• 20 June 2013

    New file adding "wizard", tagging and more prominent content blocking

    posted by Dark0ne Site News
    While we have our cluster setup looked in to we’ve been busy looking in to some other areas of the site we’d like to improve before we “centralise” the Nexus in to supporting mods for all games.

    We’ve come up with a new file adding wizard that’s usable on all sites. Indeed, when we finally get around to centralising our database you’ll be able to add a mod for any game ever made to the site through this one file wizard, but for now it’s setup to work with the sites and games we already support. The idea is that the new file wizard will take you, step-by-step, through the process of making a complete file page for your files. While in the past you would simply add a few details and then be expected to add things in later, now you’re taken through every step of the process, with 9 steps in total.

    You can skip steps that you don’t want or don’t need to do (like required files), or skip the wizard entirely if you so wish, but I’m hoping that this new process will at least introduce new mod authors to all the file page features we currently support so they can provide as much relevant information to their users right from the start while also providing veteran mod authors of the site with a quicker way of get their pages set up on the site without having to keep going backwards and forwards.

    We’ve also added a new set of options to the wizard that allow you to better categorise your files. It actually makes use of our tags system, but in a much more obvious manner, in an attempt to better support our content blocking system, which I’ll now discuss.

    Recently we had a couple of nude mods show up in our hot files on Skyrim Nexus. It’s not a particularly rare occurrence by any stretch of the imagination, but what was a bit more rare was the content of one of the mods. A penis. EEK, A PENIS! Lets get this out the way. Please repeat after me: penis penis penis, vagina vagina vagina. Got that out your system? Good. While we get the occasional rant about big boob mods or general female nudity on the sites, nothing sparks an absolute outpouring of pent up closet-case emotion like the showcasing of a penis mod on the site. Indeed, no less than 6 people sent me a message to inform me of their outrage of bearing witness to a penis mod on the sites. When pressed for clarification on why vagina mods were ok but penis mods weren’t the conversation went ominously silent. While I’m no expert in the field let me provide some advice: if seeing a penis mod throws you into a fit of quizzical fury you might need to explore your own sexuality a bit further. Don’t repress it, explore it. You’ll save yourself lots of therapy payments in the future.

    With that said, I can completely understand why you might not be interested in seeing a penis, or a vagina, or boobs, or scantily clad men or women, or translations, or lore-breaking files, or save-games or any number of various types of content (indeed, the issue isn’t in not wanting to see the content but the way in which people get so comically worked up over the issue). While we can’t provide a 100% success rate method of removing this content from your viewing we can try our hardest to tailor the mods you see to your specific preferences.

    We’ve had content blocking available for a long time. It works by blocking files that have been tagged with specific tags. If you block the “Sexy/skimpy” tag you won’t see any mods that are using that tag. There are a few pages that are the exception to that rule, the hot files originally didn’t block this content but it now does (we fixed it recently) and the new today/new recently pages don’t. However, the category results/search result pages will block this content. We even go one step further and tell you that you’re currently blocking content and you’re only seeing X number of files as Y number of files have been blocked from your viewing, with an easy link to see the results with your previously blocked content showing as well. The systems are in place, you just need to use them.

    There are two inherent problems; (1) not enough mod authors tag their files and (2) people complain about files not being tagged but then don’t tag files themselves. Your profiles have a statistic on them called “Files tagged”. It tells people how many files you’ve successfully tagged. If you complain about files not being tagged properly and your “Files tagged” statistic is 0, you’re a part of the problem and not a part of the solution. Your complaining about the lack of tagging doesn’t fix the issue, your actual tagging of files does. So next time you see a nude mod that hasn’t been tagged properly, “doing the right thing” isn’t complaining about it, doing the right thing is actually tagging the file yourself so that others don’t have the same problem you did.

