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tes:morrowind [2022/08/18 12:52]
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 using the launcher (''​openmw-launcher''​). The launcher may ask to import the ini file again, refuse in the case because it has already been done. The launcher allows to set up many options with ease. Then start the game and give a look to the in-game options. +
- +
-Now in ''​~/​.config/​openmw''​ are the configuration files: +
- +
-  * ''​openmw.cfg''​ where you configure mods. +
-  * ''​settings.cfg''​ where you configure the game. +
- +
-== Settings == +
- +
-The settings can be altered using the launcher or manually. The launcher is limited, but it is easy to use for the options that are there. +
- +
-Important ones are: +
- +
-  * Graphics > Lighting +
-    * Put Shaders +
-  * Graphics > Shadows +
-    * Enable everything, but if performance is a problem here is a place to look. +
-  * Advanced > Visuals +
-    * Animations +
-      * Activate everything +
-    * Shaders +
-      * Activate everything, but //Use anti-aliasing alpha testing// +
-    * Fog: +
-      * Activate everything +
-    *  Terrain +
-      * Activate //Distant Land// and //Active grid object paging//, +
-      * Put //Object paging min size// to 0.01 +
-      * Set //Viewing distance// to 3.9 Cells +
-    * Models +
-      * Activate //Day night switch nodes// +
-  * Advanced > Interface +
-    * Enable everything, +
-    * Scale the GUI to 1.25 +
-  * Advanced > Bug Fixes +
-    * Enable everything +
-  * Advanced > Miscellaneous  +
-    * Screenshot Format JPGJPG is fine for normal usage, but change to PNG if you need to share some bug related to graphic.+
tes/morrowind.1660827165.txt.gz · Last modified: 2022/08/18 12:52 by paolo_bolzoni