We will discuss Lua more in future blog posts.
#Morrowind multiplayer mod mods
Current MWSE-Lua mods will therefore have to be rewritten, or at least refactored, to be able to function in OpenMW.Īnd again, to make it perfectly clear: the implementation of Lua in OpenMW is still in its initial stage and will become more powerful as time goes by. We aim to make our scripting engine at least as powerful as MWSE-Lua, but since MWSE-Lua is being developed for a different game engine, mods made for it will unfortunately not be compatible with OpenMW. One important clarification needs to be made, though: OpenMW-Lua will not be compatible with MWSE-Lua, the 3rd-party scripting extender for Morrowind.exe. Some of this is currently being worked on, or even has already been merged, like Urm’s basic framework for a Lua-controlled GUI and Mikheev’s Lua-controlled camera and raycasting.
The real power, however, will be unleashed once gameplay mechanics, user interfaces, various graphical features and other exciting things are controllable through Lua scripts, in what we often refer to as the “de-hardcoding” of OpenMW. This in itself doesn’t actually do much for the end user, but modders can already explore its functions. The result is that the basic framework for OpenMW’s future scripting language, Lua, was merged into master a few months ago. Petr Mikheev worked really hard on this huge contribution, and the extensive code reviews and feedback from the rest of the team were fantastic. Let’s just begin with, arguably, the biggest one. Now, without further ado, let’s dig in! Lua is merged Sorry for that, but we hope you understand. While there have been several huge announcements we’ve wanted to share with you lately, we decided to wait with these news until after the release of OpenMW 0.47.0 to avoid stealing too much of the hype.