OpenMW for Switch

Github repo: fgsfdsfgs/openmw
Latest version: 2 (28 Oct 2019, based on OpenMW 0.46.0)
Download link

2019052916154500-DA63280140B1530CD17755515D814CFE.jpg 2019060519442700-DA63280140B1530CD17755515D814CFE.jpg

Features:
  • most things seem to work: sound, gamepad controls, intro videos, etc;
  • barebones touchscreen controls in tablet mode;
  • OpenGL 2.1 rendering.

This port is still in a very early state. Expect issues and bad performance. I have not tested it on any other Switch except mine.
This port is not affiliated with or endorsed by Bethesda Softworks and contains no code or resources copyrighted by or belonging to Bethesda Softworks.
To play the game, you need to copy a licensed installation of Morrowind from your PC.

To install, unzip openmw_nx_v2.zip into the switch folder on your SD card. Then:
If you already have an OpenMW install on your PC:
  1. Copy your openmw.cfg into /switch/openmw/config/ (for Windows users: it's in Documents/My Games/OpenMW). You might have to correct the data paths in the cfg file for this to work.
  2. Copy your data files (esm, esp, bsa, contents of the Data Files folder) into /switch/openmw/data/.
If you don't, but you own Morrowind:
  1. Install Morrowind.
  2. Copy the Data Files folder and Morrowind.ini file from your Morrowind installation into /switch/openmw/data/.

Known issues:

  • Exiting the game using the HOME button during a loading screen will crash it.
  • Cursor sometimes displays when it shouldn't.
  • Performance isn't very good.
  • User accounts that have non-ASCII characters in the name will be treated as an absence of user account (i.e. your saves will go into global).
  • Startup loading takes a long time. Depends on the SD you're using, for me it takes around 00:40 on the black screen with a total of 01:30 to get to the main menu with Morrowind GOTY.
  • Startup times can be decreased by packing loose files into a BSA archive. See this post for an example of how to do that.

Some notes:
  • You have to run this from either NSP hbmenu or from a game override. Applet mode does not offer enough memory.
  • The game will start with a black screen. You have to wait at this point. This can take up to 3 minutes (see above bug).
  • Press MINUS to bring up the software keyboard when an input field is selected.
  • Click LSTICK to enable/disable gamepad cursor control.
  • This has only been tested with the English release of Morrowind GOTY Edition, without any mods.
  • Mods should probably work, however you'll have to either edit your openmw.cfg manually or use openmw-launcher on PC, then copy the config file over.
  • The port is bundled with a performance-tuned config file (/switch/openmw/default/settings-base.cfg). Feel free to play around with that or /switch/openmw/config/settings.cfg to find out a better compromise between performance and quality.
  • If you somehow avoid selecting a user account, your saves will go into /switch/openmw/data/global.
  • If the game crashes, check /switch/openmw/fatal.log and /switch/openmw/config/openmw.log.

Credits:

  • OpenMW team and contributors for OpenMW;
  • terabyte25 for help and code contributions;
  • Gluka for help;
  • xyzz for some patches and build scripts;
  • fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
  • Bethesda Softworks for TES3: Morrowind.
 
Last edited by fgsfds,

rsn8887

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I can tell you what worked for me.

- It is enough to only pack three folders: icons, meshes, and textures. There’s a limit of 20,000 files in .bsa at least when using bsapack.exe, so packing all folders didn’t work for me.

- Move those three folders into a new folder called “temp”

- Pack them into a new bsa called archive.bsa using a method of choice (I used bsapack from here http://mw.modhistory.com/download-95-5215 )

- Copy archive.bsa to Data Files and delete the temp folder (textures, icons and meshes folders are not needed anymore because they are now in archive.bsa)

- Edit Morrowind.ini and add the line “archive_2=archive.bsa” under the line starting with “archive_1=“

After doing this, now my OpenMW loads in 10-15 seconds.
 

octopus

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There’s a limit of 20,000 files in .bsa at least when using bsapack.exe, so packing all folders didn’t work for me.
I tried packing other folders (except global) into a second archive (fourth if you count tribunal and bloodmoon) and it didn't work--no sounds, no music, no splashes in the menu, no fonts, no videos. It loads almost instantaneously to the progress bar and takes 44 seconds to load the menu.
Packing meshes, icons and textures works. Loads to the progress bar in 20 seconds here. 1 minute to the menu. SanDisk Class10 A1 UHS-I.
I think that loading the sounds folder takes those ~15 seconds since the folder has 7000+ files.

Update: adding two archives (fallback-archive=*; thanks notimp; first is meshes, sounds and icons, second is everything else except global) in openmw.cfg works flawlessly. Now it's almost instant to the progress bar and ~46 to the menu.
 
