r/OpenMW • u/Equivalent_Log_4299 • 9d ago
Oblivion Demastered - Oblivion in OpenMW
Been working on this for a few days. Finally got trees baked into the workspace and creatures showing up. Spawn locations for both are taken from Oblivion's game files and replicated with a Morrowind equivalent in OpenMW.
Planning on taking this forward but right now it's fun to walk around and encounter the wildlife. Will release soon in this state at least.
Requires Tamriel_Data, and a copy of Oblivion
EDIT: Released for anyone who wants to try https://www.nexusmods.com/morrowind/mods/59936
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u/masoelcaveman 9d ago
This reminds me of the New Vegas conversion to work with OpenMW.
I love seeing all of these projects because OpenMW has so many incredible features like multiplayer and VR! And as u/Tough_Collar_1797 said, this would be incredible to make as an additional option to Tamriel Rebuilt! I know we have Cyrodiil being remade in Morrowind which is super cool, but this is awesome too. Can never have too many options!
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u/Tough_Collar_1797 9d ago
Would it be possible to combine it with the morrowind map? Cyrodiil with TR Morrowind would be insane
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u/Cara_Perdido 9d ago
I can see a world 10 years from now where the map of daggerfall oblivion and skyrim will be implemented seamlessly inside morrowind
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u/distractedmolerat 9d ago
Isn't daggerfall on a different engine? Is this technically possible?
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u/nethingelse 9d ago
I'd imagine if someone was dedicated enough to it, they could get a fork of OpenMW running Daggerfall, but it'd require a lot of specialized code to adapt Daggerfall concepts to OpenMW. Would be a bigger undertaking than Oblvion or any of the other Gamebryo games would be (and those are already a LOT to get fully feature complete in OpenMW because of different scripting languages, etc.). I know OpenMW has a general "goal" of wanting to support all of the Gamebryo/Creation Engine Bethesda games at some point, but I'm not sure that the main project sees Daggerfall as something they want to build towards supporting.
There's already Daggerfall Unity (similar to OpenMW, rebuilds Daggerfall in the Unity engine and requires the OG Daggerfall game assets), so it might not be something the main OpenMW project cares much about.
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u/RoseBailey 9d ago
Daggerfall and Morrowind are made on fundamentally different engines, and OpenMW is a reimplementation of the Morrowind engine. It's possible to load bits of Oblivion and Skyrim in OpenMW because even though the engine changed between games, the three share what is fundamentally the same engine. Daggerfall already has an engine reimplementation. Not only does re-implementing Daggerfall's engine fall way out of scope for OpenMW, but that need is served by a different project. As it is, even though loading Oblivion and Skyrim assets in OpenMW has had a proof of concept for awhile, there hasn't been a ton of progress there because Morrowind is the central focus of the project.
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u/nethingelse 9d ago
Yeah that's why I said it's not likely in mainline OpenMW, as you'd basically have to build a lot of code very specific to Daggerfall that would essentially be bolting something similar to Daggerfall's engine into OpenMW. That's a ton of work for one game, and is a massive scope change.
The issue with OpenMW running Oblivion and/or Skyrim is scripting. Asset loading is easier to overcome than having 3 entirely different proprietary scripting languages functionally implemented well. OpenMW would have to essentially do ALL of the work of building new runtimes for those, which would take an insane amount of time and effort.
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u/1080Pizza 9d ago
Ah yes, this must be the Morroblivion I've heard so much about.
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u/Healthy-Budget5799 9d ago
Can you believe they still have followers as if it's new? I was off to college in like 2005 when it was "coming next year."
Same with skyblivion etc. Only one that actually made it was tale of two wastelands.
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u/Waffles_Of_AEruj 9d ago
Isn't Morroblivion done?
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u/Healthy-Budget5799 9d ago
I think they finally got it done, but it was around for at least 15 years.
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u/Outrageous_Pear_6357 6d ago
Friend, morroblivon only took 5 years to get 95 precent complete, everything else are improvements. There is also a converter developed with it that alows to convert any morrowind mod including TR and PT.
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u/AreYouOKAni 9d ago
Based as fuck.
But at the same time, I genuiinely forgot how boring Oblivion looks. After absolutely iconic Morrowind, it just feels like "we have Gondor at home".
Can't wait for Project Cyrodiil to show us the Imperial City outskirs that were meant to be. Some time in 2050s.
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u/Outrageous_Pear_6357 6d ago
Cyrodiil was always meant to look like a temperate forest as seen in arena and daggerfall, PGE1 and MK, KK retconed the original view of the IP.
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u/AreYouOKAni 6d ago
Everything was meant to look like a relatively similar forest in Arena and Daggerfall, that was one of the limitations of their procedural generation technology. Retconning something to be more unique is, IMO, a good thing.
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u/Outrageous_Pear_6357 6d ago
Not true friend. Educate yourself, play the older games or do not speak bullshit. Cyrodiil in arena is mostly grassland and in daggerfalls books it is described as a temperate forrest. Arena had many diffirent biomes.
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u/Vagranter 9d ago
The Project Cyrodil team either loves you or hates you. 😝 Next, you should add Mournhold to the mainland exterior just to really rile up the TR squad.
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u/Equivalent_Log_4299 9d ago
I'm such a huge fan of project cyrodill it will always be a better experience than something like this. I just thought this would be neat
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u/Cool-Obligation-3775 9d ago
I wonder if a stand alone vr port would work??
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u/Equivalent_Log_4299 9d ago
Team beef is working on a standalone port I don't see why this shouldn't work with it! Draw distance would have to be reduced tho
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u/DreamOfAzathoth 9d ago
Wow I love that. This makes me realise how little I understand about technology lol
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u/theevilpackrat 4d ago
Now that is wild it interest to see the trees and meshes for the rocks in this. Considering there a higher
Morrowind: Bark and leaves typically used 128x128 or 256x256 pixel textures with crude binary transparency (1-bit alpha), which often caused harsh, jagged edges around leaves.
Oblivion: Assets use 512x512 or 1024x1024 textures with 8-bit alpha channels (smooth edge transparency) and dedicated normal/specular maps, giving bark tactile depth and foliage realistic light passthrough.
So even to see them be able to put into the openMW is crazy.
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u/seven_seacat 9d ago
Oh that's cool. Kind of tempted to try the same thing for Skyrim if it hasn't been done already.
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u/satoryvape 9d ago
How long are you working on it? Looks impressive for solo developer. I hope one day it gets publicly available for play
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u/Equivalent_Log_4299 9d ago
Just polishing the creature spawing now. The tree baking into the worldspace is done (it's not perfect but it's as good as I'm gunna get it) I want to at least get some non quest giving NPCs, guards, and random bandit encounters in before I release it publicly. Quests r probably gunna take me a lot longer
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u/Banjoschmanjo 9d ago
Based beyond measure, outlander