this post was submitted on 11 Jun 2023
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And some mods are easily portable to OpenMW, depending on how they're implemented. I fixed a simple Mana Regen mod just by checking that its scripts were modifying the right variable. The mod editor built into OpenMW is as user friendly as any mod tool I've ever used.
I think most mods are reasonably compatible, but I don't really use a ton. OpenMW even has graphic herbalism built in these days, so the only thing I run now is a mod to delay the Dark Brotherhood attacks. I think the main issue is mods that require the Script Extender (MWSE).
I don't know where their feature list is anymore, buy I do recall a dev update where they said they had plans to incorporate MWSE or MWSE compatibility into the engine natively. The roadmap had that as a far-future after all native implementations were complete, so time will tell.