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tes:morrowind [2022/08/19 17:04]
paolo_bolzoni Shaders
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. +
- +
-===== Install OpenMW ===== +
- +
-If your distribution allows to install OpenMW with ease using its package manager (e.g., ''​yum'',​ ''​pacman'',​ ''​apt-get'',​ ...), that is the most straightforward and suggested way. +
- +
-However, if the package is broken or you want another version. Then you need to compile yourself. Here are few notes how to do so. +
- +
-To download the code, we find the version we want: +
- +
-  $ git ls-remote --refs '​https://​gitlab.com/​OpenMW/​openmw.git'​ +
-  ​[...] +
-  096b9f8d8a5a98a980a8a5f24bf03a10e239e771 ​       refs/​tags/​openmw-0.44.0 +
-  e29e3248fcf57d6cfac6efd049955c133f2d9896 ​       refs/​tags/​openmw-0.45.0 +
-  0abcb54f51ec4a3979039b2e94ccdc5aa57920ec ​       refs/​tags/​openmw-0.46.0 +
-  bac679d5f5a252e479a576855c8b00bad9b67d6a ​       refs/​tags/​openmw-0.47.0 +
-  ​[...] +
- +
-The tag name on the right is the version. OpenMW 0.47 is the newest at time of writing. Let's say we want to compile it. From a temp directory we get the code. You can just skip the ''​--branch''​ value if you just want the latest code. +
- +
-  $ git clone --depth 1 --branch ​ openmw-0.47.0 'https://​gitlab.com/​OpenMW/​openmw.git'​ +
- +
-The compilation is set up by ''​cmake''​ so: +
- +
-  $ cd openmw +
-  $ mkdir build && cd build +
-  $ cmake -DCMAKE_INSTALL_PREFIX=/​ -DCMAKE_BUILD_TYPE=RelWithDebInfo .. +
-  $ nice -19 make -j `nproc --all` +
- +
-The ''​cmake''​ call may fail for lack of deps, install all it needs. If possible prefer the bullet library multithreaded to the regular one. +
- +
-The call of ''​make''​ is the compilation itself and may require a bit of time. If you want to keep using the computer while compilation is running you can check the output of ''​nproc --all''​ (the number of processors) beforehand and call ''​make''​ with a smaller number to keep more processing power free for you. +
- +
-Finally we install in `~/openmw`, you can decide another directory if you prefer. +
- +
-  $ make DESTDIR=~/​openmw install +
- +
-in ''​~/​openmw/​bin''​ will be the binaries, so //not// in PATH. Remember to add to the directory to your path if you want to execute ''​openmw''​ from any directory (i.e., ''​export PATH="​$PATH":​~/​openmw/​bin''​ ) +
- +
-===== Unpack the game data ===== +
- +
-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: +
- +
-  $ 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 +
- +
-  $ mv app ~/​games/​tes_morrowind +
-  $ 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. +
- +
-  $ 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. +
- +
-To make the old-way to install mods easier we convert all filenames to lowercase. +
- +
-  $ convmv --notest --lower -r 'Data Files/'​* +
- +
-We have to ensure to make all filenames lowercase before copying in the old ''​Data Files''​ .+
  
  
 ===== Configure OpenMW ===== ===== 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 installedhere are the instructions ​to actually ​set up OpenMW to execute Morrowind ​and have vanilla-like game ready to use.
- +
-Once done start the game using the launcher (''​openmw-launcher''​). The launcher may ask to import the ini file againrefuse 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 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 (launcher) ====+
  
-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.+[[tes:​openmw_configuration|Initial configuration of OpenMW]]
  
-Important ones are: 
  
-  * Graphics > Lighting +===== Mods installation =====
-    * 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 JPG. JPG is fine for normal usage, but change to PNG if you need to share some bug related to graphic.+
  
-Once did the initial set up you will probably never use the launcher again.+Mods, short for "​modifications,"​ alter the game experience, to fix bugs, expand ​the world, or to change the gameplay rules. In this section we focus on how to install the various kind of mods.
  
-==== Settings (text file) ====+[[tes::​morrowind_mod_manual_install|Mod manual installation]]
  
-Post processing shaders are not enabled by launcher, add to the ''​settings.cfg''​ file the following: 
  
-  [Post Processing] +==== Modding notes ====
-  enabled ​true+
  
-Then in game you can set up the shaders pressing F2Post processing shaders are another kind of mod and need to be installed similarly.+[[tes::​morrowind_notes_textures|Texture-related notes]] Texture names, types, commands...
tes/morrowind.1660928646.txt.gz · Last modified: 2022/08/19 17:04 by paolo_bolzoni