OpenMW Vita: Difference between revisions
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|description=Port of Morrowind for PSVita. | |description=Port of Morrowind for PSVita. | ||
|author=KingTorro | |author=KingTorro | ||
|lastupdated=2026/05/ | |lastupdated=2026/05/20 | ||
|type=Role Playing | |type=Role Playing | ||
|version=1. | |version=1.4.0 | ||
|license=GPL-3.0 | |license=GPL-3.0 | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/OpenMWVita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/OpenMWVita.7z | ||
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|image_alt=OpenMW Vita | |image_alt=OpenMW Vita | ||
}} | }} | ||
OpenMW is an open-source open-world RPG game engine that supports playing Morrowind by Bethesda Softworks. This is a full port of OpenMW to the PS Vita via vitaGL. You need to own the game for OpenMW to play Morrowind. | |||
Runs Morrowind, Tribunal, and Bloodmoon at 15–30 FPS at 640x368 render resolution (upscaled to native 960x544) with controller input, front touchscreen cursor, and a dynamic fog system that auto-scales draw distance to hold target framerate. Ships with the Morrowind Optimization Patch and Project Atlas baked in for better out-of-the-box performance, plus a dynamic memory-management layer (heap defrag, texture-quality tier-down, cell-demotion under pressure) tuned to the Vita's 357 MB user-RAM budget. | |||
== | == Installation == | ||
Install <code>openmw.vpk</code> on your Vita using VitaShell. | |||
Copy your Morrowind game data to <code>ux0:data/openmw/Data Files/</code>: | |||
* <code>Morrowind.esm</code>, <code>Morrowind.bsa</code> | |||
* <code>Tribunal.esm</code>, <code>Tribunal.bsa</code> (if GOTY) | |||
* <code>Bloodmoon.esm</code>, <code>Bloodmoon.bsa</code> (if GOTY) | |||
* <code>meshes/</code>, <code>textures/</code>, <code>sound/</code>, <code>music/</code>, <code>fonts/</code>, <code>splash/</code>, <code>video/</code>, etc. | |||
Copy your <code>Morrowind.ini</code> to <code>ux0:data/openmw/</code>. | |||
Launch from the home screen. Note: the first boot is slow while shaders compile. | |||
'''Note for Mac OS users:''' Double check your file transfers do not auto-add an underscore (<code>_</code>) to the beginning of a file name. If they do, delete that file or you will have errors on boot. | |||
== User guide == | |||
=== Vita Settings === | === Vita Settings === | ||
A dedicated Vita tab is available under Options in the game menu: | A dedicated Vita tab is available under Options in the game menu: | ||
* | * Dynamic Fog - auto-shrinks draw distance to hold target FPS | ||
* | * Dynamic Fog Target FPS - 15 (max distance), 18 (long), or 20 (balanced) | ||
* | * Dynamic Fog Aggression - Normal, Aggressive, or Very Aggressive (how hard fog reacts to FPS dips) | ||
* | * View Distance - manual draw distance when dynamic fog is off | ||
* | * Field of View | ||
* | * Font Size | ||
* | * Preload Cell Cache - 1 (default) or 2 (smoother cell transitions, more RAM) | ||
* Render Resolution - 480x272 / 512x288 / 640x368 (default). Higher = sharper but heavier on the GPU. Restart required. | |||
* Texture Detail - Performance / Balanced (default) / High / Off. Caps the max texture edge size at load time. Lower settings reduce VRAM and improve cell-load speed. Restart required. Engine also auto-clamps to a lower tier under sustained memory pressure to avoid OOMs. | |||
=== Bundled Optimization Mods === | |||
The VPK ships with [https://www.nexusmods.com/morrowind/mods/45384 Morrowind Optimization Patch] and [https://www.nexusmods.com/morrowind/mods/45399 Project Atlas] pre-baked as read-only BSAs at <code>app0:/resources/baked-mods/</code>. They're auto-detected at boot and load on top of vanilla Morrowind, but BELOW any user mods in <code>ux0:data/openmw/mods/</code> - so you can still override individual baked files with your own. No action needed to enable them. | |||
'''Credits''' - these mods are the work of the upstream mod authors, not this port. Full attribution shipped at <code>app0:/resources/baked-mods/credits/</code> and reproduced here. | |||
* '''Morrowind Optimization Patch''': the MOP authors. See <code>MOP-Contributors.txt</code> inside the VPK for the full list. | |||
* '''Project Atlas''': Project Atlas Team - FloorBelow, Greatness7, Lord Berandas, Melchior Dahrk, MwGek, Petethegoat, Pop000100, R-Zero, Remiros, revenorror, RubberMan, Sataniel, Stuporstar, vtastek, Wollibeebee. See <code>Project-Atlas-README.md</code> inside the VPK for full notes. | |||
* Atlas asset workflow uses tooling built on Blender Foundation" technology. | |||
