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Kezyma

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Kezyma

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  1. Kezyma
    Kezyma
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    Support/Help

    For support and/or help, please check the dedicated Discord server for my mods and/or the Documentation website.
  2. Jiopsi
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    OpenMW has LOOT support nowadays, and I noticed that all the dummy .esp's have have warning:

    "This plugin has a header version of 1, which is less than the game's minimum supported header version of 1.2."

    Probably doesn't matter, but thought to report anyway.

    1. Kezyma
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      The dummy esp files aren't used actually enabled at any point, so it shouldn't matter.
      When the game is launched, they're swapped out for the actual plugin, the dummy is purely so something gets listed in MO2!
    2. Jiopsi
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      Yeah thought so much. I would still update this if possible, as I noticed it will be harder and harder to find the actual warnings. For example I currently have 77 dummy plugins reported.
  3. heilkitty
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    Can it be used for Linux?
  4. Absovec
    Absovec
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    UPD: Resolved everything, user error.
    Doesn't work, in owm launcher load order is messed up and instead of owmscripts are esp counterparts activated.
    Managed it, now the other problem.
    What should I do with delta plugin? It's asking for plugins that's not in there anymore, problem is I cannot see which ones it needs, since list is too long and it goes out of the screen
  5. MizterMoonshine
    MizterMoonshine
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    This is a great tool. But the new version is not working for me. When I try to launch openmw.exe through MO2 with 2.0.1 installed, nothing happens. It works fine under 1.0.2. Any ideas or is there something I'm doing wrong?

    Edit: actually I'm on a dev build of MO2 I had installed for Starfield support, that could be the issue. version 2.5.3dev2.
    1. Kramn1k
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      Same problem on 2.5.2
  6. romeblow
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    Is there any way to more quickly edit the openmw.cfg and settings.cfg than to go through the openmw player ui? having to copy over every single weather thing seems excessively tedious
    1. romeblow
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      NVM! little convoluted but what about modding Morrowind isn't. Export with OpenMW Player, copy and paste the batch changes inside the cfg's, save, IMPORT with OpenMW Player.
    2. Kezyma
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      Open the folder containing your MO2 profile, and you'll find the raw config files in there for manual editing.
  7. Darkaraus
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    Where can i undo this aahashashash
    I runied everything ;-;
    Now i have a mix of the other "mod organizer to openmw" and i can't play
    I  have duplicates of everything, and i can recognize the one this program added as they have a description, but i don't know where to delete them
    1. Kezyma
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      I don't understand what you're saying here? With this, you just run openmw through MO2 and it uses its own config that gets generated every time your mod list changes. Duplicates of what?
    2. Darkaraus
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      Basically, how do i undo the changes that your program adds.
      it's probably in some morrowind or openmw config file?


      I used other mod to do this (i believe they do the same thing) and i have two of each mod in my content list, like:
      HitAndMissIndicators.omwscripts
      HitAndMissIndicators.omwscripts.esp (your program added this one)
      (i was dumb by using the two programs at the same time)

      EDIT:
      I read the documentation and fixed it, sorry :)
      
  8. Biggusbruh
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    I've been having an issue where this player essentially turns my CFG files into backups, causing the entire thing to basically malfunction
  9. Metallikat
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    Just wanted to say, big thanks for this. Always found trying to mod OpenMW a pain in the rear, but this made it super easy to get it working.
  10. PatricianVidya
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    Hello! I am encountering a strange issue when I run OpenMW through Mod Organizer 2 after exporting my MO2 setup through this tool.
    I receive the following error:
    recursive_directory_iterator::recursive_directory_iterator: The system cannot find the path specified: "vfs"

    Any tips? Thanks for the great tool! Your MO2 plugins are essential!
    1. houseleft
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      did you figure it out? same issue
    2. PatricianVidya
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      Nope, sorry to say
  11. BobrKulda
    BobrKulda
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    hi i have fatal error with loading Behaviour Tree Lua 2nd Edition at Morrowind Nexus - mods and community (nexusmods.com) mod in MO2, somebody said on discord, that it could have something to do with running game throught MO2 using your plugin

    openmw log:

