MCP: Difference between revisions

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m (Added related Gitlab issue)
(Various consistency and clarity edits in the comments column.)
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| 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.
| 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.
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| 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.
| 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> || Properly implemented in OpenMW.
OpenMW allows the use of all common screen resolutions.
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| 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].
| 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].
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| 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.
| 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> || Properly implemented in OpenMW.
In order to avoid this shortcoming and exploits, OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high.
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| 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="green">Implemented</font> ||  Implemented as described.
| 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="green">Implemented</font> ||  Implemented in OpenMW as described.
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| 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.
| 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.
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| 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.
| 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> || Properly implemented in OpenMW.
The missing month is added; please confirm whether the days are correct.
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| 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.
| 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.
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| 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.
| 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.
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| 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.
| 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> || No issue in OpenMW.
There is no difference between scripted and no-scripted music in OpenMW.
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| 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].
| 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].
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| 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.
| 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.
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| 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.
| 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.
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| 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.
| 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> || Shouldn't be an issue in OpenMW.
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| 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="green">Implemented</font> ||  Implemented as described in the patch description
| 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="green">Implemented</font> ||  Implemented in OpenMW as described.
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| 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.
| 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.
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| 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.
| 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.
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| 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> ||  
| 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> || Implemented in OpenMW as described.
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| 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.
| 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.
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| 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.
| 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.
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| 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.
| 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 in OpenMW as described.
[https://forum.openmw.org/viewtopic.php?f=3&t=4831 Controversial] among some players.
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| 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.
| 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> || Properly implemented in OpenMW.
Works fine even for e.g. torch particles.
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| 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.
| 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.
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| 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.  
| 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.  
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| 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.
| 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.
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| 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.  
| 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> || Properly implemented in OpenMW.
A cooldown is implemented, though it's a bit lower.
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| 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.  
| 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 in OpenMW as described.  
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| 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.
| 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> || No issue in OpenMW.
The maps are not currently used. Documentation on what they are for and why they might be useful would be helpful.
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| 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.  
| 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.  
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| 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.
| 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 in OpenMW.
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| 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.
| 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> || Shouldn't be an issue in OpenMW.
It's unclear what the errors would be.
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| 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.  
| 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 an issue in OpenMW.  
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| 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.
| 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 in OpenMW as described.
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| 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.
| 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 in OpenMW as described.
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| 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
| 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 in OpenMW as described.
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| 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.
| 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 an issue in OpenMW.
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| 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.
| 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.
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| 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
| 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 in OpenMW as described.
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| 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
| 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 in OpenMW as described.
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| 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.
| 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 an issue in OpenMW.
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| 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.
| 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 an issue in OpenMW.
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| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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> || No issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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> || Implemented in OpenMW as described.
|-
|-
| 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.
| 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> || Implemented in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
There are no diseases from blight storms.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.  
| 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 an issue in OpenMW.  
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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.
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.
| 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.
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.
| 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> || No issue in OpenMW.
Repair of bound items does not need to be disabled if it is not causing crashes.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.  
| 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> || Properly implemented in OpenMW.  
|-
|-
| 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.
| 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> || No issue in OpenMW.
|-
|-
| 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].  
| 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> || Properly implemented in OpenMW.
Volume is used for those functions. Might be related to [https://bugs.openmw.org/issues/3674 bug #3674].  
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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.
|-
|-
| 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 || ||  
| 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 || <font color="darkred">Not started</font> ||
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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.
Line 203: Line 216:
| 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.
| 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.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
The condition is now treated as a floating point number.
|-
|-
| 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.
| 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.
Line 211: Line 225:
| 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.
| 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.
|-
|-
| 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.  
| 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> || Properly implemented in OpenMW.
Implemented by keeping track of how many items were stolen and reducing that count on confiscation.  
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.  
| 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 an issue in OpenMW.  
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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> || Shouldn't be an issue in OpenMW.
Saving/loading should not trigger auto calculation in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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> || Shouldn't be an issue in OpenMW.
Size of that texture should not matter.
|-
|-
| 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.
| 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> || Implemented in OpenMW as described.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
|-
|-
| 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].  
| 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] in OpenMW.
|-
|-
| 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.  
| 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> || Shouldn't be an issue in OpenMW.
|-
|-
| 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.