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notimp

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I can tell you what worked for me.

- It is enough to only pack three folders: icons, meshes, and textures. There’s a limit of 20,000 files in .bsa at least when using bsapack.exe, so packing all folders didn’t work for me.

- Move those three folders into a new folder called “temp”

- Pack them into a new bsa called archive.bsa using a method of choice (I used bsapack from here http://mw.modhistory.com/download-95-5215 )

- Copy archive.bsa to Data Files and delete the temp folder (textures, icons and meshes folders are not needed anymore because they are now in archive.bsa)

- Edit Morrowind.ini and add the line “archive_2=archive.bsa” under the line starting with “archive_1=“

After doing this, now my OpenMW loads in 10-15 seconds.
Worked. :) 17 seconds. :) Thats the main issue with this port fixed once and for all. :)

If you don't want to mess with a morrowind.ini (because all it does is to serve as a templet for the openmw.cfg to be built) f.e. because you didn't need one for openmw to run, because you imported the openmw.cfg from a PC installation of the game.

Just edit the openmw.cfg to contain a line

fallback-archive=archive.bsa

underneath the main game lines of the same nature (so underneath fallback-archive=Bloodmoon.bsa in my case).

Works like a charm.

(Use notepad++ (not notepad) if you are on Windows to make sure line endings get preserved. (Probably not necessary.))

Dont forget to move the temp folder out of the data folder before trying it the first time. (If you dont want to delete it - before you confirmed it working. :) ) (Not sure if necessary - but I did, on my first attempt that resulted in a 17 second load. :) )
 
Last edited by notimp,

LSolrac

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Did anyone try packing oblivion like this and see if it can load?

You should try it on PC prior to switch. The Switch version may be based on the git, but I believe that OpenMW still doesn't support Oblivion's physics, it does support the nif files tho.

I would like to predict, however, once upstream OpenMW supports Oblivion, we'll get Fallout 3/NV and Skyrim shortly after.
 

Csmrcc

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You should try it on PC prior to switch. The Switch version may be based on the git, but I believe that OpenMW still doesn't support Oblivion's physics, it does support the nif files tho.

I would like to predict, however, once upstream OpenMW supports Oblivion, we'll get Fallout 3/NV and Skyrim shortly after.
i dont think we will see that, quite a lot of work to be done, openoblivion or opennuka.
 

LSolrac

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i dont think we will see that, quite a lot of work to be done, openoblivion or opennuka.
Actually, some work is already being done, at least for Oblivion. I assume fallout might follow right after. And Skyrim (assuming they start working on that too), a while longer after.
I do suggest checking out their forums, they have a discussion about it, along with a few 'forks' in development to add to the upstream.
 

wicksand420

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Actually, some work is already being done, at least for Oblivion. I assume fallout might follow right after. And Skyrim (assuming they start working on that too), a while longer after.
I do suggest checking out their forums, they have a discussion about it, along with a few 'forks' in development to add to the upstream.
They showed a video of someone loading assets from Fallout 3 with the openmw engine, lots of things where not showing up, but I'd say its exciting none the less.
 

Csmrcc

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hope you are right, for oblivion at least (and then its the same for others), when i read about it it seems to be on a very early state
 

LSolrac

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They showed a video of someone loading assets from Fallout 3 with the openmw engine, lots of things where not showing up, but I'd say its exciting none the less.

hope you are right, for oblivion at least (and then its the same for others), when i read about it it seems to be on a very early state

Simple Search Yields these. Think you might want to--
Take a look around, I'm sure you'll find what you're looking for. If not, give a holler, I might have stored it away.

https://www.youtube.com/channel/UCYUtvG8296t1xFtTv85Gy_A (The MVP)

https://forum.openmw.org/viewtopic.php?f=3&t=3017&start=280
 

bitteorca

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Worked. :) 17 seconds. :) Thats the main issue with this port fixed once and for all. :)

If you don't want to mess with a morrowind.ini (because all it does is to serve as a templet for the openmw.cfg to be built) f.e. because you didn't need one for openmw to run, because you imported the openmw.cfg from a PC installation of the game.

Just edit the openmw.cfg to contain a line

fallback-archive=archive.bsa

underneath the main game lines of the same nature (so underneath fallback-archive=Bloodmoon.bsa in my case).

Works like a charm.

(Use notepad++ (not notepad) if you are on Windows to make sure line endings get preserved. (Probably not necessary.))

Dont forget to move the temp folder out of the data folder before trying it the first time. (If you dont want to delete it - before you confirmed it working. :) ) (Not sure if necessary - but I did, on my first attempt that resulted in a 17 second load. :) )

This works for me, I have no subfolders in data files, just each masters, their BSAs, and two BSAs I packed. (One is Textures Meshes and Icons, other is the rest).