    [10:10:44.103 *] Loading config file: D:\Hry\OpenMW 49 g\openmw.cfg
    [10:10:44.107 *] Loading config file: C:\Users\Filip\Documents\My Games\OpenMW/openmw.cfg
    [10:10:44.117 *] Logs dir: C:\Users\Filip\Documents\My Games\OpenMW/
    [10:10:44.117 *] User data dir: C:\Users\Filip\Documents\My Games\OpenMW/
    [10:10:44.117 *] Screenshots dir: C:\Users\Filip\Documents\My Games\OpenMW/screenshots
    [10:10:44.118 I] OpenMW version 0.49.0
    [10:10:44.118 I] Revision: b4f5242b98
    [10:10:44.119 I] Loading settings file: D:\Hry\OpenMW 49 g\defaults.bin
    [10:10:44.121 I] Loading settings file: C:\Users\Filip\Documents\My Games\OpenMW/settings.cfg
    [10:10:44.122 I] Using default (English) font encoding.
    [10:10:44.145 I] OSG version: 3.6.5
    [10:10:44.145 I] SDL version: 2.30.5
    [10:10:44.145 I] Loading shader settings file: C:\Users\Filip\Documents\My Games\OpenMW/shaders.yaml
    [10:10:46.643 I] OpenGL Vendor: NVIDIA Corporation
    [10:10:46.643 I] OpenGL Renderer: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2
    [10:10:46.643 I] OpenGL Version: 4.6.0 NVIDIA 545.92
    [10:10:46.644 I] Using reverse-z depth buffer
    [10:10:46.794 I] Adding BSA archive D:/Hry-steam/steamapps/common/Morrowind/Data Files\Morrowind.bsa
    [10:10:46.967 I] Adding BSA archive D:/Hry-steam/steamapps/common/Morrowind/Data Files\Tribunal.bsa
    [10:10:47.088 I] Adding BSA archive D:/Hry-steam/steamapps/common/Morrowind/Data Files\Bloodmoon.bsa
    [10:10:47.089 I] Adding data directory D:\Hry\OpenMW 49 g\./resources\vfs
    [10:10:47.128 I] Adding data directory D:\Hry\OpenMW 49 g\./resources/vfs-mw
    [10:10:47.130 I] Adding data directory D:/Hry-steam/steamapps/common/Morrowind/Data Files
    [10:10:56.754 E] Fatal error: Failed to recursively iterate over "D:/Hry-steam/steamapps/common/Morrowind/Data Files" when incrementing to the next item from "D:/Hry-steam/steamapps/common/Morrowind/Data Files\scripts\behaviourtreelua2e\.git": Systém nemůže nalézt uvedenou cestu.

    that last sentence means: System isnt able to find specified path.
    1. Kezyma
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      I'm not sure what in the plugin would cause anything like this, since once it hands off to openmw, all it's done is generate a config!

      I would assume you have a mod somewhere with \scripts\behaviourtreelua2e\.gitAnd that openmw is confused by the .git folder and thinks it's a file perhaps. Maybe delete the folder?
    2. BobrKulda
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      you were right, i deleted the .git file ,but now i dont see settings / config for mods which requires this, any workaround ?
    3. Kezyma
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      The .git folder is purely for change tracking for version control when developing those scripts, it won't/shouldn't be used in the mod itself and it's odd to me that it'd be included at all, especially considering it's clear that there's a bug in OpenMW itself that breaks if it's included.

      You can find your openmw.cfg in the profile folder in MO2, and have a look at that to see if and what might be wrong or missing. All this plugin is doing is generating that config and giving it to openmw when you launch it through MO2.

      I don't use openmw myself so I can't really offer much in the way of suggestions for issues with openmw after it's been handed the config.
    4. Arbowaw
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      Also having this issue