Both mods are distributed under their original Nexus license terms - please see the linked Nexus pages for details. If you use this port to play, consider giving them an endorsement. | |||
=== Mods === | |||
Drop full mod folders into <code>ux0:data/openmw/mods/<name>/</code>. Plugin files (<code>.esm</code>, <code>.esp</code>, <code>.omwaddon</code>, <code>.omwscripts</code>) and <code>.bsa</code> archives inside are auto-detected and added to the load order on next boot. Loose meshes/textures can also go directly under <code>Data Files/</code>. Saves live in <code>ux0:data/openmw/saves/</code> and are interchangeable with PC OpenMW saves. | |||
=== Notes === | |||
* Video plays without audio | * Video plays without audio | ||
* Shadows, post-processing, water shaders, distant terrain, and groundcover are disabled for performance | * Shadows, post-processing, water shaders, distant terrain, and groundcover are disabled for performance | ||
* Water and Video tabs are removed from Settings | * Water and Video tabs are removed from Settings | ||
* Text input fields (character name, custom class name, spell name, enchantment name, class description, console) open the Vita IME automatically when the dialog opens, and tapping a name field also re-opens it | |||
* Memory: heap is bumped to 312 MB via ATTRIBUTE2 extra-memory mode, with a periodic cache flush, automatic heap-defragmentation pass, and dynamic texture-quality tier-down under sustained pressure. If you still hit OOMs, lower Texture Detail or Render Resolution in the Vita tab | |||
== Controls == | |||
Left Analog - Move | |||
Right Analog - Look | |||
Cross - Activate, Talk, Confirm | |||
Square - Toggle weapon (ready / sheathe) | |||
Triangle - Toggle spell (ready / unready) | |||
Circle - Inventory, Back | |||
L - Jump | |||
R - Attack, Cast (use equipped) | |||
D-Pad Up - Rest, Wait | |||
D-Pad Down - Sneak | |||
D-Pad Left - Cycle weapon | |||
D-Pad Right - Cycle spell | |||
L3 (Top Left Corner Touch Screen) - Toggle 1st / 3rd person | |||
R3 (Top Right Corner Touch Screen) - Quick save | |||
Start - Game menu | |||
Select - Journal | |||
Hold Select+Start - Console | |||
Front touchscreen - Cursor (in menus) | |||
==Screenshots== | ==Screenshots== | ||
| Line 121: | Line 118: | ||
https://dlhb.gamebrew.org/vitahomebrews/images/OpenMWVita-04.png | https://dlhb.gamebrew.org/vitahomebrews/images/OpenMWVita-04.png | ||
==Media== | |||
'''OpenMW - PS Vita''' ([https://www.youtube.com/watch?v=N-bTjOyvIgc KingTorro]) <br> | |||
<youtube width="640">N-bTjOyvIgc</youtube> | |||
==Changelog== | ==Changelog== | ||
'''v1.4.0''' | |||
* This update substantially increases performance and memory safety | |||
** Pre Baked Essential Mods (Optimization Patch, Atlas) | |||
** Much better texture quality | |||
** Better Memory Safety | |||
** Additional Vita settings | |||
** Bug Fixes | |||
'''v1.3.3''' | '''v1.3.3''' | ||
* Better memory management | * Better memory management | ||
* Performance optimizations | * Performance optimizations | ||
* Fixes some crash scenarios | * Fixes some crash scenarios | ||
'''v1.3.2''' | '''v1.3.2''' | ||
* Better loading times in some scenarios | * Better loading times in some scenarios | ||
Latest revision as of 01:24, 22 May 2026
| OpenMW Vita | |
|---|---|
| General | |
| Author | KingTorro |
| Type | Role Playing |
| Version | 1.4.0 |
| License | GPL-3.0 |
| Last Updated | 2026/05/20 |
| Links | |
| Download | |
| Website | |
| Source | |
OpenMW is an open-source open-world RPG game engine that supports playing Morrowind by Bethesda Softworks. This is a full port of OpenMW to the PS Vita via vitaGL. You need to own the game for OpenMW to play Morrowind.
Runs Morrowind, Tribunal, and Bloodmoon at 15–30 FPS at 640x368 render resolution (upscaled to native 960x544) with controller input, front touchscreen cursor, and a dynamic fog system that auto-scales draw distance to hold target framerate. Ships with the Morrowind Optimization Patch and Project Atlas baked in for better out-of-the-box performance, plus a dynamic memory-management layer (heap defrag, texture-quality tier-down, cell-demotion under pressure) tuned to the Vita's 357 MB user-RAM budget.
Installation
Install openmw.vpk on your Vita using VitaShell.
Copy your Morrowind game data to ux0:data/openmw/Data Files/:
Morrowind.esm,Morrowind.bsaTribunal.esm,Tribunal.bsa(if GOTY)Bloodmoon.esm,Bloodmoon.bsa(if GOTY)meshes/,textures/,sound/,music/,fonts/,splash/,video/, etc.
Copy your Morrowind.ini to ux0:data/openmw/.
Launch from the home screen. Note: the first boot is slow while shaders compile.