    With that said we’re trying to do our part to make these features more prominent. In the new file adding wizard we’ve hand-picked some tagging selections that are known to be the most regularly blocked tags on the sites. You’re asked “Tick any of the boxes that apply to your file. My file...” and on Skyrim Nexus, for example, options include “contains nudity”, “contains sexy/skimpy outfits”, “is a translation”, “is for male characters”, “is for female characters” and so on. (Note: as of writing I haven’t actually gone around and added these, but they’ll be up within an hour of me posting this article). Ticking these boxes will automatically tag your file with the relevant tag.

    On the user end, we’ve added these same tags to the file search page under “Attributes”. Each tag is given a tick box. If the tag is ticked then you’ll see files using that tag. If you untick the box you will no longer see files using that tag. It works exactly the same as our content blocking system but it’s just much more obvious, and provides a link to the full range of tags you can block on the sites.

    The aim is to make content blocking both more relevant, by asking direct questions about the type of content your mod contains, and also more prominent, by making it a part of our extensive filtering system that should help you to drill-down in to the file database and discard the types of mods you would never be interested in anyway. While this system was always present on the site it was never this prominent.

    You’ll also notice the new file wizard has some new options for categories. This is more of a precursor for our centralisation work as I think most of the sites are pretty set in their categories now, but I’ll quickly run through it. You now have three category options. You must pick from a pre-set list (as before) but you can also suggest your own category that you think would best suit your file, or you can select from a pre-set list of what others have suggested. What’s the point of this? With current sites there’s not too much of a point to it as there’s already plenty of usable and relevant categories, however if we start supporting new games we want to be as automated and flexible as possible. The idea is if you’ve got a texture replacer mod for a new game, you add the game yourself and the site will automatically setup the game site along with a “Miscellaneous” category (all games have that category in them, current and future). You select the “Miscellaneous” category for your file but you suggest a “Texture replacer” category. While the file will begin in the Miscellaneous category if an admin agrees with the suggested category any files uploaded to the “Miscellaneous” category but using that suggested category will then be moved over to this new suggested category. The suggested category becomes a new category in and of itself. It sounds complicated but it’s really not.

    Alrighty, I’ve gone on long enough. I hope these new features can be put to good use and if you think something isn’t working properly then let me know.
  • 31 May 2013

    Forums back up

    posted by Dark0ne Site News
    After 2 days and no sleep (Axel has been up since the early hours of Thursday morning), we’re back to fully operational. With a heavy heart I also have to report that we couldn’t get our clustering setup to work properly. While the past 2 days of limited service haven’t been for nothing as we’ve learnt that we can’t do it without professional help it does mean that we’re still running on the old setup which is disheartening to say the least.

    Things should be back up and operational again (as though nothing has changed), and while I’m sorry for the downtime and inconvenience caused I’m sure you can understand our wish to try and attempt doing this on our own rather than forking out the thousands of pounds that will now be necessary to get this looked into by a professional database consultant on our behalf.

    We tried and we failed so now we have to move on and hope that we can rely on some certified engineers to do the work for us.

    Thanks, as always, for your patience during this time.
  • 29 May 2013

    Scheduled downtime all day tomorrow, 29th May 2013

    posted by Dark0ne Site News
    It seems like an age ago that I was here writing about our plans for stability through server clustering. It was a long time ago, a much longer time than I was anticipating or hoping, but we’re as ready as we’ll ever be to roll it out.

    As a part of the original announcement I did say that we’d probably have some substantial downtime as we moved the site databases over to our new architecture. That downtime (perhaps one of a few planned downtimes) will be tomorrow. All day tomorrow in fact.

    All is not lost, however. It’s not going to be a total downtime of all the sites, but rather this downtime will simply be for the forums. You might now be saying “ooooh that’s fine, I don’t use the forums”. You probably do use the forums, you just don’t know it, as the forums are used for file commenting, new user registrations and uploading new mods to the site. So during this downtime not only will you not be able to use the forums themselves, but you won’t be able to post new comments/topics, add new mods to any Nexus site or create a new account. You will still be able to browse the Nexus sites for mods and download as normal.

    We’re expecting this downtime to start around about 10am GMT tomorrow and last all day, and then we’ll likely be spending most of Friday fixing problems that might arise and tweaking everything for performance. So it could be a rocky few days coming up, but the long term benefits should outweigh the short-term inconveniences.

