MCP: Difference between revisions

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Additional information on some MCP fixes that have been implemented can be found scattered around the [[Research]] pages until they are added here.
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!
'''Want to help?''' There are still many unaddressed MCP fixes and features in the list. Simply look for an item below where the "OpenMW Status" is shown as "Not started", and contact the project developers to assist with implementation!


= List of Changes =
= List of Changes =
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! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments
! class="unsortable" style="text-align:left;font-size:100%;font-style:italic;font-weight:normal;width:20%"|Comments
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| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.
| 4GB patch. The 4GB Morrowind executable file patch is integrated into the MCP install process. || MCP includes the unofficial 4GB patch. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
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| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.
| Toggle sneak. Sneak key toggles sneak mode on or off. || Allows you to toggle the sneak mode. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/input.html#toggle-sneak optional setting].
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| Summoned creature crash fix. Prevents crashes from spell effects bound to creatures that have been unsummoned. Updated to correct a problem with the fix which crashed only when a summon killed its own summoner with a spell effect. || Fixes spell effects from summoned creatures to not crash the game when such a creature is unsommened. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.
| 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> || Should not be difficult to implement in OpenMW, but was at one time considered a post-1.0 feature; refer to this [https://forum.openmw.org/viewtopic.php?f=3&t=3827&start=10] forum post. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/2110 issue #2110].
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| Initializing data fix. Fixes errors in Morrowind's script parser that caused occasional hanging (or more rarely errors) during the "Initializing Data" phase, when loading savegames. It should also speed up this phase of loading. || Fixes script parser to not cause occasional hangings while initialising data. || Fix || <font color="blue">Ignored</font> || No issue in OpenMW.
| Pickpocket overhaul. 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="purple">Won't implement</font> || Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5719 issue #5719].
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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.
| 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. || Fixes the framerate-dependence of the Slowfall effect. || Feature || <font color="blue">N/A<font> || No issue in OpenMW.
Slowfall is framerate-independent 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.
| 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. || Player companions and summoned creatures will now engage in combat with an enemy as soon as the enemy has engaged in combat with the companion, summoned creature, or player. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#followers-attack-on-sight optional setting].
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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].
| Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
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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.
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. || Eating ingredients always succeeds, giving its first effect and Alchemy skill advancement. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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="darkred">Not started</font> ||  
| Two-handed weapon removes shield. Unequips 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. || Unequips a shield when equipping a two-handed weapon. || Feature || <font color="darkred">Not started</font> ||  
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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.
| Alchemy potion weight rebalance. 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 the potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). || Feature || <font color="purple">Won't implement</font> || Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5498 issue #5498].
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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.
| 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. || Player-made potions have an icon and model related to the quality of the crafted potions, instead of a randomized icon and model. || Feature || <font color="darkred">Not started</font> ||  
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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.
| Enchanted item cooldown. Enchanted on-use items now have a cooldown of 3 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained. This option is meant to restrain the usefulness of instant, uninterruptible damage and healing that certain items grant. || Enchanted on-use items have a cooldown of 3 seconds between uses. || Feature || <font color="purple">Won't implement</font> || Casting animations can optionally be enabled for enchanted items.
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| 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 || ||  
| Enchanted item rebalance. Reduces the effect that the Enchant skill has on item charge use. This option reduces the very strong abilities of enchanted items to allow other magickal skills to be effective in comparison. With this option enabled: At enchant skill 0, using an enchanted item uses 1x base charge cost; skill 40, it uses 0.84x charges (1.19x total casts); skill 70, it uses 0.72x charges (1.39x total casts); skill 100, it uses 0.6x charges (1.67x total casts). In vanilla Morrowind: At enchant skill 0, using an enchanted item uses 1.1x base charge cost; skill 40, it uses 0.7x charges (1.43x total casts); skill 70, it uses 0.4x charges (2.5x total casts); skill 100, it uses 0.1x charges (10x total casts).|| Reduces the effect that the Enchant skill has on item charge use. || Feature || <font color="darkred">Not started</font> || Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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 || ||  
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Doubles the success rate of recharging. || Feature || <font color="darkred">Not started</font> || Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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 || ||  
| Item recharging rebalance. Doubles success rate of recharging, and sets a minimum guaranteed percentage recharged depending on your enchant skill and stats. || Sets a minimum recharge percentage depending on your character's Enchant skill and stats. || Feature || <font color="darkred">Not started</font> || Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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].
| 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 depend on the trapped soul's magnitude. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://github.com/OpenMW/openmw/pull/1716 optional setting].
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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.
| 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. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#projectiles-enchant-multiplier optional setting].
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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 UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">Ignored</font> || No issue 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="purple">Won't implement</font> || Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5721 issue #5721].
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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.
| 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> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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 worn gloves, bracers, and shoes to correctly re-equip after a bound item has expired. || Fix || <font color="darkred">Not started</font> || Actually doesn't work with any bound armor or weapons. [https://github.com/OpenMW/openmw/pull/1592 Pull request in development].
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes the Fortify Health spell effect to only affect maximum health. || Feature || <font color="darkred">Not started</font> || This was initially implemented, but was later removed due to [https://gitlab.com/OpenMW/openmw/issues/4231 issue #4231].
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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.
| 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. || Sets the base speed of all races to the standard value, ignoring body scale. || Feature || <font color="green>Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#normalise-race-speed optional setting].
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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 || ||  
| 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. || Allows gloves to be equipped at the same time as bracers. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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.
| Argonian clothing choice. Makes Argonian females prefer to wear male versions of armor and clothing to avoid looking like a mammal. || Makes Argonian females prefer to wear male versions of armor and clothing. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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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.
| Permanent barter disposition changes. Barter disposition changes on successful/failed transactions can now become permanent. || Changes temporary barter disposition changes resulting from successful or failed transactions to be permanent instead. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#barter-disposition-change-is-permanent optional setting].
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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> ||  
| 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> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#always-allow-stealing-from-knocked-out-actors optional setting].
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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.
| 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 an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#uncapped-damage-fatigue optional setting].
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| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="darkred">Not started</font> ||  
| 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. || The player is no longer charged with a crime if an NPC is killed by a third party. || Feature || <font color="green">Implemented</font> || Implemented 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.
| 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 damage to depend on the Strength attribute. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#strength-influences-hand-to-hand optional setting].
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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.
| 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> || Implemented in OpenMW.
Spellmaking window slider limits are adjustable in the GUI layout files in OpenMW.
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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.
| 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.
Spellmaking window slider limits are adjustable in the GUI layout files in OpenMW.
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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.
| 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> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/3687 issue #3687].
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| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.
| 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="purple">Won't implement</font> || Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5723 issue #5723].
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| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.
| 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. || The duration of a spell effect can be set to 0 to create an instant effect. The magicka cost of a spell matches the cost of a pre-made auto-calculated spell with the same effects. || Feature || <font color="darkred">Not started</font> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/3807 issue #3807].
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| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Properly implemented in OpenMW.
| 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 trapped status in objects' tooltips. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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| 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 || ||  
| 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 that isn't trapped. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Disposition is uncapped in OpenMW.
| 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 objects' tooltips. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
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| 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 || ||  
| Detect life spell variant. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. || Changes the Detect Animal spell effect to also detect NPCs. || Feature || <font color="purple">Won't implement</font> || Subjective gameplay changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/merge_requests/2511 merge request #2511].
|-
|-
| Creature armour damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armour damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="green">Implemented</font> || Implemented as described. But the original behavior is seen as 'design choice' by some, see [https://bugs.openmw.org/issues/2455 bug #2455).
| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble, but is currently restricted. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/2758 issue #2758].
|-
|-
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.  
| Skill uncap. Allows levelling of skills past 100, including mod skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble, but is currently restricted. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/2758 issue #2758].
|-
|-
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.  
| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/shaders.html#weather-particle-occlusion optional setting].
|-
|-
| Inventory bugs fix. Fixes issues/crashes with inventory updates when using potions/ingredients via quickslot; companions using soul trap and prevents inventory bugs when using companion rings, teleport rings or similar items. Corrects the encumbrance bar in the companion share window overlapping the text to its right. Corrects the display of item stacks of size 10000 or more in containers. || Fixes inventory bugs when using companion rings, teleport rings, and similar items. || Fix || <font color="blue">Ignored</font> || Shouldn't be an issue in OpenMW.  
| Bump/reflect map 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 in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/shaders.html#apply-lighting-to-environment-maps optional setting].
|-
|-
| 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.  
| Over-the-shoulder third person 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 in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/camera.html#view-over-shoulder optional setting].
|-
|-
| 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.
| 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> ||
|-
|-
| 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.
| 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. || Allows the moveable vanity camera to stay active after the key is released, loosens restrictions on camera position, and fixes mouse movement relative to the player to account for mouse sensitivity settings. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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.
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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="red">Not started</font> || Not removed as such, but the maps are not currently used. Documentation on what they are for and why they might be useful would be useful.
| Separate axe inventory sounds. 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> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5487 issue #5487].
|-
|-
| 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.  
| 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. || Enchanted weapons do not bypass certain creatures' resistance to normal weapons. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#enchanted-weapons-are-magical optional setting].
|-
|-
| Particle effects fixes. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons an projectiles. || Fix || ||  
| Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. || Allows enchanting service NPCs to charge different prices for one-cast items, like scrolls. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| Projectile aiming fix. Corrects aiming errors for 1st person and 3rd person. || Fixes aiming errors for first-person and third-person view. || Fix || ||  
| 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 only up to 640x480. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
These limitations do not apply 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 a problem in OpenMW.  
| Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. || Changes bone checks from strict match to substring match to detect the blend mask to which the bone belongs. || Feature || <font color="darkred">Not started</font> || A questionable change; some mods do not work when it is enabled, while some mods do not work if it is disabled. Since we have not received any requests for this feature, it may be not implemented at all.
|-
|-
| 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.
| 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> || Implemented 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 use your base skill level when checking whether they can train you. || Fix || <font color="green">Implemented</font> || Implemented as described.
| Service refusal filtering. Allows modders to filter service refusal by individual service type. The Choice script command indicates service type (see MCP description). || Adds the possibility to make NPCs only refuse single services when the requirements aren't met. || Feature || <font color="green">Implemented</font> || Implemented 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 not train 1 point over their own base skill. || Fix || ||  