The only issue I've discovered so far is that some of the icons appear PINK or they're slightly corrupted. I'm going to try to BSAPack Icons seperately and see if that helps, or just leave that as the only data folder.

Also, does anyone have a guide for using the MCP (Morrowind Code Patch) for OpenMW on Switch? I want to enable a bunch of those fixes like fast casting.
 
Last edited by bitteorca,

BlueCop

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Most of the files present in Data directories BookArt, Icons, Meshes, and Textures are duplicates or uncompressed(tga & bmp vs dds) versions of files already present in Morrowind.bsa, Tribunal.bsa, Bloodmoon.bsa.

I extracted the Morrowind.bsa, Tribunal.bsa, and Bloodmoon.bsa and compared them against the files from the Data directory. These are the only additional files in BookArt, Icons, Meshes, and Textures not in present in the bsa archives.

Code:
\icons\a\tx_domina_boots.dds
\icons\a\tx_domina_cuirass.dds
\icons\a\tx_domina_glove.dds
\icons\a\tx_domina_greaves.dds
\icons\a\tx_domina_helm.dds
\icons\a\tx_domina_pauldron.dds
\icons\a\tx_eb_helm_of_tohan.dds
\icons\a\tx_goldarmor_clpauldron.dds
\icons\a\tx_goldarmor_cuirass.dds
\icons\a\tx_goldarmor_helm.dds
\icons\misc_master_index.dds
\icons\daedric_runes.ttf
\icons\gothic.ttf
\icons\magic cards.ttf
\icons\morrowind books html.htm

\meshes\a\a_domina_a.nif
\meshes\a\a_domina_boot_gnd.nif
\meshes\a\a_domina_cuirass_gnd.nif
\meshes\a\a_domina_f.nif
\meshes\a\a_domina_fa.nif
\meshes\a\a_domina_g.nif
\meshes\a\a_domina_glove_gnd.nif
\meshes\a\a_domina_greaves_gnd.nif
\meshes\a\a_domina_helm.nif
\meshes\a\a_domina_k.nif
\meshes\a\a_domina_pauldron_gnd.nif
\meshes\a\a_domina_skin.1st.nif
\meshes\a\a_domina_skin.nif
\meshes\a\a_domina_ua.nif
\meshes\a\a_domina_ul.nif
\meshes\a\a_goldarmor_cl.nif
\meshes\a\a_goldarmor_cuirass_gnd.nif
\meshes\a\a_goldarmor_f_c.nif
\meshes\a\a_goldarmor_f_h.nif
\meshes\a\eb_helm of tohan.nif
\meshes\f\photodragons.nif
\meshes\m\misc_index_master.nif
\meshes\atronach_frost.nif
\meshes\xatronach_frost.kf
\meshes\xatronach_frost.nif

\textures\photodragon.dds
\textures\tx_a_domina_a_boot.dds
\textures\tx_a_domina_c.dds
\textures\tx_a_domina_g.dds
\textures\tx_a_domina_glove.dds
\textures\tx_a_domina_helm.dds
\textures\tx_a_domina_shoe.dds
\textures\tx_a_domina_ua.dds
\textures\tx_a_domina_ul.dds
\textures\tx_a_gold_c_female.dds
\textures\tx_a_gold_helm.dds
\textures\tx_a_gold_pauldron_f.dds
\textures\tx_index_master_01.dds

I think all these files are all linked to the official Bethesda mods. https://wiki.openmw.org/index.php?title=Bethesda_Softworks_Mods
They link to the official mod downloads for these that contain the files in their downloadable archives. They were all bundled in the GOG version for me.

So you don't really need to repack all these files into a bsa archive because they are duplicates from the bsa files. You can just delete the duplicates if you want.
 
Last edited by BlueCop,

BlueCop

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Switching the A button to Left Click from Return causes many message boxes to require mouse input when before they just required tapping A without mouse input.
Edit: Maybe the Joystick pressdown could be used for the mouse click? In the context of the game menus it doesn't have a function for the Joystick press I think.
Edit2: I feel like an idiot. The left thumb click disables the gamepad mouse mode and A works as the space bar again. This works well for pressing A to close message windows.

Is it possible to link the GUI scaling factor into the interface resolution? on 720p I used 1.5 and 1080 2.25 to increase the HUD and UI to a good size when playing.
I think it is only modifiable in only in settings.cfg. This helps make the game more playable in higher resolutions though.