    Once the forums are working on the cluster we’ll be moving the larger Nexus sites over. Our smaller sites are already using the cluster (anything with less files than Dragon Age/Fallout 3). These sites might require some downtime but we’ll inform you before any work is scheduled to start.

    Fingers crossed.
  • 13 May 2013

    Witcher 2 "Redkit" SDK released for modders, NMM support inbound

    posted by Dark0ne Site News
    CDProjektRed committed to releasing a powerful toolkit for The Witcher 2 some time ago and it’s been in a closed beta for many months now, but today the lid is off and [url=the kit is out there for everyone to use.

    It’s really exciting for a great game like The Witcher 2 and it’s modding community to be strongly supported by the developers, and it’s a great breath of fresh air for a triple A game developer to care so much about it, and it bodes really well for The Witcher 3. That’s why I care about supporting CDProjekt as much as possible in whatever way I can and getting the word out there to any of you who might be interested; The Witcher 2 modding just got a whole lot better.

    There are already a lot of mods available on our Witcher Nexus site for you to download and use. This release of the Redkit will open the modding doors to much wider modding possibilities including epic quest lines, new locations and everything in between so keep your eyes peeled as many mod authors in the closed beta have been working on some great projects for many months now. I’m sure we’ll be hearing from them in due course.

    In the coming months as we work towards our goal of supporting mods for all games we will be splitting any sites that have more than 1 game supported (for example Witcher Nexus, which supports TW1 and TW2) into separate sites for each game. This should help increase ease of use for people looking for specific mods for specific games.

    We’ve also been working behind the scenes to make NMM compatible with the new Witcher 2 mods that will have been created by the Redkit. While we’re confident we’ve got it right we’re going to wait a day or two until we can test a few of the new creations uploaded to the site before we give it the all clear and release that functionality to you. If you’re a mod author wondering how you should package up your files to work in NMM I’m told all you need to do is place your files in the root of the archive you create, e.g. don’t create a folder for your mod, like placing all your files in a folder called “My first mod”. Just put it all in the root directory.

    To download the Redkit and find all the information you need on how to get started with it head on over to the Redkit site CDProjekt have setup.

    In the meantime you can take a look at the trailer CDProjekt released for the Redkit, with perhaps the most high-octane music I’ve ever heard used to show case mod tools!

  • 09 May 2013

    New Premium servers and more payment methods including paying by SMS/text message

    posted by Dark0ne Site News
    As you’re probably aware from the advertisements we’ve dotted around the sites and in NMM we offer a Premium Membership service to users who would like to support the sites and get a little something back in return. I regularly get asked if we have a donation button on the sites. I regularly respond that we don’t take donations at the moment because we consider Premium Membership to be the perfect donation as it allows you to get something back for your financial support; so if you do want to donate to the sites then Premium Membership is the way to go. Premium Memberships are really important to us, as noted in that blog post I keep linking, because we rely more on you guys to keep us going than we do on the ads on the site. I think that’s how it should be and that’s how I like it. It means you guys are more important to us than advertisers.

    In recent weeks we’ve added 2 more Premium-only file servers (servers only Premium Members can download from) to bring the total to 4 and last month we changed Supporter membership so that Supporters no longer see adverts on the sites. If you become a Premium Member you are automatically moved into the Supporter group for life when your Premium time expires. Supporter membership costs £1 (around $1.60) and 1 month of Premium Membership costs £2.49 (around $3.99).

    We’ve always only offered Pay Pal as a payment method for Premium Membership which has become a point of contention for some people who would like to support these sites but don’t like Pay Pal, don’t want to use Pay Pal or can’t use Pay Pal for whatever reason. I promised that if that ever changed and we offered more payment methods I would let you guys know in the site news so here I am to let you know that we’ve (finally!) got some more payment processors for Premium Membership.

