaySoundVP and PlaySound3DVP commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674]. <br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Allows weapons to have a reach lesser than 1.0. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Weapon reach issues. Weapons can now have a shorter reach when modded. Disables the way Morrowind clamped weapon reach to a minimum of 1.0. Fixes fHandToHandReach to work for the player too, not just for NPCs. || Fixes fHandToHandReach to also apply to your character. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Slow movement anim fix. Allows very slow creature animations to load without causing an error. || Allows very slow creature animations to load without causing errors. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like un-openable containers after mod removal. || Fixes script-triggered objects to be re-activated when the corresponding mod is removed from the load list. || Fix || || <br />
|-<br />
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes Enchantment window to not show Cast on Strike option for bows and crossbows. || Fix || <font color="blue">Ignored</font> || On Strike enchantments work properly for ranged weapons in OpenMW.<br />
|-<br />
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Disintegrate fix. Fixes the Disintegrate Weapon magic effect, which was causing no damage to weapons in full condition. Fixes disintegrate over time effects applying a reduced amount due to rounding errors, by silently converting all disintegrate effects into instant effects. || Fixes Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Fixed in a different way. The condition is now treated as a floating point number.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Changes pickup and drop sounds for axes and throwing weapons to more correct ones. || Fix || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Fixes potions to use the drink sound rather than the swallow sound when used. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented by keeping track of how many items were stolen and reducing that count on confiscation. <br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Fixes merchants to not seize items stolen from their faction's container in the past. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| Confiscated item fix. Prevents guards from always taking items they have confiscated before. Merchants will no longer seize items stolen from their faction containers in the past. Taking items belonging to dead people not longer marks the item as stolen. || Changes items taken from dead NPCs to not be marked as stolen. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Dropping from inventory fix. Fixes a very specific situation where dropping items to the ground while levitating or falling, and also in third person, would cause the item to be lost. || Fixes items dropped to the ground while levitating, falling, or being in third-person view to not be occasionally lost. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW. <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the chance of successfully enchanting an item with multiple spell effects. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Self-enchanting fix. Corrects the chance of successfuly self-enchanting an item with multiple spell effects. Also adjusts the enchanting UI to stay open if self-enchanting fails, to allow multiple attempts at the same enchant. || Changes the Enchantment window to stay open after a failed attempt. || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Ammunition fix. Corrects the counter on ranged ammunition inventory icons when the equipped ammunition was hidden by an inventory filter. || Fixes the counter on ranged ammunition inventory icons when the equipped ammunition is hidden by an inventory filter. || Fix || || <br />
|-<br />
| Placeitem fix. Correctly saves items placed by scripts into cells that the player has not visited yet. || Fixes items placed by scripts to be correctly saved when the player has not visited the corresponding cell yet. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature magicka/fatigue fix. Creatures have independent settings of maximum magicka and fatigue, which are replaced with an auto-calculated value after saving/loading or attribute changes. This fix modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || || Fix || || Saving/loading should not trigger auto calculation in OpenMW.<br />
|-<br />
| Position/PositionCell fix. Fixes an issue with actors teleported in with PositionCell that prevented NPC scripting from running correctly, and properly activates actor collision when an actor is moved to the current cell. Fixes some quests involving Arena duels. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="orange">Partially implemented</font> || Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.<br />
|-<br />
| Map-texture conflict fix. Allows "_land_default.dds" to be replace with a texture of a different size, without breaking the world map. || Allows "_land_default.tga" to be replaced with a texture of different size without breaking the world map. || Fix || <font color="blue">Ignored</font> || Size of that texture should not matter.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves fleeing AI. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves how followers handle knockdowns. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Improves NPCs' light-source equipping. || Fix || || <br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes the issue where picking up items causes a huge number of copies to be created in the NPC inventory. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fixes crashes due to interacting with picked up or deleted items. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge. <br />
