I have to say OpenMW is more stable than any other MW I've modded before. This may be because I upgraded my computer for the first time in 8 years a month ago, and before then, whenever I modded MW, I had to work extra hard to *downgrade* the modder graphics to work on my old computer. But, those experiences made it easier to move upwards this time, I suppose. It also helps that never having the hardward able to run an ENB shader on my old computer makes me not miss it at all in OpenMW, graphically. I may, at some masochistic future point in time, try modding vanilla MW to see how it compares, but... not this week, haha.
Anyway, after doing all the preliminary bugtesting in 0.44, I switched up to the release candidate of 0.45 because I extrapolated that at least one of the bugfixes would solve a problem with an otherwise broken mod I liked to use (Piratelord's creatures and their missing collision boxes). So far it's been a fun experience, and I thought I'd share it with you guys here, since trawling this forum for bugfixes and issues was one of the many things I spent doing last week. Thanks for everyone who bothered to report them, btw.
Here's my list of mods that I'm using currently. I don't plan on adding any more unless something fantastic that I forgot I needed rolls around.
!! Patch for Purists updated to version 3.0 on December 13th, 2018 !!
As it's highly recommended to scrap your old save game and start a new one rather than switch patches halfway through a playthrough, I am not using it. 2.9.3 has been tested in OpenMW, but 3.0 hasn't yet, so be aware if you get the more recent version, I'm not sure if everything works or not. (It probably does, but I'm just warning folks.)
309 mods + lots of splashscreen mods
- Spoiler: Show
- Spoiler: Show
Other notes of interest: Guar Travel and Starfire's NPC mods throw script errors that don't break anything, so I kept them in there. The OMW log file is not happy about them when they show up though. Also, so many of the meshes I stripped (mostly from UC: Nature Compliation, I think) of normal mapping in NifSkope now throw back "The mesh references a texture in layer 5 that's not used" errors that don't seem to bother anything while the game is running, so I left those in too.
Also, if anyone notices something broken in my load order, or knows that a mod is broken in this list, please let me know. I've hunted down every fix on the internet and scoured every readme I could find, so a lot of these I patched up myself, but you never know... and some of these are untested, I think.
Anyway, on to the point of this thread... I thought I'd share screenshots of my experiences as I play bit by bit. I hope you guys enjoy looking at this pretty stuff as much as I do. Cheers, and thank you to the OpenMW team and the entire MW modding community!
This is to showcase Ozzy's grass in Seyda need, as well as the Better Bodies 3.0 improved hand textures / meshes (Russian mod, but usable in English. There's no English readme, but the "extra" folder is the one with the non-nude meshes and textures.) Fingernails! They exist!
Adventurer's Backpacks! You absolutely have to install this one AFTER the Travelling Merchants 2.3 esp, or the size of the backpacks will explode in a most unpleasant way.
Scum retexture option... not the lily pad or bubble one. Also, 3D lily pads.
Better robes (for the boobs), HD vanilla robe retexture (using this alone will not get you boobed women), and an obscure mod to take out the annoying glowing jewels that come with the retexture. Face is simply races redone, I think that's Mackom's Head there.
And just a nice shot of the Bitter Coast.
I'll try to post more of these screenshots with commentary as I play along, unless that's not wanted here -- but just let me know if that's the case.