OpenMW, Morrowind’s excellent open source game engine, has made interesting progress in supporting later games such as Oblivion, Skyrim, Fallout 3 and New Vegas. They have also worked on optimizations that improve both the look and feel of the remote terrain, making OpenMW compatible with some of Morrowind’s most popular mods, such as Sotha Sil Expanded, etc. OpenMW can now read BSA files from Oblivion, Skyrim, Fallout 3 and New Vegas – thanks to the hard work of cc9cii, who wrote the code for OpenMW 0.36, and Azdul, who brought the code to the current OpenMW master. I don’t know if I want to play one of these games again in about 5 years, but it’s still reassuring and good for preserving the game. In addition to this exciting development, they finally came together to reintegrate shadow support into OpenMW, which was removed when Ogre3D was switched to OpenSceneGraph, so the next version of OpenMW should be good enough to be complete. What is the main purpose? I’m sure they punished Morrowind pretty badly. Having a current game engine to make it work and Morrowind would be pretty epic. Do you need a copy of Morrowind to play on OpenMW? You can buy it at GOG and Steam. Fully playable, the shadows are back. I haven’t seen your road map in a while. That’s a good point of view. Fully playable, the shadows are back again. I haven’t seen your road map in a while. The support of forgetfulness seems incredible, this game is at the limit of the impossible with a variety of mods. With such an engine we can get a complete mod of all Tamriels without worrying about a new version of TES that puts an end to such a project, as has been the case several times in the past. As the saying goes, there’s still a lot of work to be done, so to support another game, we could have worked on it for a while. This brings us a little closer to actually implementing the features of the latest TES and Fallout games in OpenMW. But it was also Morrowind’s reverse engineering.