|-<br />
| Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. || Changes ammunition tooltips to display the object's damage range. || Fix || <font color="green">Implemented</font> || Implemented as an [https://openmw.readthedocs.io/en/master/reference/modding/settings/game.html#show-projectile-damage optional setting]. <br />
|-<br />
| Russian fixes. Argonian specific swim animation wasn't playing due to the translated race name. Fixes the width of the spell effect creator window. The window was too narrow, cutting part of the duration slider. Fixes the width of the level up window to avoid cutting off the personality attribute value. || || Fix || <font color="blue">Ignored</font> || No problems reported. <br />
|-<br />
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Fix || <font color="blue">Ignored</font> || Any character can be typed, as long as the Morrowind font supports displaying it.<br />
|-<br />
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || || Fix || || <br />
|-<br />
| Load warning crash fix. Prevents crashes if space is pressed at the moment a load warning messagebox appears. || Fixes crashes if space is pressed at the moment a load warning messagebox appears. || Fix || <font color="blue">Ignored</font><br />
|-<br />
| Inventory bugs fix. Wearing two identical rings (enchanted or not) and un-equipping the lower one would un-equip both rings, causing a glitch where the ring was separate but not equipped in the menu. It would eventually crash if you tried to manipulate the ring too much, which is now fixed. || Fixes crash if you tried to manipulate the ring too much. || Fix || <font color="blue">Ignored</font> || <br />
|-<br />
| Barter gold reset fix. Causes merchants' barter gold to reset as soon as you open dialogue with an NPC, instead of when you open the barter window. This means gold spent on services will be available for bartering. || Fixes merchants' barter gold previously spent on services not being available for bartering. || Fix || <font color="green">Implemented</font> || Implemented as described.<br />
|-<br />
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random function unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">Ignored</font> || Never been an issue, along with the many other scripting limitations.<br />
|-<br />
| Script data fix. Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes an possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Fix reading vars from a global script. Allows scripts to read the local variables of any running global script. Previously the engine allowed reading local variables from scripts only through a reference with a script attached. || || Fix || <br />
|-<br />
| GetEffect/RemoveEffects fix. Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fixes instances where the GetEffect and RemoveEffects script commands would not work correctly, respectively always returning 0 or not removing an effect. || Fix || || <br />
|-<br />
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fixes the problem where the tooltip shows that the source spell of all spell effects from an enemy are the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fixes MoveWorld, where it behaved incorrectly in the Z direction. || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || || <br />
|-<br />
| Ammo fixes. Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Prevents ammo from being consumed in the case that ammo is equipped but not loaded in the firing weapon, such as when the weapon switches on expiry of a bound longbow. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Shield hit location fix. If no shield is equipped, but an otherwise full set of armor, damage to the shield location would count as unarmored and progress the unarmored skill. This option redistributes hits from the shield location if no shield is equipping; it will randomly select the left pauldron or cuirass location instead. || Do not allow shield slot to take hits, if there is no shield equipped || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Incorrect inventory sounds fix. Potion icons now play both Up and Down sounds, instead of just the Up sound for both interactions. Alchemy success and failure sounds are now detectable by scripts. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Mouse cursor movement fix. When the menu is hidden, the mouse cursor still moves as you rotate your view, leaving it in a different position when the menu is opened again. This restricts cursor movement to when a menu is visible. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Sneaking boots penalty fix. Sneaking has a penalty based on the weight of the character's footwear. Shoes (clothing) was calculated correctly, but boots (armor) had an effective weight of zero for sneaking. This option corrects the weight measurement to check armor as well. || || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)<br />
|-<br />
| Probe quality fix. There is a mechanic where a trap can be too complex to probe. This patch fixes the probe calculations such that higher quality probes can reduce this complexity level to where they are possible to probe. || || Fix || || <br />
|-<br />
| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.<br />
|-<br />
| RemoveItem weight fix. The RemoveItem command would always reduce encumbrance by (specified quantity * object weight), no matter how many objects actually existed in the inventory. This fixes RemoveItem to reduce encumbrance correctly. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Bow sound glitch fix. Solves weapon sounds triggering multiple times when firing bows and crossbows. || Fixes weapon sounds triggering multiple times when firing bows and crossbows. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.<br />