| 'Talked to PC' extension. Changes the 'Talked to PC' dialog flag to only be set when you say goodbye to an NPC. || Changes the Talked to NPC flag to only be set when you say Goodbye to an NPC. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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.
| Creature voiceover enable. Allows creatures to play Hello, Idle, and Attack voiceovers. || Adds the possibility to add Hello, Idle, and Attack voiceovers to creatures. || Feature || <font color="green">Implemented</font> || Implemented 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 || ||  
| 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> ||  
|-
|-
| 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 || ||  
| 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. || Skips the brief unequip weapon state when unequipping weapons and when switching to hand-to-hand combat. || Feature || <font color="darkred">Not started</font> ||
|-
|-
| 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 || ||  
| NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. || Allows NPCs' AI to cast their racial powers. || Feature || <font color="darkred">Not started</font> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5711 issue #5711].
|-
|-
| 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.
| Get/SetAngle enhancement. The GetAngle and SetAngle script commands 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 script 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. || The GetAngle and SetAngle script commands can now be used to work with an actor's actual rotation instead of the actor's initial rotation. || Feature || <font color="green">Implemented</font> || Implemented 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.
| 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. || Allows mods to add swim animations that will play in first-person view. || Feature || <font color="green">Implemented</font> || Implemented 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 || <font color="green">Implemented<font> || Implemented as described.
| 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. || Adds the ability for NPCs to drink potions with the Equip script command, both in and out of combat. || Feature || <font color="green">Implemented</font> || Implemented 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 || ||  
| 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 || Changes the container/merchant respawn variables and intervals to count in days instead of months. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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 || ||  
| AddItem with levelled items. Adds support for levelled items to the AddItem script command. This allow mods to generate randomized items more easily. See patch description for important details. || Adds support for levelled items to the AddItem script command. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
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| 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.
| GetSpellEffects tweak. Allows the GetSpellEffects script command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. || Allows the GetSpellEffects script command to detect active enchantments. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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.
| AIActivate enhancement. To improve the usefulness of the AIActivate script command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate script command. It is backwards compatible with existing AIActivate using mods. || It is now possible to swap the item argument and actor before use with the AIActivate script command, to match the Activate script command. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Allows the player to zoom in (2x) on the world map to get a better view using PgUp/PgDn. || Doubles the world map size in order to cover additional landmasses introduced by mods. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
The world map size is automatically adjusted to fit all landmasses 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 || ||  
| Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Allows the player to zoom in (2x) on the world map to get a better view using PgUp/PgDn. || Implements zoom in/out on the world map via the mouse wheel. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/map.html#allow-zooming optional setting].
|-
|-
| 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.
| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || Disable the world map smoothing filter when a map expansion is used. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
There is no map smoothing in OpenMW.
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|-
| 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.
| UI display quality fix. Seriously improves UI clarity, by fixing the code for aligning UI drawing to the screen. Text, icons and frames will now appear as sharp as the source textures are, no longer blurring by up to half a pixel radius. 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 text and icons as sharp as their source textures. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
These issues do not apply in OpenMW.
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|-
| 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 || ||  
| 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. || Running vs. walking player movement and world map vs. local map display settings are saved and loaded. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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.  
| 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 Corpse button in order to remove the dead body while not picking up all of its items. || Feature || <font color="darkred">Not started</font> || Complications discussed in [https://gitlab.com/OpenMW/openmw/-/issues/4178 issue #4178].
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| Creature armor rating. Creatures now gain AR and therefore damage reduction from shield spells. The GMST damage reduction cap does not limit creature AR. || Fixes creatures' armor rating to benefit from Shield spells. || Fix || || The armor rating function for creatures is implemented to take into account the shield spell, but that function is not currently used.
| 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 in OpenMW.
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| 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.  
| 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> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5720 issue #5720].
|-
|-
| 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 || ||  
| Shortcut key improvements. Allows the dialogue window, books and scrolls to be closed with space. In the inventory, full stacks are picked up by default and shift-click instead opens the quantity menu. When examining a container, you may take all items by pressing the "Ready Weapon" key. || Allows you to take all items from a container by pressing the Ready Weapon key. || Feature || <font color="darkred">Not started</font> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5720 issue #5720].
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| 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 || ||  
| 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 a spell by typing its first letter while in the inventory menu. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
A proper spell filter field is available 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 || ||  
| 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">N/A</font> || No issue in OpenMW.
A proper spell filter field is available in OpenMW.
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| 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.  
| 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 the use of space. || Allows you to arbitrarily resize the Stats and Magic menus. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
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|-
| 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 || ||  
| 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 the use of space. || Reduces the minimum size of the map window. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
There is no minimum map size 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.  
| Larger service/chargen windows. Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the alchemy window. || Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the Alchemy menu. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
Improved menu layouts are implemented 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. || 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.
| 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 attained during the current level for each attribute. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| 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.
| Persuasion improvement. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. The Persuasion window stays open after you select an option. || The Persuasion window opens at your mouse cursor's position. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
Keyboard navigation is available 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 a problem in OpenMW.
| Persuasion improvement. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. The Persuasion window stays open after you select an option. || The Persuasion window remains open after you select a persuasion option. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
Keyboard navigation is available 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.
| Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || Recharge enchanted items by clicking the item, then selecting a soul gem to apply to the item. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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 || ||  
| 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. || Prevents the maximum magnitude from being decreased below the minimum magnitude in the Spellmaking and Enchanting windows. || Feature || <font color="green">Implemented</font> || 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 || ||  
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || Displays the percentage chance of success in the player Enchanting menu. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#show-enchant-chance optional setting].
|-
|-
| 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].  
| 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. || Allows increasing and decreasing haggle values by increments of 100 by holding Shift when clicking the [+] or [-] buttons. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
A haggle value input field is available in OpenMW.
|-
|-
| 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 || ||  
| 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. || Allows the player to see all of the effects of standard potions, regardless of Alchemy skill. || Feature || <font color="darkred">Not started</font> || Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5772 issue #5772].
|-
|-
| 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 || ||  
| 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 the Alchemy, Enchanting, and Quick Key menus. || Feature || <font color="green">Implemented</font> || Implemented 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 || ||  
| 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> || Implemented in OpenMW.
Magicka cost is shown in the spell tooltip 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 || ||  
| 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> || Implemented in OpenMW.
|-
|-
| 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 || ||  
| 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 || <font color="purple">Won't implement</font> || Likely to break books that rely on vanilla book layout. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5496 issue #5496].
|-
|-
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || ||  
| 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 less. || Feature || <font color="purple">Won't implement</font> || Likely to break books that rely on vanilla book layout. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5496 issue #5496].
|-
|-
| 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.
| 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 realigned to stay within the bookmark texture. || Feature || <font color="purple">Won't implement</font> || Likely to break books that rely on vanilla book layout. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5496 issue #5496].
|-
|-
| 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.
| Journal text color configuration. Text that rendered as full black can have the color changed by the color_journal_topic entry in morrowind.ini. || Allows you to change the standard color of journal text via the color_journal_topic entry in the Morrowind.ini. || Feature || <font color="darkred">Not started</font> ||  
|-
|-
| 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 || ||  
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Magic filter tab in your inventory to only show magic scrolls, potions, and soul gems. || Feature || <font color="purple">Won't implement</font> || Subjective interface changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5497 issue #5497].
|-
|-
| 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 || ||  
| Improved inventory filters. Tweaks the inventory filter tabs. Magic group: No weapons or apparel, now holds scrolls, potions and soul gems. Misc group: All misc items except enchanted scrolls and soul gems. || Changes the Misc filter tab in your inventory to show all misc items except for magic scrolls and soul gems. || Feature || <font color="purple">Won't implement</font> || Subjective interface changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5497 issue #5497].
|-
|-
| Incorrect inventory sounds fix. Changes inventory pickup and drop sounds for axes and throwing weapons to more correct sounds. Changes potion use sound to the correct drink sound instead of swallow. Allows use of GetSoundPlaying with drink and swallow sounds. Also allows use of GetSoundPlaying with the skillraise sound. || Allows GetSoundPlaying function to use the drink, swallow, and skillraise sounds. || Fix || <font color="blue">Ignored</font> || That function should work for all sounds.
| Ownership tooltip. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item. || Colors the game crosshair and object tooltips to show whether an item is owned by another NPC or faction, and thus would be considered theft if taken. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#show-owned optional setting].
|-
|-
| 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.  
| Ownership tooltip. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item. || NPC- and faction-owned item tooltips now show the NPC or faction that owns the item, as well as the faction rank that would allow you to take the item. || Feature || <font color="purple">Won't implement</font> || May be simulated by using the 'tfh' console command. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5718 issue #5718].
|-
|-
| 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.
| Display more accurate item weight. Allows weight to be displayed to two decimals of precision. || Allows item weight fields to display two decimal places. || Feature || <font color="green">Implemented</font> || Implemented in OpenMW.
Up to three decimal places, without trailing zeroes, are shown 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 || || [https://github.com/OpenMW/openmw/pull/1617 Fix proposed].  
| Polish keyboard support. Allows typing of Polish characters in-game. || Adds the possibility to type Polish characters in-game. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
As long as the Morrowind font supports displaying it, any character can be typed 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 a problem in OpenMW.  
| Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. || Corrects the dialogue fonts Ó and c when used with Better Dialogue Font Polish version. || Feature || <font color="blue">N/A</font> || No issue in OpenMW.
It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts, or to add hacks to the engine to allow for them.
|-
|-
| 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 || ||  
| 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">N/A</font> || Content files will be UTF-8 post-1.0.
|-
|-
| 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 || ||  
| 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. || Various Russian language-related fixes. || Feature || <font color="blue">N/A</font> || No issue 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 || ||  
| Savegame corruption fix. Fixes the mod matching system, to avoid many sources of game corruption. You can now change your load order without problems. Adding mods to your savegame will now cause much less issues. It also makes saving much cleaner, minimizing things like missing NPCs and objects (the local ref bug). || Fixes savegame corruption. || Fix || <font color="blue">N/A</font> || No 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.
| Delayed spell crash fix. Fixes a crash situation where uncast spells remained in memory or savegame. || Fixes uncast spells to not remain in memory or savegame. || Fix || <font color="blue">N/A</font> || No 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 || || Saving/loading should not trigger auto calculation 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 unsummoned. || Fix || <font color="blue">N/A</font> || No issue 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.
| 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 initializing data. || Fix || <font color="blue">N/A</font> || No 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 || ||  
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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.
| 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> || Implemented in OpenMW.
All common resolutions are allowed 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. || Improves fleeing AI. || Fix || ||  
| Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random script command unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fixes the Random script command to be able to use certain arguments, and prevents crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. || Fix || <font color="blue">N/A</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. || Improves how followers handle knockdowns. || Fix || ||  
| Script data fix. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. || Fix || <font color="blue">N/A</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. || Improves NPCs' light-source equipping. || Fix || ||  
| 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. || Improves game loading times in various situations. || Fix || <font color="blue">N/A</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. || 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.