    We’ve now added 2Checkout, a popular and well known payment processor to our list of payment processors which you can now use in place of Pay Pal for 1 month, 3 month, 6 month and 12 month memberships. Unfortunately 2Checkout weren’t big fans of the idea of a “Lifetime” membership for some reason so unfortunately we can’t offer 2Checkout as a payment method for that package. To pay via 2Checkout all you need to do is pick a package from the Premium Store and select “2Checkout” from the payment drop-down box. You’ll be redirected to 2Checkout for payment and then your membership should be applied within 10 minutes of payment being received.

    Similarly we’re also trialing a different payment processor called Fortumo who provide the ability to pay for 1 month of Premium Membership via SMS/text message from your mobile phone. We’re currently trialing this in a number of European countries including the UK, France and Germany as well as Australia. In total we can currently support 21 countries via this payment method. First of all let me apologise if your country isn’t currently accepted (including those of you in the US and Canada). Every country has different rules, regulations and max amounts that can be paid via phone and the countries we’re trialing are the ones that were easiest to conform with in our system or who actually allow you to pay enough to cover the cost of the membership. We’ve setup a special package in the Premium Store to pay via SMS which you can find here. If this is something that you would like to use but can’t because it’s not currently accepted in your country please let me know as it will help me in deciding whether I want to expand on this payment processor or not.

    I’ll finish by simply thanking, once again, those people who have helped to keep these sites running by becoming Premium Members. I really do mean it when I say these sites most definitely wouldn’t still be here without your support.
  • 08 May 2013

    NMM UI redesign mock ups for your consideration

    posted by Dark0ne Site News
    I thought I’d share with you some preliminary, non-final mock-ups that we’ve been working on with some professional web/graphic/software/UI designers over the past few weeks for the Nexus Mod Manager in the hopes of not only preparing you for the shock of the change but also to get some feedback.

    As I’ve said all the way through the life-span of NMM how NMM looks is most definitely not final. Before I will stick that coveted 1.0 version number on to the software that indicates it’s out of beta it will most definitely be going through a face-lift, and it’s going to be a face-lift that completely changes the look of the software from a “my first .NET coding project” look to a “yeah, this might be going somewhere” look.

    At the moment NMM isn’t the prettiest of software but it does pay homage to the grassroots of the software and that cliched “made by modders, for modders” look to it that suggests functionality and simplicity was more important to the author than snazzy superfluous graphics. However, going hand in hand with our current focus on shifting the Nexus from supporting a handful of games to supporting all games I’d like to work closer with some developers to integrate their games better into NMM right from the get-go. Fact is, it’s actually very easy for us to add support for most games in to NMM but (a) we don’t have Nexus sites for the game and (b) if you show a developer NMM, on first sight, it doesn’t give off the best impression. We’re in the process of sorting out (a) already, and now we’re in the process of sorting out (b) as well. Ergo what we really want to do is give NMM a face-lift that makes me happy, makes you happy and makes game developers happy to endorse it while, hopefully, improving the experience for everyone.

    It’s my hope that you’ll look at these mock-ups and think “Wow, it’s changed, but actually, a lot of the stuff is in the same place, it just looks different”. I want you to be able to open it up and not spend minutes trying to find features you used to be able to find easily out of habit. In all honesty the current NMM design is horrible in this regard for new-comers and has heavy “mystery meat” UI elements that mean you don’t have a clue what a button does until you press it and find out. Of course, you’re used to where everything is in NMM now, and hopefully with this new UI you won’t be doing too much (or any searching) to find the functions you use in the current UI.

    I’m sharing these mock-ups with you to not only show you what we’ve come up with so far but also to get your opinion. Unfortunately opinions on massive changes like this can sometimes be extremely dividing and it can be very tough for me to sift through the honest, proper critiques, criticisms and feedback that I really want to pay attention to and the “haters gonna hate, being bitter about change for the sake of being bitter” category of person who’s just going to dote on hate just because they’re that kind of person. So if or when you provide feedback on the mock-ups please try to take that into consideration, for my sake. Are you providing valuable, useful feedback that I can use or are you just a hater with nothing worthwhile to say? Show enough hate and I will just hide your comment as it’ll be unhelpful to the process and clutter up the feedback I actually want to be looking at. You can dislike it, but you’ve got to give good reasons why. How would you change it? What would you do when “don’t change a thing” isn’t an option?