|-<br />
| CellChanged fix. Makes the CellChanged function reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate function on a scripted door. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Multiple summons overlap fix. When multiple creatures were summoned in a single cast, they would always appear at exactly the same location, making it look like only one creature was summoned. This fix slightly changes the summoning distance for every summoned creature so that multiple creatures separate immediately. This also works to separate multiple summon spells cast at the same target location. || || Fix || <font color="darkred">Not started</font> ||<br />
|-<br />
| Barter haggle fix. Corrects the problem where holding the mouse button down on the barter menu [+] and [-] buttons did not cause the haggle amount to continue increasing or decreasing while the button is held down. || || Fix || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Menu mode world interaction fix. While in the alchemy, self-enchantment, self-repair or recharge menus, it was still possible to pick up items from the world with the cursor. Performing crafting actions while an item was attached to the cursor could cause inventory glitches. To avoid these problems, you now cannot pick up items from the world while in crafting menus. || || Fix || <font color="green">Implemented</font> || Implemented as described. <br />
|-<br />
| NPC rank change fix. Makes the game save changes to an NPC's faction rank, when it is modified by the RaiseRank and LowerRank script commands. || || Fix || <font color="darkred">Not started</font> || <br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="blue">Ignored</font> || OpenMW automatically adjusts the world map size to fit all landmasses in.<br />
|-<br />
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Optional. Now with zoom. || Implements two zoom levels for the world map. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="darkred">Not started</font> || Will decrease performance a lot without proper implementation.<br />
|-<br />
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW as an optional configuration setting (see [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak Input Settings]).<br />
|-<br />
| Swift casting. Allows casting from any stance with the ready magic button. Ready spell stance is still available with the M key. || Allows you to cast spells from any stance via the Ready Magic button. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better ingredient and item selector. A much improved menu for selecting components. Affects selecting ingredients, enchanting items and the quick item menu. || Adds improved component selection in Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Already implemented in OpenMW.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to choose spell by typing their first letter while in the inventory. || Feature || <font color="blue">Ignored</font> || OpenMW has a proper spell filter field.<br />
|-<br />
| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the layout of books, scrolls, and the journal to display more content per page. || Feature || || Likely to break the intended layout of e.g. books with images.<br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. Pages have more words per line, and lines per page. The quest and topic list is wider, and wraps less. || Changes the quest and topic lists to be wider and wrap lesser. || Feature || || <br />
|-<br />
| Better typography. Improves the layout of books, scrolls and the journal. || Slight layout change for books, so that words are not located too close to the spine. The topic/quest list in the journal has been re-aligned to stay within the bookmark texture. || Feature || || <br />
|-<br />
| Persuasion improvement. The persuasion dialogue option opens the persuasion menu over your pointer, instead of the centre of the screen. || Changes the Persuasion window to pop up at your mouse cursor's position. || Feature || <font color="blue">Ignored</font> || Is not needed because OpenMW has the keyboard navigation.<br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].<br />
|-<br />
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.<br />
|-<br />
| Allow faction leaving. Allows the removal of a player from a faction by script, leading to new quest possibilities. || Adds the possibility to completely remove the player from a faction via scripting. || Feature || || <br />
|-<br />
| Weapon resistance change. Enchanted weapons no longer bypass the "normal weapon resistance" effect that many daedra possess (e.g. ghosts, dremora), only the weapon setting "ignore normal weapon resistance" matters. This requires mod support to work. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Alchemy weight rewrite. Fixes exploitable potion weight calculations. Prevents potion weight approaching zero if you make several kinds of potion in one go, and stops useless ingredients making potions lighter. Potion weight is now (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Changes potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Racial variation in speed fix. Normalizes race speed. Orcs were up to 35% faster and bosmer up to 5% slower than baseline before any stats were taken into account due to body scaling. || Changes base speed of all races to the standard value, ignoring body scale. || Feature || || <br />
|-<br />
| Disable weapon transition on unequip. Skips the short put away weapon state on all unequip actions and when switching to hand to hand. May be useful for certain mods that detect weapon state. || || Feature || || <br />
