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tes:morrowind [2022/08/18 08:08]
paolo_bolzoni
tes:morrowind [2023/08/18 04:24] (current)
paolo_bolzoni Add texture notes
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-==== Installation ====+===== OpenMW ​Installation ​=====
  
-You need:+Instructions to install OpenMW in your system and unpack the game data to make OpenMW ready to start Morrowind.
  
-  * GOG setup file, containing the game data, +[[tes:​openmw_install|OpenMW ​Installation]]
-  * innoextract,​ to unpack the game data, +
-  * OpenMW, a tes3 modern game engine, +
-  * portmod, a tool to install and manage mods.+
  
-=== Steps === 
  
 +===== Configure OpenMW =====
  
-== Unpack ​the game data ==+Once installed, here are the instructions to actually set up OpenMW to execute Morrowind and have a vanilla-like ​game ready to use.
  
-The gog setup file ''​setup_tes_morrowind_goty_2.0.0.7.exe''​ needs to unpacked. In a temp directory we use innoextract to do so:+[[tes:openmw_configuration|Initial configuration of OpenMW]]
  
-  $ ls 
-  setup_tes_morrowind_goty_2.0.0.7.exe 
-  $ mkdir morrsetup && cd morrsetup 
-  $ innoextract ../​setup_tes_morrowind_goty_2.0.0.7.exe 
-  [...] long output omitted [...] 
-  $ ls 
-  app  tmp 
  
-The directory ''​app''​ contains all the game data we need. Move where you want to install the game. As example we want install in a games directory under the home+===== Mods installation =====
  
-  $ mv app ~/​games/​tes_morrowind +Mods, short for "​modifications,"​ alter the game experience, to fix bugs, expand the world, or to change the gameplay rulesIn this section we focus on how to install the various kind of mods.
-  $ cd .. +
-  $ rm -r morrsetup+
  
-In the installation ​directory (i.e., ''​~/​games/​tes_morrowind''​) is the ''​Data Files''​ directory. In the original morrowind.exe engine all mods had to be installed there; in OpenMW each mod is installed in a separate directory; so we create a copy that we will keep pristine for OpenMW and we keep the original ''​Data Files''​ if we need to use programs like the Construction Set that expect all their data to be in that directory.+[[tes::​morrowind_mod_manual_install|Mod manual ​installation]]
  
-  $ cp -r 'Data Files' 'Data Files OpenMW'​ 
  
-If we need to reset the ''​Data Files''​ directory to its original content, we can just delete it and copy back the OpenMW one.+==== Modding notes ====
  
-To make the old-way to install mods easier we convert all filenames to lowercase. +[[tes::​morrowind_notes_textures|Texture-related notes]] Texture namestypescommands...
- +
-  $ convmv --notest --lower -r 'Data Files/'​* +
- +
-We have to ensure to make all filenames lowercase before copying in the old ''​Data Files''​ . +
- +
- +
-== Configure OpenMW == +
- +
-This step is simple, execute ''​openmw-wizard''​ and using the GUI select "​Existing Installation"​ and locate the ''​morrowind.esm''​ file in the ''​Data Files OpenMW''​ directory you created. The wizard will also convert the ''​morrowind.ini''​ contents to the format of OpenMW in ''​~/​.config/​openmw/​openmw.cfg''​. +
- +
-Once done start the game and give a look to the in-game options, you probably want to activate shaders and set up the water. Leave the game. +
- +
-Now in ''​~/​.config/​openmw''​ are the configuration files: +
- +
-  * ''​openmw.cfg''​ where you configure mods. +
-  * ''​settings.cfg''​ where you configure the game. +
- +
-== settings.cfg == +
- +
-Many useful settings do not appear in game itself. We need to edit the ''​settings.cfg''​ file manually. The whole list is in [[https://​openmw.readthedocs.io/​en/​latest/​reference/​modding/​settings/​index.html|the documentation]]. We cover some here too. +
- +
-The file has a ini syntaxwith sections (like ''​[Water]''​) and values (like ''​shader = true''​);​ as one naively expects: if a settings is there you can edit it, if it is not there but there is its section you can append to the sectionif there is neither the section and the setting you have to add both. +
- +
-Probably the most important is the "​Distant Land," it allows to see farther than was allowed in morrowind.exe. How much away you want to see is debatable as a mix of lore, taste, and hardware capabilities. To enable distant land start add the following to ''​settings.cfg'':​ +
- +
-  [Terrain] +
-  distant terrain = true +
-  object paging = true +
-  object paging min size = 0.02 +
- +
-  [Camera] +
-  viewing distance = 27300 +
- +
-27300 as viewing distance is 3.33 cells, just enough to cover Ebonhart from Seyda Neen. Feel free to change as you prefer. An in-game menu allows to select up to 10 cells, to edit the value manually allows arbitrary values.  +
- +
-Here is a rule of thumb based on my experience: 3~4 cells for playing, 8~10 cells for most screenshots,​ put 1000000 in the config file for screenshot of the whole landmass.+
tes/morrowind.1660810090.txt.gz · Last modified: 2022/08/18 08:08 by paolo_bolzoni