    We also want to try and maintain as much roll-back functionality as possible with NMM. We provide users with a large number of our previous versions that you can roll-back to at any time if you don’t like what we’ve done. We don’t stop you from doing that like most others out there, but if you stick to older versions and avoid getting used to new versions then you are going to miss out on new functionality, bug fixes and the like. That’s completely your choice.

    So without further ado here are the mock-ups. Remember these are preliminary, unfinished, and things like wording (and spelling mistakes) are most definitely not final.

    Loading splash screen

    Game detection screen

    Installed mods screen

    Download manager

    Plugin manager

    Settings window

  • 07 May 2013

    Interview with Edge magazine

    posted by Dark0ne Site News
    Back in January when I blogged about money and running these sites a lot of people expressed an interest in what I’d written and surprise at how I ran things and how I think. This in turn surprised me; I didn’t think many people would be very interested, it’s only me. Similarly a few online publications got in contact to set up interviews with me on the topic, something I’m more than happy to oblige with. While I only ended up doing one interview as the interest seemed to die down the results have been summarized, quite heavily, in to an article on the Edge magazine website.

    I’m an extremely opinionated person and very happy to be extremely open and candid both online and offline with how I express myself. I’m always really happy to be myself and tell people exactly what I think irrespective of whether I’m right or wrong or broaching difficult and controversial subjects, because I hate insincerity. As far as I’m concerned you should say what you mean and mean what you say, while trying to remain respectful. It doesn’t always work out like that, but hey, I try. I don’t want the image of me to be some corporate bigwig who only says things that I think will appease others and broaden my appeal to the masses, I want to be myself and if people don’t like that then so what!? We were never going to get along anyway. I’m not here to be everyone’s best friend, I’m here because I want to run a good modding community that really helps and supports modding. Sometimes the two don’t go hand-in-hand, and it wasn’t a particularly hard lesson for me to learn.

    In the few interviews I’ve done they always start out formal; question, answer, question, answer and then just end up with us talking for a good hour or so about anything and everything under the sun to do with games. Mainly because I just cannot stick to one subject and have to go off on tangents as issues get raised (my teachers in school diagnosed me with “verbal diarrhea”). This interview was no exception, and I enjoyed it just for the great chat. And I’m always open to do more.

    A couple of years ago I ran a little fun night with the Amnesia: The Dark Descent demo on Mumble. Around 30 of us got in to the voice comms and played through the demo together while having a good chat and laugh together. It had a nice sense of community to it and I know the people who took part enjoyed it. It also gave members a chance to chat to me openly and ask me questions which I answered back freely. I’d like to start up something similar, but honestly, time just isn’t on my side these days. It’s not the turning up that’s the problem, it’s the organising it. I’ll try my best to get something like this done soon, and if you have any ideas on what we can do, fire away.
  • 07 May 2013

    Download history functionality on file comments for mod authors

    posted by Dark0ne Site News
    We’ve updated the sites today with what will probably be the last new feature we add to the sites for a little while as we focus fully on expanding the Nexus sites to support all PC games which I mentioned in my recent blog piece.

    Today’s update has added a new link titled “Download history” to file comments which is displayed next to the post date information for mod authors on their own file page comment areas. When the author of the file clicks this link they’ll be able to see your download history for that file (and only that file), which will display the file version you downloaded and when you downloaded it.

    You might be asking why, and what’s the point? There’s a few good reasons why it would be handy for a mod author to see your download history for their file.

    One of the assets of Nexus functionality over Steam Workshop is the fact users have complete version control over the files they download. If a mod author releases an update that has a major bug in it then users can roll-back to a previous version or skip updating to the latest version until the mod author fixes the bug. This is in direct contrast to Steam Workshop where mod updates are applied automatically, without warning or a user choice, when a mod author uploads a new version.