| 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> || No issue in OpenMW.
Any character can be typed as long as the Morrowind font supports displaying it.
|-
|-
| 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.
| 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> || No issue in OpenMW.
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.
|-
|-
| 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> ||
| 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> || No issue in OpenMW.
|-
|-
| 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> ||  
| 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> || No issue in OpenMW.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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> || No issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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="green">Implemented</font> || Implemented as described.
| 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="green">Implemented</font> || Implemented in OpenMW as described.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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> ||
| 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> ||
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.  
| 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 in OpenMW as described.  
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
|-
|-
| 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.
| 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> || No issue in OpenMW.
OpenMW automatically adjusts the world map size to fit all landmasses in.
|-
|-
| 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> ||  
| 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> ||  
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| 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.
| 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.
|-
|-
| 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]).
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Implemented as an [http://openmw.readthedocs.io/en/master/reference/modding/settings/input.html#toggle-sneak optional setting] in OpenMW .
|-
|-
| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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> || Implemented in OpenMW as described.
|-
|-
| 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.
| 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> || No issue in OpenMW.
OpenMW has a proper spell filter field.
|-
|-
| 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> ||  
| 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> || No issue in OpenMW.
OpenMW has a proper spell filter field.
|-
|-
| 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.
| 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.
|-
|-
| 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 ||  ||  
| 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 ||  || Likely to break the intended layout of e.g. books with images.
|-
|-
| 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 ||  ||  
| 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 ||  || Likely to break the intended layout of e.g. books with images.
|-
|-
| 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.
| 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.
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| 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.
| 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.
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| 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 || ||  
| 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 || <font color="darkred">Not started</font> ||
|-
|-
| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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> || No issue in OpenMW.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.
|-
|-
| 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> ||  
| 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> ||  
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| 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.
| 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.
|-
|-
| 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
| 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> || No issue in OpenMW.
There is no minimum map size in OpenMW.
|-
|-
| 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].
| 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] in OpenMW.
|-
|-
| 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> ||  
| 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> ||  
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| 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.
| 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.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
Spellmaking window slider limits are adjustable in the GUI layout files.
|-
|-
| 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> ||  
| 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> || Implemented in OpenMW as described.
|-
|-
| 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> ||  
| 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> ||  
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| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| 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.
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. ||  || Feature || <font color="green">Implemented</font> || Properly implemented in OpenMW.
There's no map smoothing.
|-
|-
| 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="green">Implemented</font> || Implemented as an optional setting.
| 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="green">Implemented</font> || Implemented as an optional setting in OpenMW.
|-
|-
| 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 || <font color="green">Implemented</font> || Implemented as an optional setting.
| 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 || <font color="green">Implemented</font> || Implemented as an optional setting in OpenMW.
|-
|-
| 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.
| 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> || No issue in OpenMW.
OpenMW supports up to three decimal places, but does not show trailing zeroes.
|-
|-
| 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> ||
| 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> ||
|-
|-
| 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.  
| 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> || No issue in OpenMW.
OpenMW has improved alternative layouts for these menus.  
|-
|-
| 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
| 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.
See https://github.com/OpenMW/openmw/pull/1716.
|-
|-
| 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.
| 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.
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| 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.
| 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.
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| 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> ||  
| 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> ||  
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| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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> || No issue in OpenMW.
There's an option that enables the playback of casting animations for cast-on-use spellcasting.
|-
|-
| 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> ||  
| 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> ||  
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| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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 an issue in OpenMW.
|-
|-
| 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.
| 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.
Line 435: Line 465:
| 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.
| 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.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
Tweak 'show owned' setting and 'tfh' console command.
|-
|-
| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
The magicka cost is a part of the spell tooltip.
|-
|-
| 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.
| 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> || Properly implemented in OpenMW.
Only spells (and only those spells that are not racial powers) are sold by merchants.
|-
|-
| 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> ||  
| 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> ||  
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| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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.
| 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 in OpenMW as described.
|-
|-
| 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> ||  
| 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> ||  
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| 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.
| 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> || No issue in OpenMW.
|-
|-
| 4GB patch. Integrated into the install process. ||  || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.
| 4GB patch. Integrated into the install process. ||  || Feature || <font color="blue">Ignored</font> || Not issue in OpenMW.
|-
|-
| 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.
| 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.
|-
|-
| 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.
| 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> || No issue in OpenMW.
Slowfall effect in OpenMW is framerate-independent.
|-
|-
| 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.  
| 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.  
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| 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 || <font color="green">Implemented</font> || Properly implemented in OpenMW.  
| 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 || <font color="green">Implemented</font> || Properly implemented in OpenMW.  
|-
|-
| 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.
| 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 in OpenMW.
|-
|-
| Persuasion improvement. The persuasion menu stays open after you select an option. ||  || Feature || <font color="darkred">Not started</font> ||   
| Persuasion improvement. The persuasion menu stays open after you select an option. ||  || Feature || <font color="darkred">Not started</font> ||   
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| 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> ||   
| 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> ||   
|-
|-
| 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.
| 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> || No issue in OpenMW.
There's a value input field in barter window.
|-
|-
| 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> ||   
| 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> ||   
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| 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> ||   
| 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> ||   
|-
|-
| 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 || ||
| 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 || <font color="darkred">Not started</font> ||
|-
|-
| 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 || ||
| 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 || <font color="darkred">Not started</font> ||  
|-
|-
| 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.  
| 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 an issue in OpenMW.  
|-
|-
| 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> ||  
| 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> ||  
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| 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> ||   
| 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> ||   
|-
|-
| 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> ||
| 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> || Implemented in OpenMW as described.
|}
|}