| 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 discussion at [https://gitlab.com/OpenMW/openmw/-/issues/3986 issue #3986].
|-
|-
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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.
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. Zero value items are no longer buyable or sellable for 1 gold. || Fixes merchants to not pay less for an item with increasing player Mercantile skill. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
In order to avoid this shortcoming and exploits, the barter price formula sets both the selling and buying price at 75% of item base cost if the player's stats are sufficiently high 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 ||  ||
| Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. 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.
|-
|-
| NPC minor behaviour fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Fix || || NPC enchantments currently never recharge.  
| Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmored. Previously you had to wear at least one piece of armor to get any armor rating contribution. || Fixes Unarmored skill to give damage reduction when fully unarmored. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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].  
| 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, each with the proper number of days. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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.  
| 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> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#prevent-merchant-equipping optional setting].
|-
|-
| 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.
| Restore/drain attributes fix. Restore attributes spells did not recognize Fortify effects when restoring. Restore attributes spells now restore up to your fully fortified amount. || Fixes Restore Attribute spells to take Fortify and Drain effects into account. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| 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 the StreamMusic script command to not always set the mustic volume to maximum. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| 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>
| 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">N/A</font> || No issue in OpenMW.
Scripted and non-scripted music are the same in OpenMW.
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| 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> ||  
| 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">N/A</font> || No issue in OpenMW.
Possibly related to [https://gitlab.com/OpenMW/openmw/-/issues/3674 issue #3674].
|-
|-
| 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.
| 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">N/A</font> || No issue in OpenMW.
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| 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.
| Level-up stats bug fix. Stats that would level to 100 or higher on levelup would get their multiplier reduced to 1 if the stat was on the left column of the level up window. Fixes a bug where the UI would display two overlapped multiplier labels if an attribute had exactly 3 level-ups. || Fixes UI to not show two multipliers in certain level-up situations. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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.
| 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> || Implemented in OpenMW.
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| 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 ||  
| 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">N/A</font> || No issue in OpenMW.
|-
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| 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 || ||  
| 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.
|-
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| 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.
| 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">N/A</font> || No 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.
| PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. || Fixes the PlaceAtPC script command to correctly place objects when the player is in third-person view. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Creature armor rating fix. Updated to improve calculation precision against highly resisted damage. || Updated to improve calculation precision against highly resisted damage. || Fix || ||  
| PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. || Fixes objects placed using the PlaceAtMe script command to inherit the target's scale as well as roation. || Fix || <font color="green">Implemented<font> || Implemented 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 || ||  
| PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. || Fixes the Drop script command to drop items at the owner's feet. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
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| 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. ||  || Fix || ||  
| Spell deselection bug 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">N/A</font> || No issue in OpenMW.
|-
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| 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 || ||  
| Calm spells fix. Calm humanoid and calm creature force the target out of combat, whatever the magnitude of the spell. With this patch, NPCs and creatures leave combat only if they are sufficiently calmed. || Fixes calmed creatures and humanoids to only leave combat if they are sufficiently calmed. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
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| 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.
| 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">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| 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 Absorb spells to let your enemy absorb from you rather than the other way around. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#classic-reflected-absorb-spells-behavior optional setting].
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| GetWeaponType fix. When a lockpick or probe was equipped, GetWeaponType would return 0, the same as if a short blade was equipped. This could cause problems with weapon detection. Now GetWeaponType returns -2 for lockpicks and -3 for probes. || || Fix || || OpenMW returns -1 (same as unarmed)
| 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> || Implemented in OpenMW.
Corrected also for e.g. torch particles 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 || ||  
| 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">N/A</font> || No issue in OpenMW.
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| PlaceAt / Drop fix. PlaceAtMe places objects relative to a target object. The placed object inherited the target's rotation, but not its scale. This fix makes the scale also inherit, to allow simple in-place replacement of objects with PlaceAtMe. || || Fix || || Not sure if this is desirable.
| Allow reflection effects on skinned models. Allows skinned objects to have shiny reflection maps. || Allows reflection effects on skinned models (reflection maps). || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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.
| Enchant glow in fog fix. Enchanted items no longer turn white underwater, in dust storms or fog. || Fixes enchanted items to no longer turn white when underwater, in dust storms, or in fog. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| Show NPC health bar on healing. Restore spells now activate the NPC health bar as well, allowing you to see the effect of your healing. || Shows NPC health bar on healing. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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.
| Disposition fix. When talking to someone while under the effect of a personality increase that would push disposition over 100, extra disposition could be lost when the effect expired. This should no longer happen. || Fixes disposition to not cap at 100, effectively lowering an NPC's disposition, when a Fortify Personality effect is used. || Fix || <font color="purple">Won't implement</font> || Uncapping temporary disposition gain per this MCP "fix" would cause other issues. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/7224 issue #7224].
|-
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| 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 || ||  
| Spell magnitude fix. Spells with a variable magnitude (eg. 5-10pts) which affect an attribute, skill or rating would rarely ever achieve the highest (eg. 10pts) magnitude when cast. Now the highest magnitude should have an equal chance to appear. || Fixes spells with variable magnitude to have the same probability for every magnitude value. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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.
| Dispel fix. Dispel is a chance-based effect, but it would invisibly stack with itself if cast multiple times, until any dispel would always succeed. This makes dispel work as described. || Fixes Dispel effect to not invisibly stack if cast multiple times, cumulatively increasing the chance of succeeding. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| Creature armor damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armor damage. This allows them to do so. || Fixes creatures who struck with their bodies to cause armor damage. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#unarmed-creature-attacks-damage-armor optional setting].
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| 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 ||  ||
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Prevents items from sticking in the inventory when they were supposed to be removed by a quest or script. || Fix || <font color="blue">N/A</font> ||  No issue in OpenMW.
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| 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.
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Fixes issues and crashes when using potions or ingredients via quickslots. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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> ||  
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Fixes a crash if you tried to manipulate an unequipped ring when another identical ring had also been equipped. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| Rain/snow collision. Rain and snow now collide with statics. || Lets rain and snow collide with statics. || Feature || ||  
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Fixes issues and crashes when companions use Soul Trap spells. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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]).
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Fixes item stacks over 10000 to correctly display in containers. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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> ||  
| Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. || Fixes the Encumbrance bar to not overlap text to its right in the companion share window. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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.
| 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. NPC 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> || Implemented in OpenMW.
A slightly lower cooldown is implemented in OpenMW.
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| 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="darkred">Not started</font> ||  
| Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. || Fixes the Blind effect to give an attack malus to the character instead of a bonus. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| Spell select by name. Allows selecting spells by pressing the first letter of the spell, while in the inventory menu. Repeat presses will cycle through all spells starting with that letter. || Allows you to cycle through all spells with the same first letter by repeatedly pressing the corresponding key. || Feature || <font color="darkred">Not started</font> ||  
| 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">N/A</font> || No issue in OpenMW.
It's unclear why these maps might be useful; they are not currently used in OpenMW.
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| 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.
| Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. || Fixes several lighting errors and increases the light fall-off range. || Fix || <font color="darkred">Not started</font> || 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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| 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 || ||  
| Particle effects fix. Corrects particles peeling away from weapons and projectiles. || Fixes particles to not peel away from weapons and projectiles. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| 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">N/A</font> || No issue in OpenMW.
It's unclear what the errors would be.
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| 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 || || Consider using the keyboard for similar convenience.
| 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">N/A</font> || No issue in OpenMW.
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| 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 ||  ||  
| Training price/stats fix. Training price now depends on base skill level instead of fortified/drained skill. || Fixes training prices to depend on base skill level instead of current skill level. || Fix ||  <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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 || ||  
| Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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 no longer refuse to train you if your fortified skill, but not your base skill, is above theirs. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| Don't loot on dispose. Prevents picking up all the items on a body when you Ctrl-click the Dispose Corpse button. The items will disappear with the body. || Allows you to Ctrl-click the Dispose of Corpse button in order to remove the dead body while not picking up all of its items. || Feature || || Complications discussed in [https://bugs.openmw.org/issues/4178 bug #4178].
| Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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.
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| Attribute uncap. Allows levelling of the eight main attributes past 100. || Allows you to level your attributes past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.
| Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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 the skill progress bar to show up when your current skill is 100 or higher but your base skill is not. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Skill uncap. Allows levelling of skills past 100, including mod*skill script commands, skill books, and prison stays. || Allows you to level your skills past 100. || Feature || <font color="darkred">Not started</font> || Could be implemented without any trouble but is currently restricted.
| Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#trainers-training-skills-based-on-base-skill optional setting].
|-
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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 || ||  
| 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.
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| 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 || ||  
| 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.
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| 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 || ||  
| Createmaps/FillMap fix. Causes the Createmaps script command to skip over interiors, reducing the amount of time it takes to complete. Fixes the FillMap script command to display locations from all mods instead of just Morrowind. || Causes the Createmaps script command to skip interiors. Fixes the FillMap script command to display locations from all mods. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
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| 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 || ||  
| Better quality splash and title screens. Fixes color depth issues which reduced splash/title screen quality. || Fixes color depth issues which reduced splash and title screen quality. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
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| 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 || ||  
| 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.
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| 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 || ||  
| Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. || Fixes the Spellmaking and Enchantment windows to no longer reset the effect range when editing an existing spell effect. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
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| 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.
| 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">N/A<font> || No issue in OpenMW.
|-
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| 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.
| 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 randomly demand potion names for already named potions. || Fix || <font color="blue">N/A<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. || Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. || Feature || ||  
| 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">N/A<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 take all items from a container by pressing the Ready Weapon key. || Feature || ||  
| 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.
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| 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 || ||  
| Multiple attribute 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 be able to have multiple Fortify or Drain Attribute effects instead of only one at a time. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| Scripted music uninterruptible. Prevents combat music from interrupting music played by mods. || Prevents combat music from interrupting music played by mods. || Feature || ||  
| Multiple attribute 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">N/A<font> || No issue in OpenMW.
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| 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 || ||  
| 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">N/A<font> || No issue in OpenMW.
There are no diseases from blight storms.
|-
|-
| 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 || ||  
| 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.
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| 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 || ||  