    However, with complete version control for users also comes a typical issue: users reporting bugs on old versions (say v1.2) that were fixed in newer versions (say v1.4). Because the user is still using the old version the bug still exists for them. When reporting the bug the user (more often than not) might not report what version of the mod they’re using, so the mod author has to waste time getting to the bottom of whether the bug is still in their current version or whether the user is using an old version that has since been patched. This is something we’ve attempted to help fix with this feature.

    When a mod author can see your download history for their file they can quickly skip that “What version are you using?” step of communication and quickly provide you with feedback based on your download history. It’s hopefully going to save mod authors some time when trying to help you with your problems.

    Another good reason is in helping to prevent mod trolling. If someone is trolling a file page comment section about how the file doesn’t work or how it doesn’t do what it says the mod author can quickly check their download history for the file and see whether the user has actually even bothered to download the file at all. And my personal favourite, “I’ve been using this mod for over 3 weeks and it’s broken all my saves”, *checks the download history and finds they only downloaded the file 10 minutes ago*, yeah...

    To alleviate a few privacy fears let me just tell you that this feature does NOT give mod authors access to your complete download history for every file you’ve ever downloaded. Only the author of the file in question can see your download history, and only for THAT file. If I’ve released mod A and you post in the comment section for mod A I would not be able to see that you’ve downloaded mods B, C, D and E as well. When I broached this subject in the private mod author forums a relatively valid argument was raised that people don’t want their download histories to be public knowledge. However, having said that, if you’ve downloaded a nude mod, for example, and you didn’t want it to be public knowledge that you’d downloaded the file, you wouldn’t be posting in the comments section of the nude mod. By posting in the comments section of a nude mod you’ve already expressed your interest in said mod, and a mod author being shown your download history for that file isn’t going to make that interest any more or less obvious for the public.

    This update is now live on all the Nexus sites. I hope that the mod authors can put it to good use.
  • 03 May 2013

    Site updates and fixes

    posted by Dark0ne Site News
    Following on from last weeks update to the way file search and category results are displayed we’ve patched in a few fixes and added a few more features based on user feedback. Perhaps most important, and worthy of being outside of the bulleted list below is the fact we’ve coded in some rudimentary browser back button functionality to the AJAX on the site.

    The problem is thus; most browsers’ page history and back log are dictated by page reloads. Each time you visit or reload a new page it’s recorded in the browser history, and if you press the back button on your mouse/keyboard/browser you’ll go back to the last page you visited. Because we present a lot of the content on the site to you through AJAX, which is seamless and doesn’t require a page load, the browser’s history doesn’t record your button presses or remember what you were looking at before, and will instead take you back to the last page you visited. So if you search for “Weapons” in the file search, navigate to page 10, click on a mod you like the look of and then try to go back in your browser it’ll take you back to the default file search page, and not page 10 of your search for weapons. Of course, the simple fix for this is to just embrace tabbed browsing and simply open mods you’re interested in via a new tab (ctrl+click, middle-click or right-click a link and select “open in new tab”). It’s not a new concept, it’s been around for a very many years, but it seems quite a few people haven’t quite caught up with modern browsing methods yet and have complained about this to me.

    As such we’ve coded in some simple browser history fixes to the sites so that your browser will remember every link you click, AJAX or not, and take you back through every click and not just page reloads. Now if you browse pages 2, 3, 4 and 5 in a category and then click the back button your browser will take you back through those pages, rather than back to the start. Similarly if you’re on a file page and click the images tab, comments tab and files tab clicking the back button will take you back through the tabs you just clicked on.

    On top of that change we’ve also made quite a few fixes and updates. Here’s the current list of changes.

