
This had apparently been broken by the fact that I had made inventory listeners get run only for actors in active cells in 385ef5584881358c3ccd97dcbf7380d8e7124662. Strangely, the player Ptr passed to fireEquipmentChangedEvent() when unequipping items has as its cell the player's original spawn cell instead of the current cell, causing the active cell check to return false in most locations for the player.
TES3MP
Copyright (c) 2008-2015, OpenMW Team
Copyright (c) 2016-2021, David Cernat & Stanislav Zhukov
TES3MP is a project adding multiplayer functionality to OpenMW, an open-source game engine that supports playing "The Elder Scrolls III: Morrowind" by Bethesda Softworks.
- TES3MP version: 0.7.1
- OpenMW version: 0.47.0
- License: GPLv3 (see LICENSE for more information)
Font Licenses:
- DejaVuLGCSansMono.ttf: custom (see files/mygui/DejaVuFontLicense.txt for more information)
Project status
As of version 0.7.x, TES3MP is fully playable, providing very extensive player, NPC, world and quest synchronization, as well as state saving and loading, all of which are highly customizable via serverside Lua scripts.
Remaining gameplay problems mostly relate to AI and the synchronization of clientside script variables.
Donations
You can benefit the project by donating on Patreon to our two developers, David Cernat and Koncord, as well as by supporting OpenMW.
Contributing
Helping us with documentation, bug hunting and video showcases is always greatly appreciated.
For code contributions, it's best to start out with modestly sized fixes and features and work your way up. There are so many different possible implementations of more major features – many of which would cause undesirable code or vision conflicts with OpenMW – that those should be talked over in advance with the existing developers before effort is spent on them.
Feel free to contact the team members for any questions you might have.