I have been trying to mod the interface to more closely match the Xbox interface for the game. breath1.png

Its pretty easy to mod the mygui xml files to accomplish some of what I want. I was just playing around with interface. Increasing the mini-map size and moving things around. I was just experimenting really.
screenshot000.png screenshot003.png
The lack of multi-button combination support will prevent some things in the xbox controller scheme from working. It is a featured being added though. https://gitlab.com/OpenMW/openmw/issues/4000

There are many interface items explicitly disabled from keyboard input and require mouse. Simply disabling some of these button tags makes them controlled with directional keys + enter. I took alot of screenshots from the xbox morrowind and I am trying to replicate with the mygui files.

My goal is to make the mouse not needed as possible. I think the mouse cursor is only used for navigating the map on the xbox version.
 
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DarkSoulFlame

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Switching the A button to Left Click from Return causes many message boxes to require mouse input when before they just required tapping A without mouse input.
Edit: Maybe the Joystick pressdown could be used for the mouse click? In the context of the game menus it doesn't have a function for the Joystick press I think.
Edit2: I feel like an idiot. The left thumb click disables the gamepad mouse mode and A works as the space bar again. This works well for pressing A to close message windows.

Is it possible to link the GUI scaling factor into the interface resolution? on 720p I used 1.5 and 1080 2.25 to increase the HUD and UI to a good size when playing.
I think it is only modifiable in only in settings.cfg. This helps make the game more playable in higher resolutions though.

I have been trying to mod the interface to more closely match the Xbox interface for the game. View attachment 172577

Its pretty easy to mod the mygui xml files to accomplish some of what I want. I was just playing around with interface. Increasing the mini-map size and moving things around. I was just experimenting really.
View attachment 172575 View attachment 172576
The lack of multi-button combination support will prevent some things in the xbox controller scheme from working. It is a featured being added though. https://gitlab.com/OpenMW/openmw/issues/4000

There are many interface items explicitly disabled from keyboard input and require mouse. Simply disabling some of these button tags makes them controlled with directional keys + enter. I took alot of screenshots from the xbox morrowind and I am trying to replicate with the mygui files.

My goal is to make the mouse not needed as possible. I think the mouse cursor is only used for navigating the map on the xbox version.
Could you share your config settings once you get it to a good place? I want to use the controller as much as possible and having to navigate with the mouse isn't ideal.
 

Bluecloudo

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Is there any way to delete spells on the current control set? All my spells are adding up and scrolling is becoming inconvenient.
 

robrasa

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Switching the A button to Left Click from Return causes many message boxes to require mouse input when before they just required tapping A without mouse input.
Edit: Maybe the Joystick pressdown could be used for the mouse click? In the context of the game menus it doesn't have a function for the Joystick press I think.
Edit2: I feel like an idiot. The left thumb click disables the gamepad mouse mode and A works as the space bar again. This works well for pressing A to close message windows.

Is it possible to link the GUI scaling factor into the interface resolution? on 720p I used 1.5 and 1080 2.25 to increase the HUD and UI to a good size when playing.
I think it is only modifiable in only in settings.cfg. This helps make the game more playable in higher resolutions though.

I have been trying to mod the interface to more closely match the Xbox interface for the game. View attachment 172577

Its pretty easy to mod the mygui xml files to accomplish some of what I want. I was just playing around with interface. Increasing the mini-map size and moving things around. I was just experimenting really.
View attachment 172575 View attachment 172576
The lack of multi-button combination support will prevent some things in the xbox controller scheme from working. It is a featured being added though.

There are many interface items explicitly disabled from keyboard input and require mouse. Simply disabling some of these button tags makes them controlled with directional keys + enter. I took alot of screenshots from the xbox morrowind and I am trying to replicate with the mygui files.

My goal is to make the mouse not needed as possible. I think the mouse cursor is only used for navigating the map on the xbox version.

First of all fgsfds, thank you, it´s a dream coming through for a 43 yo gamer the possibility to play Morrowind in handheld mode. You are a genious!

Second, my brother in blue Bluecop, please, did you find a solution to make the mouse not needed?

I´m finding it difficult to use the joycon, not only because of the mouse cursor, but also because of the absence of shortcuts (sorry if it´s possible, but I´m an ignorant on this matter).

Thank you all for the infos that made it possible for me to install the game and sorry for my poor english (not a native speaker).
 
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burial

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As awesome as this is and as grateful as I am.....I simply cant play it.

Mapping the PC controls to a control just feels terrible IMO.

I wish there was a way to play the original XBOX port of MW, it had great controls.
 

Rahkeesh

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In its current state you pretty much have to use touchscreen for menus, and probably with a stylus for maximum ease. I found going to 720p and editing the config to 1.5x UI scale makes for a slightly larger and very clean UI. Performance is kind of crap then but you can lock the framerate at 30 if needed.
 

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