Note for Mac OS users: Double check your file transfers do not auto-add an underscore (_) to the beginning of a file name. If they do, delete that file or you will have errors on boot.
User guide
Vita Settings
A dedicated Vita tab is available under Options in the game menu:
- Dynamic Fog - auto-shrinks draw distance to hold target FPS
- Dynamic Fog Target FPS - 15 (max distance), 18 (long), or 20 (balanced)
- Dynamic Fog Aggression - Normal, Aggressive, or Very Aggressive (how hard fog reacts to FPS dips)
- View Distance - manual draw distance when dynamic fog is off
- Field of View
- Font Size
- Preload Cell Cache - 1 (default) or 2 (smoother cell transitions, more RAM)
- Render Resolution - 480x272 / 512x288 / 640x368 (default). Higher = sharper but heavier on the GPU. Restart required.
- Texture Detail - Performance / Balanced (default) / High / Off. Caps the max texture edge size at load time. Lower settings reduce VRAM and improve cell-load speed. Restart required. Engine also auto-clamps to a lower tier under sustained memory pressure to avoid OOMs.
Bundled Optimization Mods
The VPK ships with Morrowind Optimization Patch and Project Atlas pre-baked as read-only BSAs at app0:/resources/baked-mods/. They're auto-detected at boot and load on top of vanilla Morrowind, but BELOW any user mods in ux0:data/openmw/mods/ - so you can still override individual baked files with your own. No action needed to enable them.
Credits - these mods are the work of the upstream mod authors, not this port. Full attribution shipped at app0:/resources/baked-mods/credits/ and reproduced here.
- Morrowind Optimization Patch: the MOP authors. See
MOP-Contributors.txtinside the VPK for the full list. - Project Atlas: Project Atlas Team - FloorBelow, Greatness7, Lord Berandas, Melchior Dahrk, MwGek, Petethegoat, Pop000100, R-Zero, Remiros, revenorror, RubberMan, Sataniel, Stuporstar, vtastek, Wollibeebee. See
Project-Atlas-README.mdinside the VPK for full notes. - Atlas asset workflow uses tooling built on Blender Foundation" technology.
Both mods are distributed under their original Nexus license terms - please see the linked Nexus pages for details. If you use this port to play, consider giving them an endorsement.
Mods
Drop full mod folders into ux0:data/openmw/mods/<name>/. Plugin files (.esm, .esp, .omwaddon, .omwscripts) and .bsa archives inside are auto-detected and added to the load order on next boot. Loose meshes/textures can also go directly under Data Files/. Saves live in ux0:data/openmw/saves/ and are interchangeable with PC OpenMW saves.
Notes
- Video plays without audio
- Shadows, post-processing, water shaders, distant terrain, and groundcover are disabled for performance
- Water and Video tabs are removed from Settings
- Text input fields (character name, custom class name, spell name, enchantment name, class description, console) open the Vita IME automatically when the dialog opens, and tapping a name field also re-opens it
- Memory: heap is bumped to 312 MB via ATTRIBUTE2 extra-memory mode, with a periodic cache flush, automatic heap-defragmentation pass, and dynamic texture-quality tier-down under sustained pressure. If you still hit OOMs, lower Texture Detail or Render Resolution in the Vita tab
Controls
Left Analog - Move
Right Analog - Look
Cross - Activate, Talk, Confirm
Square - Toggle weapon (ready / sheathe)
Triangle - Toggle spell (ready / unready)
Circle - Inventory, Back
L - Jump
R - Attack, Cast (use equipped)
D-Pad Up - Rest, Wait
D-Pad Down - Sneak
D-Pad Left - Cycle weapon
D-Pad Right - Cycle spell
L3 (Top Left Corner Touch Screen) - Toggle 1st / 3rd person
R3 (Top Right Corner Touch Screen) - Quick save
Start - Game menu
Select - Journal
Hold Select+Start - Console
Front touchscreen - Cursor (in menus)
Screenshots
Media
OpenMW - PS Vita (KingTorro)
Changelog
v1.4.0
- This update substantially increases performance and memory safety
- Pre Baked Essential Mods (Optimization Patch, Atlas)
- Much better texture quality
- Better Memory Safety
- Additional Vita settings
- Bug Fixes
v1.3.3
- Better memory management
- Performance optimizations
- Fixes some crash scenarios
v1.3.2
- Better loading times in some scenarios
- When entering an interior, the exterior cell is kept loaded unless memory is exhausted
v1.3.1
- Back Touch L2/R2 mapping
- Tons of window behavior fixes
- Scrollable focus fix
- Updated VitaGL
- Persistent player settings
- Better mod scanning
- Updated default Cyrillic encoding
v1.3
- Optimized memory cache cleanup and additional 13 MB to the heap available
- Fixes save issue bug in some configurations
v1.2
- GOG Game of the Year support
- Bug fix for class picker questionnaire
v1.1
- Enabled PSX Glyphs
- Initial release
v1.0
- First Release.