    • [Feature] Mod authors can now write out an explanation for why they’ve hidden their mod page from view which can be seen by users trying to access their file page, rather than the default “This file page has been hidden by the author” message
    • [Feature] Changed the way you can add change logs for your file by providing the option of using one large text area for easy copy and pasting of content from a pre-written change log or readme file
    • [Feature] Added the ability to sort by name to the list of sort by filters
    • [Feature] Files marked “adult-only” will now feature on category/search result pages in the “Feature files” section if the user has adult-only content turned on. You won’t see adult-only files in the featured images if it’s turned off or you’re not logged in
    • [Feature] Banned members are now informed of why they were banned when trying to login and provided with a link to our rules and unban request form, rather than just being told they’re banned with no explanation
    • [Fix] Removed the links to “Advanced search” as the advanced search options are now incorporated in to the new search page as standard
    • [Fix] Changed the way hot files/featured images works so that cropping your image doesn’t also crop the thumbnail for that image. This fix is not retrospective, so if you have an image thumbnail that has been cropped you’ll have to delete it and re-upload it
    • [Fix] Trimmed all file page names that started with a space which was making the alphabetical sorting look odd. You can no longer add a space to the start of your file name
    • [Fix] Fixed the search button so it once again automatically selects the textfield rather than requiring you to do another mouse click
    • [Fix] Fixed an issue with the pagination not working on searches done with more than 1 word
    • [Fix] Tracked files tab on the front page is now working again
    • [Fix] Fixed an issue with the site news archive pagination not working past the first page
    • [Fix] Fixed an issue when clicking the “Download (Manual)” button on file pages highlighting the “Articles” tab rather than the “Files” tab if the author has written articles for the file

  • 29 April 2013

    OpenMW v0.23.0 released, now with particles! (and a lot more)

    posted by OpenMW Game News

    The OpenMW team is proud to announce the release of version 0.23.0! Release packages for Ubuntu are now available via our Launchpad PPA and for Debian in our Debian PPA. Release packages for other platforms are available on our Download page. This release introduces the initial implementation of NPC movement AI, item repairing, enchanting, levelled items, texture animation, basic particles, and more, along with an extensive list of fixes and improvements. Also as a note, Morrowind's 11th Anniversary is May 1st!

    Known Issues:
    • Extreme shaking may occur during cell transitions for some users (enable anti-aliasing as a possible workaround)
    • Launcher crash on OS X < 10.8
    • Polish version of Morrowind.esm makes OpenMW crash
    • The OS X package for this release will be delayed. Never fear, we still support OS X, our package maintainer is just away!

    Check out the release video by the our very own WeirdSexy.

    • Implemented Item Repairing
    • Implemented Enchanting
    • Implemented NPC pathfinding
    • Implemented NPC travelling AI Package
    • Implemented levelled items
    • Implemented texture animations
    • Implemented fallback settings
    • Implemented levelup description in levelup dialogue
    • Implemented armor rating
    • Implemented companion item UI
    • Implemented basic particles
    • Improved console object selection
    • Fixed player colliding with placeable items.
    • Fixed Jounal sounds playing when accessing the main menu with the Journal open.
    • Fixed Bribing behavior
    • Fixed rendering of bone boots
    • Fixed NPCs not rendering according to race height
    • Fixed inverted race detection in dialogue
    • Fixed two-handed weapons being treated as one-handed
    • Fixed crash when dropping objects without a collision shape
    • Fixed handling for disabled/deleted objects
    • Fixed merchants selling their keys
    • Fixed game starting on Day 2
    • Fixed "come unprepared" topic with Dagoth Ur
    • Fixed Pickpocket "Grab all" taking items not listen in container window
    • Fixed camera shaking when looking up or down too far
    • Fixed player position at new game start
    • Fixed the player not having the correct starting clothes
    • Fixed merchant gold not changing when transacting
    • Fixed starting fatigue
    • Fixed incorrect coin stack behavior
    • Fixed auto-equip ignoring equipment rules
    • Fixed OpenMW not loading "loose file" texture packs
    • Fixes for some NPC rendering issues
    • Fixed a sail transparency issue
    • Fixed a crash during character creation
    • Fixed Tauryon growing in size every time the player enters/exits a nearby house
    • Fixed NPC stats defaulting to 10
    • Fixed talk and container dialogue not opening sometimes
    • Fixed crash when trying to get Rank of NPC without a faction
    • Various UI fixes
    • Various scripting improvements
    • Various mod compatibility improvements
    • Various code cleanup

    see also:
    Official Youtube Channel
    For New Developers
    OpenMW Homepage
    Chat @freenode