Merge pull request #1059 from rhtucker/master

Fixed back quotes and added to mod install guide
pull/55/head
Bret Curtis 8 years ago committed by GitHub
commit c33d01e5dd

@ -4,10 +4,10 @@ Modding OpenMW vs Morrowind
A brief overview of the differences between the two engines.
============================================================
OpenMW is designed to be able to use all the normal Morrowind mod files such as .esm/.esp plugins, texture replacers, mesh replacers, etc.
OpenMW is designed to be able to use all the normal Morrowind mod files such as ESM/ESP plugins, texture replacers, mesh replacers, etc.
.. warning::
All external programs and libraries that depend on ''morrowind.exe'' cannot function with OpenMW. This means you should assume mods dependent on Morrowind Graphics Extender, Morrowind Code Patch, Morrowind Script Extender, etc, will *not* work correctly, nor will the tools themselves.
All external programs and libraries that depend on ``morrowind.exe`` cannot function with OpenMW. This means you should assume mods dependent on Morrowind Graphics Extender, Morrowind Code Patch, Morrowind Script Extender, etc, will *not* work correctly, nor will the tools themselves.
Multiple Data Folders
---------------------
@ -19,22 +19,22 @@ The largest difference between OpenMW and Morrowind in terms of data structure i
To install mods via this new feature:
#. Open ''openmw.cfg'' with your preffered text editor. It is located as described in https://wiki.openmw.org/index.php?title=Paths and *not* in your OpenMW root directory.
#. Find or search for ''data=''. This is located very near the bottom of the file.
#. Add a new line below this line and make a new entry of the format ''data=path/to/your/mod''
#. Open ``openmw.cfg`` with your preffered text editor. It is located as described in https://wiki.openmw.org/index.php?title=Paths and *not* in your OpenMW root directory.
#. Find or search for ``data=``. This is located very near the bottom of the file.
#. Add a new line below this line and make a new entry of the format ``data=path/to/your/mod``
#. Make as many of these entries as you need for each mod folder you want to include.
#. Save ''openmw.cfg''
#. Save ``openmw.cfg``
.. note::
All mod folders must adhere to the same file structure as ''~/Morrowind/Data Files/''.
All mod folders must adhere to the same file structure as ``~/Morrowind/Data Files/``.
.. TODO create a PATHS ReST file that I can reference instead of the Wiki.
To uninstall these mods simply delete that mod's respective ''data='' entry.
To uninstall these mods simply delete that mod's respective ``data=`` entry.
The mods are loaded in the order of these entries, with the top being overwritten by mods added towards the bottom.
.. note::
Mods that depend on .esm/.esp plugins can be rearranged within the OpenMW Launcher, but mesh/texture replacer mods can only be reordered by moving their ''data='' entry.
Mods that depend on ESM/ESP plugins can be rearranged within the OpenMW Launcher, but mesh/texture replacer mods can only be reordered by moving their ``data=`` entry.
OpenMW Launcher
---------------
@ -46,7 +46,7 @@ The launcher included with OpenMW is similar to the original Morrowind Launcher.
Settings.cfg
------------
The ''settings.cfg'' file is essentially the same as the .ini files for Morrowind. It is located in the same directory as ''openmw.cfg''. This is where many video, audio, GUI, input, etc. settings can be modified. Some are available in-game, but many are only available in this configuration file. Please see https://wiki.openmw.org/index.php?title=Settings for the complete listing.
The ``settings.cfg`` file is essentially the same as the INI files for Morrowind. It is located in the same directory as ``openmw.cfg``. This is where many video, audio, GUI, input, etc. settings can be modified. Some are available in-game, but many are only available in this configuration file. Please see https://wiki.openmw.org/index.php?title=Settings for the complete listing.
.. TODO Create a proper ReST document tree for all the settings rather than Wiki.

@ -1,4 +1,4 @@
Foreword
########
OpenMW is a complete game engine built to be content agnostic. The majority of this guide is applicable to any non-Morrowind project using its engine. That being said, it was designed with the extensive modding community of Morrowind in mind. Therefore, if you are already familiar with modding in Morrowind, you will likely be able to start modding in OpenMW with little to no instruction. We do recommend you at least refer to :doc:'differences' to find out about what's different between OpenMW and the original Morrowind engine. For everyone else, or just a good refresher, read on!
OpenMW is a complete game engine built to be content agnostic. The majority of this guide is applicable to any non-Morrowind project using its engine. That being said, it was designed with the extensive modding community of Morrowind in mind. Therefore, if you are already familiar with modding in Morrowind, you will likely be able to start modding in OpenMW with little to no instruction. We do recommend you at least refer to :doc:`differences` to find out about what's different between OpenMW and the original Morrowind engine. For everyone else, or just a good refresher, read on!

@ -2,7 +2,7 @@
OpenMW Modding Reference
########################
The following document is the complete reference guide to modifying, or modding, your OpenMW setup. It does not cover content creation itself, only how to alter or add to your OpenMW gameplay experience. To learn more about creating new content for OpenMW, please refer to :doc:'../openmw-cs/index'.
The following document is the complete reference guide to modifying, or modding, your OpenMW setup. It does not cover content creation itself, only how to alter or add to your OpenMW gameplay experience. To learn more about creating new content for OpenMW, please refer to :doc:`../openmw-cs/index`.
.. warning::
OpenMW is still software in development. This manual does not cover any of its shortcomings. It is written as if everything was working as inteded. Please report any software problems as bugs in the software, not errors in the manual.

@ -1,6 +1,27 @@
How To Install Mods
###################
How To Install and Use Mods
###########################
The following is a detailed guide on how to install mods in OpenMW using best practices.
The following is a detailed guide on how to install and enable mods in OpenMW using best practices.
Install
-------
#. 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*
#. Check that all resource folders (``Meshes``, ``Textures``, etc.) containing additional resource files (the actual meshes, textures, etc.) are in the *data folder*.
.. note::
There may be multiple levels of folders, but the location of the plugins must be the same as the resource folders.
#. Open your ``openmw.cfg`` file in your preferred plain text editor. It is located as described in https://wiki.openmw.org/index.php?title=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*.
#. Save your ``openmw.cfg`` file.
You have now installed your mod. Any simple replacer mods that only contain resource files such as meshes or textures will now automatically be loaded in the order of their ``data=*`` entry. This is important to note because replacer mods that replace the same resource will overwrite previous ones as you go down the list.
Enable
------
Any mods that have plugin files must be enabled to work.
#.

@ -46,6 +46,8 @@ I also prefer parentheticals to commas around gerund phrases.
Files and Extensions
--------------------
When referring to a filename or filepath use the double single quotes as for inline literals. (e.g. ''morrowind.exe'')
When referring to a file extension by itself use all caps without the dot beforehand. (e.g. ZIP instead of .zip or .ZIP)
When referring to a filename or filepath use the double back quotes as for inline literals. (e.g. ``morrowind.exe``)
When referring to a file extension by itself, use ``.lowerCaseExtension``. (e.g. ``.esm``)
If referring to a folder or file by a general name, use *emphasis*
If referring to a folder by its actual name, even without the path, use ``inline literal``
Loading…
Cancel
Save