| 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.
|-
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| 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 || ||  
| Creature armor rating fix. 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.
|-
|-
| 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 || ||  
| 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">N/A<font> || No issue in OpenMW.
|-
|-
| Fortify maximum health. Changes fortify health to behave like fortify maximum health. || Changes Fortify Health spell effect to only (?) affect maximum health. || Feature || ||  
| 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">N/A<font> || No issue 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.
| Mouseover menu display 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 the 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.
|-
|-
| 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 || ||  
| Mouseover menu display 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 the sorting of birthsign spells and powers in the spell menu. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
|-
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| 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 || ||  
| Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods from incorrectly thinking you are underwater. || Fixes the GetWaterLevel script command to not return a very negative number in order to prevent mods from erroneously thinking that the player is underwater in cells without water. || Fix || <font color="green">Implemented<font> || Implemented in OpenMW.
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| 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 || ||  
| 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 the inventory armor indication to show your character's actual armor rating. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
|-
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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 || ||  
| 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.
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| Spellmaking max. magnitude increase. Spellmaking/enchanting limits spell magnitudes to 100. Certain effects should be usable above that level (ie. feather). Spell magnitude limit has been increased to 500. || Increases the spell magnitude limit from 100 to 500. || Feature || <font color="darkred">Not started</font> ||  
| 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 the repair of bound items. || Fix || <font color="blue">N/A<font> || No issue in OpenMW.
The repair of bound items does not need to be disabled if it is not causing crashes in OpenMW.
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|-
| Spellmaking max. duration reduced. Reduces spellmaker spell duration cap to 300 from 1440. Makes dragging the duration bar more precise. || Decreases the spell duration limit from 1440 to 300. || Feature || <font color="darkred">Not started</font> ||  
| 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 the journal scale with the screen height. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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> ||  
| Hit fader fix. Prevents red damage border from getting stuck on cell change. || Fixes the red damage border to not get stuck on cell change. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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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 || ||  
| 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">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| 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> || Implemented in OpenMW.
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| 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 || ||  
| Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. || Fixes the StopSound and SayDone script commands for voiceover mods. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. || || Feature || ||  
| PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP script commands ignored the volume parameter, because someone forgot to write the code for it. || Fixes the PlaySoundVP and PlaySound3DVP script commands to not ignore the volume parameter. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
Volume is used for those functions in OpenMW. Possibly related to [https://gitlab.com/OpenMW/openmw/-/issues/3674 issue #3674].
|-
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| Over the shoulder camera. Moves third person camera to the right shoulder. || Changes the third-person camera to look over your character's right shoulder. || Feature || || In development.
| 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 less than 1.0. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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|-
| Bump/reflect local lighting. Adjusts bump/reflection maps to use local lighting. They will no longer be at full brightness in dark environments. || Changes bump and reflection maps to use local lighting. || Feature || || Undesired.
| 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.
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| Item weight display. Allows weight to be displayed to two decimals of precision. || Lets item weight fields display two decimal places. || Feature || ||  
| 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">N/A</font> || No issue in OpenMW.
|-
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| 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 || ||  
| Mod removal fixes. Re-activates script triggered objects after the script mod is removed from the load list. Solves problems like unopenable 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> ||
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| 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 || ||  
| Fix enchant options on ranged. Prevents the (useless) "Cast on Strike" enchanting use option from appearing for bows/crossbows. || Fixes the Enchantment window to not show the Cast on Strike option for bows and crossbows. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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
| Prevent empty messages. Stops all empty message notifications from appearing. || Prevents empty messages from appearing. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
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| 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 || ||  
| 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 the Disintegrate Weapon effect to also apply to weapons with full condition. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
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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. || || Feature ||  ||  
| 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 the Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
The condition is a floating point number in OpenMW.
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| 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 ||  ||  
| Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. || Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound. || Fix ||  <font color="green">Implemented</font> || Implemented in OpenMW.
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| 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 || ||  
| Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. || Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. || Fix || <font color="darkred">Not started</font> || GUI sounds are not detected via GetSoundPlaying in OpenMW; they are not attached to the player. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5272 issue #5272].
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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 || ||  
| Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. || Corrects the "put down" and "pick up" sounds for axes and throwing weapons. || Fix || <font color="darkred">Not started</font> || It is unclear which sounds the MCP devs considered to be "correct". Currently, OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types. See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5487 issue #5487].
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| 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 ||  ||  
| Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. || Potions now play both "pick up" and "put down" sounds, and alchemy success and failure sounds are now detectable by scripts. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
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| 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 || ||  
| 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 no longer marks the item as stolen. || Prevents guards from always confiscating items they have confiscated before. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
The stolen item count is tracked, then reduced upon confiscation in OpenMW.
|-
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| 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 || ||  
| 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 no 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||  
| 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 no 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.
|-
|-
| 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.
| 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">N/A</font> || No 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 || || Will be available post-1.0, when content files will be UTF-8.
| Self-enchanting fix. Corrects the chance of successfully 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.
|-
|-
| Convenient defaults. On loading a game, sets the player movement to running instead of walking, and sets the map to display the world map instead of the local map. || || Feature || <font color="green">Implemented</font> || Starts as whatever was set last time.
| Self-enchanting fix. Corrects the chance of successfully 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.
|-
|-
| Ownership tooltip. Items you look at will show if they are 'Owned' or 'Faction Owned' in their tooltip. || Adds ownership info to objects' tooltips ("Owned" / "Faction Owned"). || Feature || <font color="green">Implemented</font> || See 'show owned' feature and 'tfh' console command.
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||  
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to include the spells' magicka costs. || Feature || <font color="darkred">Not started</font> ||  
| 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. || Modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
Saving/loading should not trigger auto calculation in OpenMW.
|-
|-
| Better spell merchants. A merchant's list of spells for sale now includes the spell magicka cost. The list of available spells will no longer include the powers, abilities, diseases or curses that the merchant may also have. || Changes the spell list of merchants to no longer include powers, abilities, diseases, and curses the merchant currently has. || Feature || <font color="orange">Partially implemented</font> || Fixed for the racial powers at least ([https://bugs.openmw.org/issues/1961 Bug #1961: Spell merchants selling racial bonus spells]).
| 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. || NPC scripting and actor collision are properly activated when actors are teleported in with PositionCell or are moved to the current cell. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| 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> ||  
| Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. || Fixes the Telekinesis spell effect to also work on lights, ammunition, books, and activators. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| '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 || ||  
| Map-texture conflict fix. Allows "_land_default.dds" to be replaced 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">N/A</font> || No issue in OpenMW.
The size of that texture should not matter in OpenMW.
|-
|-
| 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 || ||  
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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.
|-
|-
| Creature voiceover modding. Allows creatures to play Hello and Idle voiceovers. || Adds the possibility to add Hello and Idle voiceovers to creatures. || Feature || ||  
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 the knockdown state stay down and not follow the player. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Creature voiceover modding. Added ability for creatures to play Attack voiceovers. || Adds the possibility to add Attack voiceovers to creatures. || Feature || ||  
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. || Prevents the AI from equipping non-carriable lights at night. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| 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> ||  
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||  
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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">N/A</font> || No issue 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.
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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">N/A</font> || No issue in OpenMW.
|-
|-
| 4GB patch. Integrated into the install process. || || Feature || <font color="blue">Ignored</font> || Not required for OpenMW.
| NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 them to activate recharging. || Fix || <font color="blue">N/A</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 || ||  
| 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. Item tooltips will now show the damage range on ammunition. || 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">N/A</font> || No issue in OpenMW.
|-
|-
| Item recharging rebalance. Fixed patch description to show 100% success rate occurs at over 30 enchant, not at 60 enchant. || || Feature || ||
| 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. Item tooltips will now show the damage range on ammunition. || Item tooltips will now show the damage range on ammunition. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW as an [https://openmw.readthedocs.io/en/latest/reference/modding/settings/game.html#show-projectile-damage optional setting].
|-
|-
| 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 || || 
| Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy is 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 is the name of an enchanted item, if the enemy has used an enchanted item in combat recently. || Fix || <font color="blue">N/A</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 || ||
| 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">N/A</font> || 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 || ||
| CellChanged fix. Makes the CellChanged script command reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate script command on a scripted door. || Ensures the CellChanged script command is correctly triggered if the player is moved into a cell via script. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. ||  || Feature ||  || 
| 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 gold previously paid to a merchant for services to be available with the merchant for bartering. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. || || Feature || ||
|-
|-
| 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 || || 
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||
| 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. || Prevents a corpse from being disposed until all game mechanics on the actor are resolved. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| 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 || ||
| 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 equipped; it will randomly select the left pauldron or cuirass location instead. || Do not allow the shield slot to take hits if there is no shield equipped. || Fix || <font color="green">Implemented</font> || 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 || ||
| 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. || Restricts mouse cursor movement to when a menu is visible. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. || || Feature || ||
| 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. || The weight of equipped boots is correctly accounted for when calculating sneaking penalties. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| Persuasion improvement. The persuasion menu stays open after you select an option. || || Feature || ||
| 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. || GetWeaponType returns the correct values for lockpicks and probes. || Fix || <font color="green">Implemented</font> || Implemented in OpenMW.
|-
|-
| 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 || ||
| 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. || Enables the mechanic to make traps easier to probe when using higher quality probes. || Fix || <font color="blue">N/A</font> || No issue 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 || ||
| RemoveItem weight fix. The RemoveItem script 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. || Fixes the RemoveItem script command to correctly reduce encumbrance. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||
| 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. || Allows scripts to read the local variables of any running global script. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||
| 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. || Prevents multiple creatures summoned from one summoning effect from appearing at exactly the same location. || Fix || <font color="darkred">Not started</font> || See discussion at [https://gitlab.com/OpenMW/openmw/-/issues/5491 issue #5491].
|-
|-
| 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 || || 
| 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. || Allows the haggle amount to continue increasing or decreasing when the barter menu [+] and [-] buttons are held. || Fix || <font color="blue">N/A</font> || No issue in OpenMW.
|-
|-
| 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 || ||
| 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. || Prevents picking up items from the game world while using crafting menus. || Fix || <font color="green">Implemented</font> || Implemented 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 || || 
| 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. || Saves changes to an NPC's faction rank when modified by the RaiseRank and LowerRank script commands. || Fix || <font color="green">Implemented</font> || Implemented 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 || || 
| 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">N/A</font> || No issue in OpenMW.
|-
|-
| 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 ||  || 
|-
| GetSpellEffects tweak. Allows the GetSpellEffects command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. ||  || Feature ||  || 
|-
| 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 ||  || 
|}
|}