Revision as of 22:06, 2 July 2020


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.

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.

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.

Additional information on some MCP fixes that have been implemented can be found scattered around the Research pages until they are added here.

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!

List of Changes

Original Description Summary Category OpenMW Status Comments
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 Ignored No issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Properly implemented in OpenMW.

OpenMW allows the use of all common screen resolutions.

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 Not started 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 bug #3986.
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 Implemented Properly implemented in OpenMW.

In order to avoid this shortcoming and exploits, OpenMW's barter price formula flatlines the selling and buying price at 75% of the base if player's stats are sufficiently high.

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 Implemented Implemented in OpenMW as described.
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 Implemented Properly implemented in OpenMW.
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 Implemented Properly implemented in OpenMW.

The missing month is added; please confirm whether the days are correct.

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 Implemented Properly implemented in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.

There is no difference between scripted and no-scripted music in OpenMW.

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 Ignored No issue in OpenMW.

Possibly related to bug #3674.

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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Properly implemented in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Properly implemented in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.

Controversial among some players.

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 Implemented Properly implemented in OpenMW.

Works fine even for e.g. torch particles.

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 Ignored Shouldn't be an issue in OpenMW.
Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. Allows reflection effects on skinned models (reflection maps). Fix Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Properly implemented in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Properly implemented in OpenMW.
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 Ignored No issue in OpenMW.
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 Not started The original behavior is considered a design choice for the time being, see bug #2455.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Properly implemented in OpenMW.

A cooldown is implemented, though it's a bit lower.

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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.

The maps are not currently used. Documentation on what they are for and why they might be useful would be helpful.

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.
Particle effects fixes. Corrects particles peeling away from weapons and projectiles. Fixes particles to not peel away from weapons an projectiles. Fix Ignored Shouldn't be an issue in OpenMW.
Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. Fixes aiming errors for first-person and third-person view. Fix Ignored Shouldn't be an issue in OpenMW.

It's unclear what the errors would be.

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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Not started Initially was implemented, then reverted due to complaints about non-vanilla behaviour.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.

There are no diseases from blight storms.

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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.

Repair of bound items does not need to be disabled if it is not causing crashes.

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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Properly implemented in OpenMW.
Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. Fixes StopSound and SayDone script commands for voiceover mods. Fix Ignored No issue in OpenMW.
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 Implemented Properly implemented in OpenMW.

