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,
Hi, is there a way to turn on antialiasing? I tried to add the line to config file, but nothing seems to change.
 
I noticed something that didn't feel right about Morrowind, there's no ash storms. Is there a way to get the ash storms working, or I suppose it takes up too much cpu?
 
Hi, is there a way to turn on antialiasing? I tried to add the line to config file, but nothing seems to change.
I have actually disabled antialiasing during porting I think, since I thought the built-in OpenGL multisampling doesn't work on the Switch. I'm still not sure if that's true. I will re-enable it in the next release. For now you can try increasing the resolution, since GL antialiasing is essentially just a kind of multisampling.
I noticed something that didn't feel right about Morrowind, there's no ash storms. Is there a way to get the ash storms working, or I suppose it takes up too much cpu?
I have not touched any code or settings directly related to that. Are you sure you didn't just get lucky?
 
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I have actually disabled antialiasing during porting I think, since I thought the built-in OpenGL multisampling doesn't work on the Switch. I'm still not sure if that's true. I will re-enable it in the next release. For now you can try increasing the resolution, since GL antialiasing is essentially just a kind of multisampling.

I have not touched any code or settings directly related to that. Are you sure you didn't just get lucky?
Maybe, does anybody else get ash storms, I used to hate them when I was a kid, but now its weird walking in the ashlands and not seeing sand blowing around
 
Thanks for this port, fgsfds!
Can you add the ability to open console in the next version please?
The ability to enable framerate overlay would be appreciated too.
 
You can open the console if you put a usb keyboard into the dock, although for some reason you have to press - on the controller and use the switch keyboard menu in order to type anything (you can type with the keyboard tho), then go back and press enter to use the command. You can also show the fps by pressing f3.
 
I'm getting error 2168-0001 on every OpenMW startup causing me to restart my Switch. After looking through the OpenMW logs. It fails to stream an audio file? Any help would be appreciated as I'm very new to the homebrew scene. OpenMW being the reason I'm started ;)
 

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I'm getting error 2168-0001 on every OpenMW startup causing me to restart my Switch. After looking through the OpenMW logs. It fails to stream an audio file? Any help would be appreciated as I'm very new to the homebrew scene. OpenMW being the reason I'm started ;)

If you have a legal copy, you'd have that file.
You also haven't said anything about your OS/entrypoint or SD card filesystem.
 
If you have a legal copy, you'd have that file.
You also haven't said anything about your OS/entrypoint or SD card filesystem.

Just turns out I wasn’t launching the Homebrew menu though a game with the R button giving it access to full RAM or what ever it does :>. Now it all loads fine. Thanks anyway.
 
It works absolutely great when it is loaded! Thanks for the amazing work.

I use an authentic samsung 500 GB SD Card (FAT32).

However it takes me 6 minutes to load the game.

I used the files from the gog.com GOTY version. I copied the folder "Data Files" and "Morrowind.ini" from the gog.com archive to "/switch/openmw/data/" so that I have "/switch/openmw/data/Data Files/" and "/switch/openmw/data/morrowind.ini".

Maybe the gog.com version is the problem?
 
Last edited by rsn8887,
A little trick to make game load SIGNIFICANTLY faster:
Pack your resources (meshes, textures, sound, e.t.c.) in bsa archive. Of course you will have to type its name in openmw.cfg. Aaaand... Almost vanilla game loads in about 15 seconds.
 
Can you give the command you used and/or which file types exactly you selected to form the new .bsa file? I know nothing about the resource formats of Morrowind.
 
Morrowind itself was not able to read sounds from bsa (videos too, I guess). But OpenMW starting from some version is able to read these files just like Oblivion (It even supports reading Oblivion bsa). So you can pack ALL your resources from data directory.
I used Antrix' BSA Manager. But you probably could use ANY util designed to pack bsa.
 
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It worked! It now loads in 15 seconds or so.

I used bsapack to pack the icons, meshes, and textures folders i to a bse archive. I then deleted those folders and added the archive name to the [archives] section in Morrowind.ini.
 
Morrowind itself was not able to read sounds from bsa (videos too, I guess). But OpenMW starting from some version is able to read these files just like Oblivion (It even supports reading Oblivion bsa). So you can pack ALL your resources from data directory.
I used Antrix' BSA Manager. But you probably could use ANY util designed to pack bsa.

How did you manage to pack the texture folder? When ever I use Antrix’s BSA Packer it only packs the subfolders inside but not the actual files. It does it fine for all other folders though. :/
 

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