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|-
|-
| <font color="darkred">Not started</font>
| <font color="darkred">Not started</font>
| Work on this feature/fix has not started yet.
| Work on this feature/fix has not yet started.
|-
|-
| <font color="orange">Partially implemented</font>
| <font color="orange">Partially implemented</font>
| This feature/fix has been partially implemented. See the entry's comment for more information.
| This feature/fix has been partially implemented.
|-
|-
| <font color="green">Implemented</font>
| <font color="green">Implemented</font>
| This feature/fix has already been implemented.
| This feature/fix has been fully implemented.
|-
| <font color="purple">Won't implement</font>
| This feature/fix will not be implemented because it is not possible or desirable to properly implement the feature in OpenMW.
|-
|-
| <font color="blue">Ignored</font>
| <font color="blue">N/A</font>
| 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.
| This feature/fix will not be implemented because it does not impact OpenMW.
|}
|}

Latest revision as of 02:14, 13 April 2023


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 many unaddressed MCP fixes and features in the list. Simply look for an item below where the "OpenMW Status" is shown as "Not started", and contact the project developers to assist with implementation!

List of Changes

Original Description Summary Category OpenMW Status Comments
4GB patch. The 4GB Morrowind executable file patch is integrated into the MCP install process. MCP includes the unofficial 4GB patch. Feature N/A No issue in OpenMW.
Toggle sneak. Sneak key toggles sneak mode on or off. Allows you to toggle the sneak mode. Feature Implemented Implemented in OpenMW as an optional setting.
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 Should not be difficult to implement in OpenMW, but was at one time considered a post-1.0 feature; refer to this [1] forum post. See discussion at issue #2110.
Pickpocket overhaul. 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 Won't implement Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5719.
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. Fixes the framerate-dependence of the Slowfall effect. Feature N/A No issue in OpenMW.

Slowfall is framerate-independent in OpenMW.

