Merge pull request #1059 from rhtucker/master
Fixed back quotes and added to mod install guidepull/55/head
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Foreword
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########
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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!
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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!
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How To Install Mods
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###################
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How To Install and Use Mods
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###########################
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The following is a detailed guide on how to install mods in OpenMW using best practices.
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The following is a detailed guide on how to install and enable mods in OpenMW using best practices.
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Install
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-------
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#. 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.
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#. Ensure the structure of this folder is correct.
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#. Locate the plugin files, ``.esp`` or ``.omwaddon``. The folder containing the plugin files we will call your *data folder*
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#. Check that all resource folders (``Meshes``, ``Textures``, etc.) containing additional resource files (the actual meshes, textures, etc.) are in the *data folder*.
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.. note::
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There may be multiple levels of folders, but the location of the plugins must be the same as the resource folders.
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#. 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.
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#. 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``.
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#. 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*.
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#. Save your ``openmw.cfg`` file.
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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.
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Enable
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------
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Any mods that have plugin files must be enabled to work.
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#.
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