QUOTE(tbrick @ Sep 3 2008, 08:47 PM)

This thread keeps coming up with great suggestions! I agree that most of these ideas are mod ideas, but I certainly don't mind getting a survey of what people want. A big brainstorm is good, and even if most of the ideas won't be put into OpenMW directly, I am planning how to make them possible through modding. It also helps to have all of them in one place - I'll be referring to these threads in the future.
Okay, since you're interested in ideas, here's my personal wishlist. Please note that this is the product of a rather weird and mainly uncontrolled brainstorming, so things that are probably relatively easy to do are mentioned next to very hard tasks. Just take it as a personal quarry of ideas; pick up what you like and ignore the rest.

Also I've been intentionally terse; if you'd like more details about something, just ask.

1. Bugfixing (or, to be precise, avoiding to reintroduce these bugs

):
- the
local ref bug, which causes doubling, vanishing objects (esp. doors), and crashes.
- the bug which lets companions fall to death if you pass through a door while levitating
- the zero hit point bug which kills merged NPCs as soon as they get activated
- the head display bug when you're vampire and werewolf at the same time
- making quicksaves / autosaves reliable
- smarter GMST handling (e.g. use TESTool's fixing algorithm for the mod loading in-game)
- fixing buggy script functions (caveat: There *are* mods that rely on "buggy" behavior of script functions, one gold weight mod comes to my mind)
2. Limitation lifting:
- more than 255 mods
- configurable flush time (i.e. time until old data gets flushed out of the system, hardcoded to 72 hours in Morrowind)
- allow more than one exterior area (might be too drastic a change to implement, but would fix *lots* of mod incompatibilities, and might be feasible by allowing the user to page mods in or out)
3. Better diagnostics
- write more meaningful logs to make tracking crashes easier
- log which objects overwrite each other when building the game world, to better track mod incompatibilities
- supply more information for debugging in-game
4. Engine feature improvements
- include MWSE commands in the engine
- smarter AI pathfinding
- working universal companion teleport
- optional "merge load" feature, i.e. load objects with the same algorithm that TESTool uses to merge them
- store snapshot of game data with all mods loaded (and no game begun yet), afterwards on program start only load this snapshot instead of rebuilding the whole world (unless mod setup has changed, which should force rebuilding)
- scrollable main map
- player-written journal entries
- configurable text size
5. Engine performance.improvements
- increased view distance
- higher FPS rates
- quicker resolving of dialogue responses
Sooo - hope you found something you liked.

Thanks for your efforts, and let me know if I can help.