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. Player companions and summoned creatures will now engage in combat with an enemy as soon as the enemy has engaged in combat with the companion, summoned creature, or player. Feature Implemented Implemented in OpenMW as an optional setting.
Arrow de-nocker. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Allows you to remove your arrow or bolt from a fully drawn weapon by pressing the Ready Weapon key. Feature Implemented Implemented in OpenMW.
Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement. Eating ingredients always succeeds, giving its first effect and Alchemy skill advancement. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
Two-handed weapon removes shield. Unequips 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. Unequips a shield when equipping a two-handed weapon. Feature Not started
Alchemy potion weight rebalance. 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 the potion weight formula to (0.75*total ingredients weight + 0.35) / (0.5 + alembic quality). Feature Won't implement Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5498.
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. Player-made potions have an icon and model related to the quality of the crafted potions, instead of a randomized icon and model. Feature Not started
Enchanted item cooldown. Enchanted on-use items now have a cooldown of 3 seconds between uses, in order to reduce the extremely high damage possible from a zero cooldown mechanic. In comparison, spells take about 2 seconds to cast yet can fail, be silenced or magicka drained. This option is meant to restrain the usefulness of instant, uninterruptible damage and healing that certain items grant. Enchanted on-use items have a cooldown of 3 seconds between uses. Feature Won't implement Casting animations can optionally be enabled for enchanted items.
Enchanted item rebalance. Reduces the effect that the Enchant skill has on item charge use. This option reduces the very strong abilities of enchanted items to allow other magickal skills to be effective in comparison. With this option enabled: At enchant skill 0, using an enchanted item uses 1x base charge cost; skill 40, it uses 0.84x charges (1.19x total casts); skill 70, it uses 0.72x charges (1.39x total casts); skill 100, it uses 0.6x charges (1.67x total casts). In vanilla Morrowind: At enchant skill 0, using an enchanted item uses 1.1x base charge cost; skill 40, it uses 0.7x charges (1.43x total casts); skill 70, it uses 0.4x charges (2.5x total casts); skill 100, it uses 0.1x charges (10x total casts). Reduces the effect that the Enchant skill has on item charge use. Feature Not started Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 Subjective formula changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 depend on the trapped soul's magnitude. Feature Implemented Implemented in OpenMW as an 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. Feature Implemented Implemented in OpenMW as an optional setting.
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 Won't implement Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5721.
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 Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
Fortify maximum health. Changes fortify health to behave like fortify maximum health. Changes the Fortify Health spell effect to only affect maximum health. Feature Not started This was initially implemented, but was later removed due to issue #4231.
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. Sets the base speed of all races to the standard value, ignoring body scale. Feature Implemented Implemented in OpenMW as an optional setting.
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. Allows gloves to be equipped at the same time as bracers. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
Argonian clothing choice. Makes Argonian females prefer to wear male versions of armor and clothing to avoid looking like a mammal. Makes Argonian females prefer to wear male versions of armor and clothing. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
Permanent barter disposition changes. Barter disposition changes on successful/failed transactions can now become permanent. Changes temporary barter disposition changes resulting from successful or failed transactions to be permanent instead. Feature Implemented Implemented in OpenMW as an optional setting.
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 Implemented in OpenMW as an optional setting.
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 an optional setting.
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. The player is no longer charged with a crime if an NPC is killed by a third party. Feature Implemented Implemented in OpenMW.
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 damage to depend on the Strength attribute. Feature Implemented Implemented in OpenMW as an optional setting.
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 Implemented in OpenMW.

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

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.

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

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 See discussion at issue #3687.
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 Won't implement Subjective formula changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5723.
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. The duration of a spell effect can be set to 0 to create an instant effect. The magicka cost of a spell matches the cost of a pre-made auto-calculated spell with the same effects. Feature Not started See discussion at issue #3807.
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 trapped status in objects' tooltips. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 that isn't trapped. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 objects' tooltips. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
Detect life spell variant. 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 Won't implement Subjective gameplay changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at merge request #2511.
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. See discussion at issue #2758.
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. See discussion at issue #2758.
Rain/snow collision. Rain and snow now collide with statics. Lets rain and snow collide with statics. Feature Implemented Implemented in OpenMW as an optional setting.
Bump/reflect map 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 in OpenMW as an optional setting.
Over-the-shoulder third person 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 in OpenMW as an optional setting.
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
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. Allows the moveable vanity camera to stay active after the key is released, loosens restrictions on camera position, and fixes mouse movement relative to the player to account for mouse sensitivity settings. 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
Separate axe inventory sounds. 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 See discussion at issue #5487.
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. Enchanted weapons do not bypass certain creatures' resistance to normal weapons. Feature Implemented Implemented in OpenMW as an optional setting.
Allow scroll enchant price modifier. Allows enchanting services NPCs to charge a different price for cast once items, like scrolls. Allows enchanting service NPCs to charge different prices for one-cast items, like scrolls. 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 only up to 640x480. Feature Implemented Implemented in OpenMW.

These limitations do not apply in OpenMW.

Improved animation support. Allows better animation modding (see readme). The player can now display idle animations through the use of playgroup/loopgroup scripting. Changes bone checks from strict match to substring match to detect the blend mask to which the bone belongs. Feature Not started A questionable change; some mods do not work when it is enabled, while some mods do not work if it is disabled. Since we have not received any requests for this feature, it may be not implemented at all.
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 Implemented in OpenMW.
Service refusal filtering. Allows modders to filter service refusal by individual service type. The Choice script command indicates service type (see MCP description). Adds the possibility to make NPCs only refuse single services when the requirements aren't met. Feature Implemented Implemented in OpenMW.
'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
Creature voiceover enable. Allows creatures to play Hello, Idle, and Attack voiceovers. Adds the possibility to add Hello, Idle, and Attack voiceovers to creatures. Feature Implemented Implemented in OpenMW.
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
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. Skips the brief unequip weapon state when unequipping weapons and when switching to hand-to-hand combat. Feature Not started
NPC AI casts zero cost powers. Allows NPCs to cast their races' powers, making fights significantly harder. Allows NPCs' AI to cast their racial powers. Feature Not started See discussion at issue #5711.
Get/SetAngle enhancement. The GetAngle and SetAngle script commands 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 script 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. The GetAngle and SetAngle script commands can now be used to work with an actor's actual rotation instead of the actor's initial rotation. Feature Implemented 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. Allows mods to add swim animations that will play in first-person view. Feature Implemented Implemented in OpenMW.
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. Adds the ability for NPCs to drink potions with the Equip script command, both in and out of combat. Feature Implemented Implemented in OpenMW.
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 Changes the container/merchant respawn variables and intervals to count in days instead of months. Feature Not started
AddItem with levelled items. Adds support for levelled items to the AddItem script command. This allow mods to generate randomized items more easily. See patch description for important details. Adds support for levelled items to the AddItem script command. Feature Implemented Implemented in OpenMW.
GetSpellEffects tweak. Allows the GetSpellEffects script command to detect active enchantments. Potions are not supported due to differences in the alchemy effects handling. Allows the GetSpellEffects script command to detect active enchantments. Feature Not started
AIActivate enhancement. To improve the usefulness of the AIActivate script command, it is now possible to specify that the item argument and actor are swapped before use, to match the Activate script command. It is backwards compatible with existing AIActivate using mods. It is now possible to swap the item argument and actor before use with the AIActivate script command, to match the Activate script command. Feature Not started
Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Allows the player to zoom in (2x) on the world map to get a better view using PgUp/PgDn. Doubles the world map size in order to cover additional landmasses introduced by mods. Feature Implemented Implemented in OpenMW.

The world map size is automatically adjusted to fit all landmasses in OpenMW.

Map expansion. Increases the area shown on the world map by approximately 2x to cover all of Tamriel Rebuilt. Allows the player to zoom in (2x) on the world map to get a better view using PgUp/PgDn. Implements zoom in/out on the world map via the mouse wheel. Feature Implemented Implemented in OpenMW as an optional setting.
Disable map smoothing. Option to disable world map smoothing filter when used with map expansion. Disable the world map smoothing filter when a map expansion is used. Feature Implemented Implemented in OpenMW.

There is no map smoothing in OpenMW.

UI display quality fix. Seriously improves UI clarity, by fixing the code for aligning UI drawing to the screen. Text, icons and frames will now appear as sharp as the source textures are, no longer blurring by up to half a pixel radius. 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 text and icons as sharp as their source textures. Feature Implemented Implemented in OpenMW.

These issues do not apply in OpenMW.

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. Running vs. walking player movement and world map vs. local map display settings are saved and loaded. Feature Implemented Implemented in OpenMW.
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 Corpse button in order to remove the dead body while not picking up all of its items. Feature Not started Complications discussed in issue #4178.
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 Implemented 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. Changes item selection to pick up full stacks by default and open the quantity menu on shift-click. Feature Not started See discussion at issue #5720.
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 See discussion at issue #5720.
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 a spell by typing its first letter while in the inventory menu. Feature N/A No issue in OpenMW.

A proper spell filter field is available in OpenMW.

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 N/A No issue in OpenMW.

A proper spell filter field is available 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 the use of space. Allows you to arbitrarily resize the Stats and Magic menus. Feature Implemented 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 the use of space. Reduces the minimum size of the map window. Feature Implemented Implemented in OpenMW.

There is no minimum map size in OpenMW.

Larger service/chargen windows. Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the alchemy window. Increases the size of the Repair, Recharge, Spell service, Enchanting, and Birthsign windows, and improves the text layout of the Alchemy menu. Feature Implemented Implemented in OpenMW.

Improved menu layouts are implemented in OpenMW.

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 attained during the current level for each attribute. Feature Implemented Implemented in OpenMW.
Persuasion improvement. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. The Persuasion window stays open after you select an option. The Persuasion window opens at your mouse cursor's position. Feature N/A No issue in OpenMW.

Keyboard navigation is available in OpenMW.

Persuasion improvement. The Persuasion dialogue option opens the Persuasion window over your pointer, instead of the center of the screen. The Persuasion window stays open after you select an option. The Persuasion window remains open after you select a persuasion option. Feature N/A No issue in OpenMW.

Keyboard navigation is available in OpenMW.

