Not really. If OpenMW 1.0 is for replicating vanilla Morrowind, there's plenty of extra stuff to do afterward that doesn't rely on a changed ESX format. The additions made by MGE and MWSE, for instance (extra scripting functions, distant land, improved graphical effects for user-definable shaders, global shadows, HDR, etc).Zini wrote:The problem is that after we are done with OpenMW 1.0 we will need to extend the ESX format to develop OpenMW further. We can't do that with the TES-CS, which means after OpenMW 1.0 all development work on it (except for bug-fixes) would have come to a stop. I don't think that would be healthy for the project.
Granted there are features that would need an expanded ESX format, but there's features that don't, either.