|-<br />
| Pickpocket rewrite. - Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. || Changes pickpocket difficulty to be based on the weight of an item rather than its value. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| UI display quality fix. Removes texel misalignment blur. Makes all text and icons as sharp as the source textures. Serious interface clarity improvement. MGE has issues with this fix and draws shaders over the UI, so it's only usable if you don't enable shaders. || Makes all menu texts and icons as sharp as their source textures are. || Feature || <font color="blue">Ignored</font> || There was never any blur to begin with.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to close dialogue windows, scrolls, and books with the Space key. || Feature || <font color="green">Implemented</font> || Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.<br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || || <br />
|-<br />
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || || <br />
|-<br />
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The choice function indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Journal text colouring. Text that rendered as full black can have the colour changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard colour of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Vanity camera lock. Allows the moveable vanity camera to stay active after the key is released. It also loosens the restrictions on camera position. Mouse movement should now be fixed relative to the player, previously it didn't account for mouse sensitivity options. || || Feature || || <br />
|-<br />
| Detect life spell. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || || <br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Allows you to arbitrarily resize Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. || Reduces the minimum size of the map window and moves the world/local toggle to the corner to maximize use of space. || Feature || || <br />
|-<br />
| Arrow enchanting. Allows the enchanting of arrows, bolts, and throwing weapons. It will enchant a number of items equal to one-quarter the soul charge of the soul gem. This is not considered balanced, but a fun feature. || Allows you to enchant arrows, bolts, and throwing weapons. Enchants a number of items equal to one-quarter the soul charge of the soul gem. || Feature || <font color="orange">Partially implemented</font> || Player can enchant ammo, but only one by one.<br />
|-<br />
| Enchanting increases item value. Previously, items you enchant had the same value as the unenchanted version. With this patch, the newly enchanted item increases in value based on the enchantment capacity used, and item type. Rebalanced over earlier versions. || Changes enchanted items to have an increased value depending on the item's type and the enchantment capacity used. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow stealing from KOed NPCs. This patch allows you to steal from NPCs that have been knocked out. Previously you would get a 'You are in combat' message. Updated so it only affects stealing, and no longer wrongly enables dialogue or other interaction with hostile NPCs. || Allows you to steal from knocked-out NPCs. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchant multiple effects. The spellmaker would not allow you to add most spell effects more than once. It now allows you to add a spell effect multiple times with different parameters. Enchant maker now supports multiple effects, as with the spell maker. || Allows you to use a particular spell effect multiple times when creating a spell or an enchantment. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker area effect cost. Adding a large area effect to spells had a cost which was independent of the spell magnitude. For balance and realism, large area spells should cost significantly more than they do. || Changes the spell area effect cost to depend on the spell's magnitude as well. || Feature || || <br />
|-<br />
| Exhaust NPCs with damage fatigue. NPCs collapse with exhaustion when their fatigue goes below zero. This could happen with drain fatigue spells, but damage fatigue could never reduce it below zero. Now it can, and NPCs typically will remain on the floor until the damage fatigue spell expires. || Changes the Damage Fatigue spell effect to reduce Fatigue below zero, allowing you to exhaust NPCs this way. || Feature || <font color="green">Implemented<font> || Implemented as described.<br />
|-<br />
| Strength-based hand to hand damage. Hand to hand damage was only based on the skill level. It now varies with strength. The damage is equivalent to original Morrowind damage at 40 strength and increases up to 2.5x at 100 strength. No longer multiplies werewolves' damage. || Changes Hand to Hand skill to depend on Strength attribute. (Does not apply to werewolves!) || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || || <br />
|-<br />
| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.<br />
|-<br />
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.<br />
|-<br />
| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || <font color="blue">Ignored</font> || OpenMW supports up to three decimal places, but does not show trailing zeroes.<br />
|-<br />
| Reduce camera clipping. Stops the third person camera from moving closer if an NPC (or activator) is between the player and the camera. || Changes the third-person camera to not move closer to the character when there is an NPC or activator in between. || Feature || || <br />
|-<br />
