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Cake day: June 18th, 2023

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  • As far as my experience goes, all of the official content (base game, expansions, and smaller DLC) is fully playable on the current version of the engine 😁.

    OpenMW is still marked as 0.x primarily because of the editor - while the game runtime is in fully playable state, OpenMW-CS is still lacking some features compared to the official Construction Set, and the parity of the tooling is required for them to mark the project as 1.0.

    Of note, while many mods work fine with OpenMW, not all of them do - some break on bad scripts (OpenMW is notably more strict on compilation errors), and anything requiring the use of the executable extenders (MWSE/MGE) is not compatible at all (adding support for the functionality they provide is considered post-1.0).


  • Ultimately, as difficult (or easy) on the Steam Deck as it would be on a regular desktop.

    For games with built-in Steam Workshop support, it’s as easy subscribing to mods and enabling them in-game as it is when playing on a PC, and for games that don’t have that, you can switch to Desktop Mode - which is essentially a regular KDE Linux installation - and do your modding like on a regular PC.

    As for the specifics of modding Morrowind, though… with Bethesda games, you can go absolutely hog-wild with mods, or you can just chuck a handful of QoL ones in and call it a day. Last time I’ve extensively modded Morrowind, it’s been couple of years back, and there’s been all sorts of tooling developed - you’ll need to read a bit into how it works nowadays, and how well it operates on Linux