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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 installed, here are the instructions to actually set up OpenMW to execute Morrowind and have a 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 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 (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 F2. Post processing shaders are another kind of mod and need to be installed similarly. | + | [[tes::morrowind_notes_textures|Texture-related notes]] Texture names, types, commands... |