About this mod
MMUI is a user interface mod for OpenMW, designed to enhance the visual and functional aspects of the game's interface. It is intended to be used in conjunction with OpenNevermind, a mod by Petr Mikheev that turns OpenMW into an engine for isometric RPGs.
- Requirements
- Permissions and credits
OVERVIEW
This mod introduces a user interface overhaul for OpenMW. It is designed to enhance the player experience by implementing a contemporary action bar system, inspired by games such as Baldur's Gate 3, and providing an improved display for critical combat information.
FEATURES
I. Integrated Action Bar
- Dynamic Player Portrait & Health Indicator: Displays a portrait of the player character (only compatible with default Morrowind faces). This portrait visually represents the player's current health status by progressively filling with red as health diminishes.
- Status Effect Icons: Active status effects afflicting the player are clearly indicated by icons positioned directly above the player portrait.
- Class Representation Icon: An icon corresponding to the player's chosen predefined class is displayed. Characters utilizing custom classes will be assigned a randomized icon.
- Item Quick-Access Slots: Users can assign items (with right click) directly from their inventory to designated slots on the action bar, allowing for rapid deployment.
- Spell & Power Assignment Slots: The right-hand section of the action bar provides dedicated slots for the assignment (with right click) and immediate casting (with left click) of spells and powers.
- Intervention/Recall Utility Button: A specialized button allows for swift cycling (with right-click) between Almsivi Intervention, Divine Intervention, and Recall spells, facilitating rapid tactical repositioning or escape.
- Rest Functionality Button: A conveniently located button at the terminus of the action bar provides direct access to the game's rest menu.
II. Enhanced Enemy Combat Display (Top of Screen)
- Dynamic Enemy Portraits: During combat engagements, portraits of targeted enemy actors are displayed at the top of the user interface with a focus portrait border.
- Visual Health Feedback: These enemy portraits dynamically respond to damage received, gradually filling with red coloration as the actor's health decreases, providing an immediate visual assessment of their condition, even when out of focus.
III. Contextual Actor Information (On Cursor Hover)
- When the user hovers the cursor over an actor (NPCs, creatures), the following information is presented:
- A distinct Health Bar.
- The actor's Name.
- The actor's designated Class.
- The actor's current Level.
- A distinct Health Bar.
Works well with TrueType fonts for OpenMW.
REQUIREMENTS
- OpenMW (0.49 or later).
- OpenNevermind
INSTALLATION INSTRUCTIONS
Step 1: Extract Mod Archive
Extract the contents of the MMUI mod archive to a dedicated folder at a location of your choosing.
Examples:
# Windows
C:\games\OpenMWMods\MMUI
# Linux
/home/username/games/OpenMWMods/MMUI
# macOS
/Users/username/games/OpenMWMods/MMUI
Step 2: Add Data Path to openmw.cfg
Locate and open your `openmw.cfg` file. This file is typically found in your OpenMW user data directory.
Add a new `data` line pointing to the directory where you extracted the MMUI mod files.
For example, if you extracted to `C:\games\OpenMWMods\MMUI`, you would add:
data="C:\games\OpenMWMods\MMUI"
Ensure the path accurately reflects your chosen extraction location.
Step 3: Add Content to Load Order
You need to add `MMUI.omwscripts` to your game's load order. This can be done in one of two ways:
- Manually in openmw.cfg: Add the line `content=MMUI.omwscripts` to the content list in your `openmw.cfg` file.
- Via OpenMW-Launcher: Enable `MMUI.omwscripts` in the "Data Files" or "Content List" section of the OpenMW Launcher.
It is recommended to place `MMUI.omwscripts` after OpenNevermind in your load order, if you are using that mod.
IMPORTANT: GUI Scaling Factor must be set to 1.0 (Default) or the UI elements will not be positioned correctly. This can be done in the launcher or in the settings.cfg.
KNOWN ISSUES & LIMITATIONS
- The player portrait feature currently offers compatibility exclusively with default Morrowind facial appearances. Custom player faces may be mismatched with the portrait.
- Class icons for characters with custom-defined classes are assigned randomly from the pool of preset icons.
- The item tooltip does not display for alchemy equipment.
- Ammunition cannot be equipped from the action bar when the stack count is mismatched.
- The item selection grid and spell selection window may not optimally handle very large quantities of items or spells.
- Item and magic assignment through this mod overrides the built-in 'QuickKeys' menu functionality.
- New models and faces introduced by the Tribunal & Bloodmoon expansions do not currently have character portraits.
- The behavior of status effect icons may become unreliable when 25 or more status effects are active simultaneously.
- Portraits of allied actors engaged in combat may persist on screen after they leave combat.
DISCLAIMER / SUPPORT & PERMISSIONS
Please be aware that this mod is being released in an unfinished state. While development on this project has ceased on my end, I have decided to make it available due to the considerable interest expressed by the community here: Isometric Morrowind by Mehrunes Mike
Consequently, and due to time constraints, I will not be providing active support or further updates for this mod. It is provided "as-is."
Despite its unfinished nature, this mod is released under the GNU General Public License v3.0 (GPLv3). You are free to modify, build upon, and redistribute this work, provided you adhere to the terms of the GPLv3 license. This means the community is welcome to continue its development if desired.
It includes code derived from OpenNevermind v0.13.37.2 by Petr Mikheev, also licensed under GPLv3. Specifically, the code responsible for creating and updating the cursor position was copied without modification.