| Larger service windows. Makes repair, recharge, and birthsign menus larger. Now increases the size of merchants' spells service and repair service menus. || Increases the size of Repair, Recharge, Birthsign, and Spell service windows. Improves the text layout of the alchemy menu. || Feature || || <br />
|-<br />
| Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude. || Increases the value of filled soul gems, making it only depending on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW as of https://github.com/OpenMW/openmw/pull/1716<br />
|-<br />
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPC AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || Actually, OpenMW uses a special case to do not use racial powers.<br />
|-<br />
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || || Feature || || <br />
|-<br />
| Permanent barter disposition mod. Barter disposition changes on successful/failed transaction can now become permanent. || Changes temporary barter disposition changes from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. || Allows an on-use enchanted ring to be equipped together with two constant effect rings. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Enchanted item rebalance. Reduces the effect that enchant skill has on item charge use. Updated: The enchanted item cooldown is 3 seconds, down from 4 seconds. Enchant skill 100 allows 1.66x casts from a full charge, up from 1.33x. The fading recharge icon has a clearer division between charging and ready. || || Feature || <font color="blue">Ignored</font> || Is not needed since OpenMW has an option to play casting animations for magic items.<br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Hides the trap status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden traps. Turns off the display of trap status on object tooltips, so that there is no obvious warning of trapped objects. Probes will always use a charge when testing an object, even if there is no trap present. || Changes probes to use a charge when testing an object which hasn't got a trap on it. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hidden locks. Hides the display of locks and lock levels. Instead, listen for sounds and watch for messages while picking. || Hides the lock status and lock level in object's tooltips. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Hi-def cutscene support. Allows mods to include cutscenes up to 2048x1024 (the default maximum was 640x480). || Allows mods to include cutscenes up to 2048x1024 instead of a maximum 640x480. || Feature || <font color="blue">Ignored</font> || Shouldn't be a problem in OpenMW.<br />
|-<br />
| Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. || Allows the use of Japanese language fonts in dialogue. || Feature || || Will be available post-1.0, when content files will be UTF-8.<br />
|-<br />
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.<br />
|-<br />
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Faction owned items now show the rank requirement that allows you to take the item. Tooltip now shows an object is "Permitted" when rented or granted access instead of showing "Owned". || Feature || || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).<br />
|-<br />
| Level-up skills tooltip. In the player level tooltip, the number of skill level-ups linked to each of your attributes are added. This reduces the confusion of remembering which skills to raise for your next level. || Changes the level tooltip to show the current number of skill level-ups for each attribute. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Inventory sounds for axes. Allows a mod to set axe inventory sounds instead of them sharing a sound ID with another weapon. || Adds the possibility to set a separate axe inventory sound not shared by any other weapon. || Feature || <font color="darkred">Not started</font> || Not implemented, but there is a pull request to de-hardcode weapon types settings.<br />
|-<br />
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || || <br />
|-<br />
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || || <br />
|-<br />
| Lock level scripting. Modifies the GetLevel script command to additionally work on locked objects. It returns the lock level, 0 for unlocked, and -1 for items without a lock. || Changes the GetLevel script command to also work on locked objects, returning the lock level, 0 for unlocked objects, or -1 for items without a lock respectively. || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Followers defend immediately. Followers and summons will now attack an enemy as soon as combat has begun, instead of waiting for the enemy to land a hit. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. || || Feature || <font color="blue">Ignored</font> || Not relevant to OpenMW.<br />
|-<br />
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.<br />
|-<br />
| Enchanted item rebalance. This option has been split into two options; "Enchanted item cooldown" for the casting cooldown and "Enchanted item rebalance" for the enchant skill scaling. The cooldown is no longer affected by NPCs using enchanted items. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW.<br />
|-<br />
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Slowfall overhaul. Fixes the framerate-dependence of slowfall and its complete prevention of falling damage. The falling speed of slowfall varied so much depending on your framerate, there was previously no choice but to avoid giving damage. Horizontal air resistance has been reduced to 5% of the original to allow characters to glide, but remember that air resistance still increases with high magnitude spells. || || Feature || <font color="blue">Ignored<font> || Slowfall in OpenMW is handled inside the physics system, which is a framerate-independent. It is supposed just to decrease a gravity factor to get a lesser velocity during landing.<br />