Better recharging. Allows much simpler recharging of items. When recharging, you now click an item, then select a soul gem to apply to the item. This can be repeated multiple times in the menu until you are done. Recharge enchanted items by clicking the item, then selecting a soul gem to apply to the item. 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. Prevents the maximum magnitude from being decreased below the minimum magnitude in the Spellmaking and Enchanting windows. Feature Implemented Implemented in OpenMW.
Self-enchanting success chance. Displays a percentage chance of success on the self-enchanting menu. Displays the percentage chance of success in the player Enchanting menu. Feature Implemented Implemented in OpenMW as an optional setting.
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. Allows increasing and decreasing haggle values by increments of 100 by holding Shift when clicking the [+] or [-] buttons. Feature N/A No issue in OpenMW.

A haggle value input field is available 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. Allows the player to see all of the effects of standard potions, regardless of Alchemy skill. Feature Not started Subjective gameplay changes like this should possibly be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5772.
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 the Alchemy, Enchanting, and Quick Key menus. Feature Implemented Implemented in OpenMW.
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 Implemented in OpenMW.

Magicka cost is shown in the spell tooltip in OpenMW.

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 Implemented in OpenMW.
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 Won't implement Likely to break books that rely on vanilla book layout. See discussion at issue #5496.
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 less. Feature Won't implement Likely to break books that rely on vanilla book layout. See discussion at issue #5496.
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 realigned to stay within the bookmark texture. Feature Won't implement Likely to break books that rely on vanilla book layout. See discussion at issue #5496.
Journal text color configuration. Text that rendered as full black can have the color changed by the color_journal_topic entry in morrowind.ini. Allows you to change the standard color of journal text via the color_journal_topic entry in the Morrowind.ini. Feature Not started
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 Won't implement Subjective interface changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #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 Won't implement Subjective interface changes like this should be handled by mods that rely on post-1.0 improved modding. See discussion at issue #5497.
Ownership tooltip. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item. Colors the game crosshair and object tooltips to show whether an item is owned by another NPC or faction, and thus would be considered theft if taken. Feature Implemented Implemented in OpenMW as an optional setting.
Ownership tooltip. When looking at an item, the tooltip window will display 'Owned', 'Permitted', or 'Faction Owned', with the faction rank required that allows you to take the item. NPC- and faction-owned item tooltips now show the NPC or faction that owns the item, as well as the faction rank that would allow you to take the item. Feature Won't implement May be simulated by using the 'tfh' console command. See discussion at issue #5718.
Display more accurate item weight. Allows weight to be displayed to two decimals of precision. Allows item weight fields to display two decimal places. Feature Implemented Implemented in OpenMW.

Up to three decimal places, without trailing zeroes, are shown in OpenMW.

Polish keyboard support. Allows typing of Polish characters in-game. Adds the possibility to type Polish characters in-game. Feature N/A No issue in OpenMW.

As long as the Morrowind font supports displaying it, any character can be typed in OpenMW.

Polish character corrections. Corrects dialogue font Ó and c (they normally display as O and é) when used with Better Dialogue Font Polish version. Corrects the dialogue fonts Ó and c when used with Better Dialogue Font Polish version. Feature N/A No issue in OpenMW.

It is recommended to use TrueType fonts instead. There is no reason to use buggy bitmap fonts, or to add hacks to the engine to allow for them.

Japanese localization. Integrated patch by TObject. Allows Japanese language fonts in dialogue. Allows the use of Japanese language fonts in dialogue. Feature N/A Content files will be UTF-8 post-1.0.
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. Various Russian language-related fixes. Feature N/A No issue in OpenMW.
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 N/A 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 N/A No 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 unsummoned. Fix N/A No 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 initializing data. Fix N/A 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 N/A 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 Implemented in OpenMW.

All common resolutions are allowed in OpenMW.

Script expression parser fix. Fixes problems in the scripting system which caused some strange bugs. Fixes the Random script command unable to use certain arguments, and crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. Fixes the Random script command to be able to use certain arguments, and prevents crashing on multiples of 256. Fixes the 34th local variable being unusable in an expression. Fix N/A No issue in OpenMW.
Script data fix. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Fixes a possible source of crashes when loading or reloading a save game, or starting a new game while in-game. Fix N/A 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. Improves game loading times in various situations. Fix N/A No issue in OpenMW.
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 discussion at issue #3986.
Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. Zero value items are no longer buyable or sellable for 1 gold. Fixes merchants to not pay less for an item with increasing player Mercantile skill. Fix Implemented Implemented in OpenMW.

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

Mercantile fix. Merchants should no longer pay less for an item with increasing mercantile skill. 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.
Unarmored fix. Unarmored skill now gives proper damage reduction when you are fully unarmored. Previously you had to wear at least one piece of armor to get any armor rating contribution. Fixes Unarmored skill to give damage reduction when fully unarmored. Fix Implemented 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, each with the proper number of days. Fix Implemented 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 Implemented Implemented in OpenMW as an optional setting.
Restore/drain attributes fix. Restore attributes spells did not recognize 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 N/A 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 the StreamMusic script command to not always set the mustic volume to maximum. Fix N/A 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 N/A No issue in OpenMW.

Scripted and non-scripted music are the same 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 N/A No issue in OpenMW.

Possibly related to issue #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 N/A 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 N/A 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 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 N/A No 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.
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 N/A No issue in OpenMW.
PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. Fixes the PlaceAtPC script command to correctly place objects when the player is in third-person view. Fix N/A No issue in OpenMW.
PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. Fixes objects placed using the PlaceAtMe script command to inherit the target's scale as well as roation. Fix Implemented Implemented in OpenMW.
PlaceAt/Drop fix. PlaceAtPC, when used in third person mode, would always place the new object at the player's feet instead of at the given distance due to an error checking if it was within line of sight. 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. Fixes the Drop script command to correctly drop items at the actor's feet, instead of near the player or where the player is looking. Fixes the Drop script command to drop items at the owner's feet. Fix Implemented Implemented in OpenMW.
Spell deselection bug 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 N/A No 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 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 N/A No 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 Absorb spells to let your enemy absorb from you rather than the other way around. Fix Implemented Implemented in OpenMW as an optional setting.
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 Implemented in OpenMW.

Corrected also for e.g. torch particles 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 N/A No 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 N/A No 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 N/A No 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 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 Won't implement Uncapping temporary disposition gain per this MCP "fix" would cause other issues. See discussion at issue #7224.
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 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 N/A No issue in OpenMW.
Creature armor damage fix. Creatures that didn't wield weapons but struck with their body wouldn't cause armor damage. This allows them to do so. Fixes creatures who struck with their bodies to cause armor damage. Fix Implemented Implemented in OpenMW as an optional setting.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Prevents items from sticking in the inventory when they were supposed to be removed by a quest or script. Fix N/A No issue in OpenMW.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Fixes issues and crashes when using potions or ingredients via quickslots. Fix N/A No issue in OpenMW.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Fixes a crash if you tried to manipulate an unequipped ring when another identical ring had also been equipped. Fix N/A No issue in OpenMW.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Fixes issues and crashes when companions use Soul Trap spells. Fix N/A No issue in OpenMW.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Fixes item stacks over 10000 to correctly display in containers. Fix N/A No issue in OpenMW.
Inventory bugs fix. Items were sticking in the inventory when they were supposed to be removed by a quest or script. Using potions/ingredients via quickslot; when you used the last potion in a stack the icon would remain, clicking on it could crash the game; it also occurred when a potion was drunk through a script. Wearing two identical rings (enchanted or not) and unequipping the lower one would unequip 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. Companion using Soul Trap: when another NPC used Soul Trap and captured a soul, your inventory display would be overwritten by the NPC's inventory. Displaying item stacks of size 10000 or more (e.g. gold). The encumbrance bar in the companion share window was overlapping the text to its right. Fixes the Encumbrance bar to not overlap text to its right in the companion share window. Fix N/A No 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. NPC 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 Implemented in OpenMW.

A slightly lower cooldown is implemented in OpenMW.

Blind fix. The Blind effect gave an attack bonus to the PC instead of a penalty. This should no longer happen. Fixes the Blind effect to give an attack malus to the character instead of a bonus. Fix Implemented Implemented in OpenMW.
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 N/A No issue in OpenMW.

It's unclear why these maps might be useful; they are not currently used in OpenMW.

