#. Your mod probably comes in some kind of archive, such as ``.zip``, ``.rar``, ``.7z``, or something along those lines. Unpack this archive into its own folder.
#. Ensure the structure of this folder is correct.
#. Locate the plugin files, ``.esp`` or ``.omwaddon``. The folder containing the plugin files we will call your *data folder*
#. Locate the plugin files, ``.esp`` or ``.omwaddon``, or possibly ``.esm``. The folder containing the plugin files we will call your *data folder*
#. Check that all resource folders (``Meshes``, ``Textures``, etc.) containing additional resource files (the actual meshes, textures, etc.) are in the *data folder*.
.. note::
@ -18,9 +18,10 @@ Install
#. Open your ``openmw.cfg`` file in your preferred plain text editor. It is located as described in :doc:`paths` and *not* in your OpenMW root directory.
#. Find or search for ``data=``. This is located very near the bottom of the file. If you are using Morrowind, this first entry should already point to your Morrowind data directory, ``Data Files``; otherwise it will point to your game file, ``.omwgame``.
#. Create a new line underneath and type: ``data="path/to/your/data folder"`` Remember, the *data folder* is where your mod's plugin files are. The double quotes around this path name are *required*.
#. If your mod contains resources in a ``.bsa`` file, go to near the top of the file, locate the entries like ''fallback-archive=Morrowind.bsa'' and create a new line underneath and type: ``fallback-archive=<name of your bsa>.bsa''``.
..note::
Some text editors, such as TextEdit on Mac, will autocorrect your double quotes to typographical "curly" quotes instead of leaving them as the propper neutral vertical quotes ``""``.
Some text editors, such as TextEdit on Mac, will autocorrect your double quotes to typographical "curly" quotes instead of leaving them as the proper neutral vertical quotes ``""``.