|-<br />
| Improved loading speed. Provides better loading times for reloading and restarting the game, when Morrowind is already cached in memory. It also improves speed for people using VSync or windowed mode, and when there are many small mods enabled. || || Feature || <font color="blue">Ignored</font> || No issue in OpenMW. <br />
|-<br />
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.<br />
|-<br />
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || || Feature || <font color="darkred">Not started</font> || <br />
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Spellmaker/enchanting improvement. Improves the UI when setting spell effects in the spellmaker or enchantment windows. When changing the strength of an effect, increasing the minimum magnitude will increase the maximum magnitude if it is lower, and decreasing the maximum magnitude will decrease the minimum magnitude if it is higher. || || Feature || || <br />
|-<br />
| Two-handed weapon removes shield. Un-equips the shield when equipping any two-handed weapon. You no longer can benefit from the armour rating or enchantments of the shield while both hands are occupied. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Quality-based potion icons/models. Changes alchemy so that player made potions have an icon and model related to the quality of crafted potions, instead of a randomized icon and model. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| First person swim animations. Allows mods to add swim animations that will play in first person view. This has no effect without a suitable animation mod. || || Feature || || <br />
|-<br />
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || <font color="green">Implemented</font> || Implemented as an optional setting.<br />
|-<br />
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Scriptable potion use. Adds the ability for NPCs to drink potions with the Equip script command. It will work both in and out of combat. || || Feature || || <br />
|-<br />
| See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on alchemy skill. Player-made potions still show effects based on alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Better haggling. When bartering, allows you to increase or decrease the haggle value by 100 by holding Shift when clicking the [+] or [-] buttons. Hold the button down to add or remove large values quickly; this works reliably due to another fix. || || Feature || <font color="blue">Ignored</font> || Makes no sense to implement since there is an input field for exact amount of money in OpenMW.<br />
|-<br />
| Container respawn timescale. Changes the respawn variables and checking interval to count in days instead of months, although the variable names stay the same. This should allow modders to create more interesting restocking goods at merchants || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| AddItem with levelled items. Adds support for levelled items to AddItem. This allow mods to generate randomized items more easily. See patch description for important details. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Get/SetAngle enhancement. GetAngle and SetAngle can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Adds the U, V, W axes to the SetAngle command, which are mapped to X, Y, Z but applying a ZYX rotation axis order matching the rest of the engine, allowing scripted rotations to be saved and restored properly, as well as being able to use the original rotation of the object. Using UVW axes allows this option to be backwards compatible with item placement mods. || || Feature || || <br />
|-<br />
| AIActivate enhancement. To improve the usefulness of the AIActivate command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate command. It is backwards compatible with existing AIActivate using mods. || || Feature || || <br />
|-<br />
| Avoid blame for neutral NPC deaths. If a neutral (not in combat) NPC dies from a spell effect cast by anyone at the player, the player fully takes the blame and incurs a murder charge. This can happen if a neutral NPC is killed by an area effect spell used by a creature or NPC trying to kill anything else. This patch will avoid charging the player with a crime if the NPC is killed by a third party. || || Feature || || <br />
|-<br />
| Spellmaking matches editor. The duration of a spell effect can now be set to 0 to create an instant effect. The magicka cost of a spell now matches the cost of a pre-made auto-calculated spell with the same effects. || || Feature || || <br />
|-<br />
| Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || || Feature || <font color="darkred">Not started</font> || <br />
|-<br />
| Safe dispose corpse. Actors are not fully treated as dead until their death animation is complete and they can no longer move. The final processing of an actor includes script triggers. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || || Feature || || <br />
|}<br />
<br />
= Legend =<br />
<br />
{|<br />
|-<br />
|<br />
|-<br />
| <font color="darkred">Not started</font><br />
| Work on this feature/fix has not started yet.<br />
|-<br />
| <font color="orange">Partially implemented</font><br />
| This feature/fix has been partially implemented. See the entry's comment for more information.<br />
|-<br />
| <font color="green">Implemented</font><br />
| This feature/fix has already been implemented.<br />
|-<br />
| <font color="blue">Ignored</font><br />
| This feature/fix will not be implemented because either OpenMW provides a better solution to achieve the same functionality or it is not possible to properly implement the feature in OpenMW. See the entry's comment for more information.<br />
|}</div>Akortunov