Volume is used for those functions. Might be related to bug #3674.

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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.
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 Not started
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 Implemented Implemented in OpenMW as described.
Prevent empty messages. Stops all empty message notifications from appearing. Prevents empty messages from appearing. Fix Ignored No issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Properly implemented in OpenMW.

The condition is now treated as a floating point number.

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 Not started 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.
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 Implemented Properly implemented in OpenMW.
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 Not started GUI sounds are not detected via GetSoundPlaying in OpenMW - they are not attached to player.
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 Implemented Properly implemented in OpenMW.

Implemented by keeping track of how many items were stolen and reducing that count on confiscation.

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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.

Saving/loading should not trigger auto calculation in OpenMW.

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 Ignored Shouldn't be an issue in OpenMW.
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 Partially implemented Works for lights, ammunition, books, but not for activators since activation is controlled by scripts and it may not work as intended for activators.
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 Ignored Shouldn't be an issue in OpenMW.

Size of that texture should not matter.

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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored Properly implemented in OpenMW.
Ammo damage tooltip. Item tooltips will now show the damage range on ammunition. Changes ammunition tooltips to display the object's damage range. Fix Implemented Implemented as an optional setting in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
Polish keyboard support. Allows typing of Polish characters in-game. Adds the possibility to type Polish characters in-game. Fix Ignored No issue in OpenMW.

Any character can be typed as long as the Morrowind font supports displaying it.

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 Ignored No issue in OpenMW.

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.

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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
MoveWorld Z fix. Fixes MoveWorld, where it behaved incorrectly in the Z direction. Fixes MoveWorld, where it behaved incorrectly in the Z direction. Fix Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Ignored Shouldn't be an issue in OpenMW.
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 Not started
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 Ignored Shouldn't be an issue in OpenMW.
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 Implemented Implemented in OpenMW as described.
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 Implemented Properly implemented in OpenMW.
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 Ignored No issue in OpenMW.

OpenMW automatically adjusts the world map size to fit all landmasses in.

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 Not started
Rain/snow collision. Rain and snow now collide with statics. Lets rain and snow collide with statics. Feature Not started Will decrease performance a lot without proper implementation.
Toggle sneak. Sneak key toggles sneak mode on or off. Allows you to toggle the sneak mode. Feature Implemented Implemented as an optional setting in OpenMW .
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 Not started
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 Implemented Implemented in OpenMW as described.
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 Ignored No issue in OpenMW.

OpenMW has a proper spell filter field.

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 Ignored No issue in OpenMW.

OpenMW has a proper spell filter field.

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.
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 Likely to break the intended layout of e.g. books with images.
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 Likely to break the intended layout of e.g. books with images.
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 Ignored Keyboard navigation renders this unnecessary.
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 Ignored Significant subjective inventory usability changes like this must be handled in mods that rely on post-1.0 improved modding and not be a part of the engine. Refer to #5497.
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 Ignored Significant subjective inventory usability changes like this must be handled in mods that rely on post-1.0 improved modding and not be a part of the engine. Refer to #5497.
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 bug #4178.
Attribute uncap. Allows levelling of the eight main attributes past 100. Allows you to level your attributes past 100. Feature Not started Could be implemented without any trouble but is currently restricted.
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 Not started Could be implemented without any trouble but is currently restricted.
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 Implemented Properly implemented in OpenMW.
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 Implemented Implemented as an optional setting in OpenMW.
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 Not started
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 Implemented Implemented as an optional setting in OpenMW.
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 Not started
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 Not started
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 Ignored No issue in OpenMW.
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 Implemented Properly implemented in OpenMW.

Implemented for many more windows and additional shortcuts e.g. WASD to switch between buttons.

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 Not started
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 Not started
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 Not started
Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. Prevents combat music from interrupting music played by mods. Feature Not started
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 Not started
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 Not started
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 Not started
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 Not started
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 Not started
Fortify maximum health. Changes fortify health to behave like fortify maximum health. Changes Fortify Health spell effect to only (?) affect maximum health. Feature Not started Initially was present, but was removed due to bug #4231
Unrestrict menu size. Allows stats menu and magic menu to be resized without limit. Allows you to arbitrarily resize Stats and Magic menus. Feature Implemented Properly implemented in OpenMW.
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 Ignored No issue in OpenMW.