Lighting fixes. Corrects several lighting errors and optionally increases light falloff range. Fixes several lighting errors and increases the light fall-off range. Fix Not started 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 fix. Corrects particles peeling away from weapons and projectiles. Fixes particles to not peel away from weapons and projectiles. Fix N/A No 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 N/A No 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 N/A No issue in OpenMW.
Training price/stats fix. Training price now depends on base skill level instead of fortified/drained skill. Fixes training prices to depend on base skill level instead of current skill level. Fix Implemented Implemented in OpenMW.
Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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 no longer refuse to train you if your fortified skill, but not your base skill, is above theirs. Fix Implemented Implemented in OpenMW.
Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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.
Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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 the skill progress bar to show up when your current skill is 100 or higher but your base skill is not. Fix N/A No issue in OpenMW.
Training price/stats fix. Trainers no longer refuse to train you if your fortified skill points are 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 Implemented Implemented in OpenMW as an optional setting.
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.
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.
Createmaps/FillMap fix. Causes the Createmaps script command to skip over interiors, reducing the amount of time it takes to complete. Fixes the FillMap script command to display locations from all mods instead of just Morrowind. Causes the Createmaps script command to skip interiors. Fixes the FillMap script command to display locations from all mods. Fix N/A No issue in OpenMW.
Better quality splash and title screens. Fixes color depth issues which reduced splash/title screen quality. Fixes color depth issues which reduced splash and title screen quality. Fix N/A No 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.
Spellmaker/enchant edit effect fix. When editing an existing spell effect, the effect range [Touch/Ranged/Self] is no longer reset. Fixes the Spellmaking and Enchantment windows to no longer reset the effect range when editing an existing spell effect. Fix N/A No 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 N/A 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 not randomly demand potion names for already named potions. Fix N/A 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 not reset a custom potion name after one potion has been created. Fix N/A 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 identical created potions to automatically stack in your inventory. Fix Implemented Implemented in OpenMW.
Multiple attribute 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 be able to have multiple Fortify or Drain Attribute effects instead of only one at a time. Fix Implemented Implemented in OpenMW.
Multiple attribute 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 N/A No 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 N/A No 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.
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.
Creature armor rating fix. 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.
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 N/A 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 N/A No issue in OpenMW.
Mouseover menu display 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 the 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.
Mouseover menu display 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 the sorting of birthsign spells and powers in the spell menu. Fix N/A No issue in OpenMW.
Detect water level fix. GetWaterLevel returns a very negative number for cells with no water, preventing mods from incorrectly thinking you are underwater. Fixes the GetWaterLevel script command to not return a very negative number in order to prevent mods from erroneously thinking that the player is underwater in cells without water. Fix Implemented Implemented 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 the inventory armor indication to show your character's actual armor rating. Fix N/A 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.
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 the repair of bound items. Fix N/A No issue in OpenMW.

The repair of bound items does not need to be disabled if it is not causing crashes in OpenMW.

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 the journal scale with the screen height. Fix Implemented Implemented in OpenMW.
Hit fader fix. Prevents red damage border from getting stuck on cell change. Fixes the red damage border to not get stuck on cell change. Fix N/A No 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 N/A No 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 Implemented in OpenMW.
Voiceover script functions fix. Fixes StopSound and SayDone script commands for voiceover mods. Fixes the StopSound and SayDone script commands for voiceover mods. Fix N/A No issue in OpenMW.
PlaySoundVP volume fix. The PlaySoundVP and PlaySound3DVP script commands ignored the volume parameter, because someone forgot to write the code for it. Fixes the PlaySoundVP and PlaySound3DVP script commands to not ignore the volume parameter. Fix Implemented Implemented in OpenMW.

Volume is used for those functions in OpenMW. Possibly related to issue #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 less than 1.0. Fix Implemented Implemented in OpenMW.
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.
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 N/A 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 unopenable 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 the Enchantment window to not show the Cast on Strike option for bows and crossbows. Fix Implemented Implemented in OpenMW.
Prevent empty messages. Stops all empty message notifications from appearing. Prevents empty messages from appearing. Fix N/A 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 the Disintegrate Weapon effect to also apply to weapons with full condition. Fix N/A 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 the Disintegrate Weapon effect to silently use instant effects in order to prevent rounding errors over time. Fix Implemented Implemented in OpenMW.

The condition is a floating point number in OpenMW.

Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound. Fix Implemented Implemented in OpenMW.
Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Fix Not started GUI sounds are not detected via GetSoundPlaying in OpenMW; they are not attached to the player. See discussion at issue #5272.
Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Fix Not started It is unclear which sounds the MCP devs considered to be "correct". Currently, OpenMW uses sounds with the "Item Weapon Blunt" prefix for these weapon types. See discussion at issue #5487.
Incorrect inventory sounds fix. Corrects the "use potion" sound to use the drinking sound instead of the eating ingredients' swallow sound, and both sounds are now attached to the player, allowing them to be detected with the GetSoundPlaying script command. Attaches the "skillraise", "potion success" and "potion fail" sounds to the player, so they can be detected by the GetSoundPlaying script command. Corrects the "put down" and "pick up" sounds for axes and throwing weapons. Potions now play both "pick up" and "put down" sounds, instead of just the "pick up" sound for both interactions. Potions now play both "pick up" and "put down" sounds, and alchemy success and failure sounds are now detectable by scripts. Fix N/A No 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 no longer marks the item as stolen. Prevents guards from always confiscating items they have confiscated before. Fix Implemented Implemented in OpenMW.

The stolen item count is tracked, then reduced upon confiscation 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 no longer marks the item as stolen. Fixes merchants to not seize items stolen from their faction's container in the past. Fix N/A No 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 no longer marks the item as stolen. Changes items taken from dead NPCs to not be marked as stolen. Fix Implemented Implemented 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 N/A No issue in OpenMW.
Self-enchanting fix. Corrects the chance of successfully 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.
Self-enchanting fix. Corrects the chance of successfully 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.
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 N/A No 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 N/A No 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. Modifies the scaling of creature magicka with intelligence, and disables the recalculation of creature fatigue. Fix N/A No 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. NPC scripting and actor collision are properly activated when actors are teleported in with PositionCell or are moved to the current cell. Fix N/A No issue in OpenMW.
Telekinesis fix. Fixes telekinesis to allow long distance interaction with lights, ammunition, books, and activators. Fixes the Telekinesis spell effect to also work on lights, ammunition, books, and activators. Fix Implemented Implemented in OpenMW.
Map-texture conflict fix. Allows "_land_default.dds" to be replaced 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 N/A No issue in OpenMW.

The size of that texture should not matter in OpenMW.

NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 the knockdown state stay down and not follow the player. Fix N/A No issue in OpenMW.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was locked. Cast-on-use enchanted items cast by NPCs now start recharging normally, instead of requiring the player to cast it to activate recharging. Prevents the AI from equipping non-carriable lights at night. Fix Implemented Implemented in OpenMW.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 N/A No issue in OpenMW.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 N/A No issue in OpenMW.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 N/A No issue in OpenMW.
NPC minor behavior fixes. Minor improvements to fleeing AI, how followers handle knockdown, and NPC light-source equipping. AIActivate package now ends properly once the target is activated. Picking up items no longer causes a huge number of copies to be created in the NPC inventory. Crashes due to interacting with picked up or deleted items fixed. NPCs can now open an unlocked but closed door, instead of treating the door as if it was 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 them to activate recharging. Fix N/A 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. Item tooltips will now show the damage range on ammunition. 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 N/A 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. Item tooltips will now show the damage range on ammunition. Item tooltips will now show the damage range on ammunition. Fix Implemented Implemented in OpenMW as an optional setting.
Spell effect tooltip fix. Corrects the problem where the tooltip shows that the source spell of all spell effects from an enemy is 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 is the name of an enchanted item, if the enemy has used an enchanted item in combat recently. Fix N/A No 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 N/A No issue in OpenMW.
CellChanged fix. Makes the CellChanged script command reliable. Previously, it did not reliably trigger if the player was moved into a cell via script, either directly or by the Activate script command on a scripted door. Ensures the CellChanged script command is correctly triggered if the player is moved into a cell via script. Fix N/A 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 gold previously paid to a merchant for services to be available with the merchant for bartering. Fix Implemented Implemented 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 N/A No issue in OpenMW.
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. Prevents a corpse from being disposed until all game mechanics on the actor are resolved. Fix Implemented Implemented 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 equipped; it will randomly select the left pauldron or cuirass location instead. Do not allow the shield slot to take hits if there is no shield equipped. Fix Implemented Implemented 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. Restricts mouse cursor movement to when a menu is visible. Fix N/A 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. The weight of equipped boots is correctly accounted for when calculating sneaking penalties. Fix N/A 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. GetWeaponType returns the correct values for lockpicks and probes. Fix Implemented Implemented 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. Enables the mechanic to make traps easier to probe when using higher quality probes. Fix N/A No issue in OpenMW.
RemoveItem weight fix. The RemoveItem script 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. Fixes the RemoveItem script command to correctly reduce encumbrance. Fix N/A No 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 N/A No 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. Allows scripts to read the local variables of any running global script. Fix N/A No 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. Prevents multiple creatures summoned from one summoning effect from appearing at exactly the same location. Fix Not started See discussion at issue #5491.
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. Allows the haggle amount to continue increasing or decreasing when the barter menu [+] and [-] buttons are held. Fix N/A No 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. Prevents picking up items from the game world while using crafting menus. Fix Implemented Implemented in OpenMW.
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. Saves changes to an NPC's faction rank when modified by the RaiseRank and LowerRank script commands. Fix Implemented Implemented in OpenMW.
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 N/A No issue in OpenMW.

Legend

Not started Work on this feature/fix has not yet started.
Partially implemented This feature/fix has been partially implemented.
Implemented This feature/fix has been fully implemented.
Won't implement This feature/fix will not be implemented because it is not possible or desirable to properly implement the feature in OpenMW.
N/A This feature/fix will not be implemented because it does not impact OpenMW.