There is no minimum map size in OpenMW.

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 Implemented Implemented as an optional setting in OpenMW.
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 Not started
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 Implemented Properly implemented in OpenMW.
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 Implemented Properly implemented in OpenMW.

Spellmaking window slider limits are adjustable in the GUI layout files.

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 Implemented Implemented in OpenMW as described.
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 Not started
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 Not started
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 Implemented Implemented in OpenMW as described.
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 Implemented Implemented as an optional setting in OpenMW.
Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. Feature Implemented Properly implemented in OpenMW.

There's no map smoothing.

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 Implemented Implemented as an optional setting in OpenMW.
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 Implemented Implemented as an optional setting in OpenMW.
Item weight display. Allows weight to be displayed to two decimals of precision. Lets item weight fields display two decimal places. Feature Ignored No issue in OpenMW.

OpenMW supports up to three decimal places, but does not show trailing zeroes.

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 Not started
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 Ignored No issue in OpenMW.

OpenMW has improved alternative layouts for these menus.

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 Implemented Properly implemented in OpenMW.

See https://github.com/OpenMW/openmw/pull/1716.

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 Not started The opposite is currently deliberately hardcoded.
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 Not started 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.
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 Implemented Implemented as an optional setting in OpenMW.
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 Not started
Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. Feature Not started
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 Ignored No issue in OpenMW.

There's an option that enables the playback of casting animations for cast-on-use spellcasting.

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 Not started
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 Not started
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 Not started
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 Ignored Shouldn't be an issue in OpenMW.
Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. Allows the use of Japanese language fonts in dialogue. Feature Ignored Will be available post-1.0, when content files will be UTF-8.
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 Implemented These are settings that are saved and loaded.
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 Implemented Properly implemented in OpenMW.

Tweak 'show owned' setting and 'tfh' console command.

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 Not started
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 Implemented Properly implemented in OpenMW.

The magicka cost is a part of the spell tooltip.

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 Implemented Properly implemented in OpenMW.

Only spells (and only those spells that are not racial powers) are sold by merchants.

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 Not started
'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 Not started
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 Not started
Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. Adds the possibility to add Hello and Idle voiceovers to creatures. Feature Implemented Implemented in OpenMW as described.
Creature voiceover modding. Added ability for creatures to play Attack voiceovers. Adds the possibility to add Attack voiceovers to creatures. Feature Implemented Implemented in OpenMW as described.
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 Not started
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 Implemented Implemented as an optional setting in OpenMW.
New patcher GUI. New layout with DPI scaling compatibility. All patcher text is now in json format for translation. Feature Ignored No issue in OpenMW.
4GB patch. Integrated into the install process. Feature Ignored Not issue in OpenMW.
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 Ignored No issue in OpenMW.
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 Ignored No issue in OpenMW.

Slowfall effect in OpenMW is framerate-independent.

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 Ignored No issue in OpenMW.
Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Feature Implemented Properly implemented in OpenMW.
Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. Feature Not started
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 Partially implemented Part 1 is implemented, for part 2 OpenMW just does not allow to decrease a maximum magnitue below the minimum value.
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 Not started
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 Not started
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 Implemented Properly implemented in OpenMW.
Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. Feature Implemented Implemented as an optional setting in OpenMW.
Persuasion improvement. The persuasion menu stays open after you select an option. Feature Not started
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 Implemented Properly implemented in OpenMW.
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 Not started
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 Ignored No issue in OpenMW.

There's a value input field in barter window.

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 Not started
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 Not started
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 Not started
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 Not started
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 Ignored Shouldn't be an issue in OpenMW.
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 Not started
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 Not started
GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. Feature Not started
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 Implemented Implemented in OpenMW as described.

Legend

Not started Work on this feature/fix has not started yet.
Partially implemented This feature/fix has been partially implemented. See the entry's comment for more information.
Implemented This feature/fix has already been implemented.
Ignored 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.