There's a tool provided by OpenMW called "essimporter" that you can use to convert a Vanilla saved game to an OpenMW saved game.
I haven't used it, and so won't guarantee that i will work for everything, but it's certainly worth trying.
Search found 47 matches
- 09 Mar 2020, 01:16
- Forum: Support
- Topic: [Solved] Using morrowind savegame in openMW
- Replies: 3
- Views: 1726
- 08 Mar 2020, 16:33
- Forum: General
- Topic: The OpenMW Ingredient Shuffler
- Replies: 3
- Views: 2555
Re: The OpenMW Ingredient Shuffler
Is there any prospect of your code being merged with the OpenMW source? Not, really, no. OpenMW is written in C++, this is written in Python, so it would need to be a complete rewrite. And I'm not sure there's enough demand for this to warrant it being part of the core product (especially not befor...
- 07 Mar 2020, 20:14
- Forum: General
- Topic: The OpenMW Ingredient Shuffler
- Replies: 3
- Views: 2555
The OpenMW Ingredient Shuffler
You create your character, grab some limeware, silt strider to Balmora, guild guide to Wolverine Hall, then start buying up ash yams and netch leather to kickstart your potion-making career. Sound familiar? What if you couldn't? What if you didn't know the effects of every ingredient, and couldn't l...
- 02 Mar 2020, 19:00
- Forum: Support
- Topic: journal fix?
- Replies: 5
- Views: 3017
Re: journal fix?
Where does openmw store the datafiles list? My mods aren't listed on the morrowind.ini? In a file called 'openmw.cfg'. If you're running Linux, then it should be somewhere like '$HOMEDIR/.config/openmw'. For Macs, something like '$HOMEDIR/Library/Preferences/openmw'. Windows, 'Documents\My Games\Op...
- 20 Mar 2019, 18:46
- Forum: General Modding
- Topic: OpenMW Mod Manager
- Replies: 18
- Views: 29900
Re: OpenMW Mod Manager
I actually looked a little closer into esplugin, and it turns out that it's a little less complete that I had thought. Particularly, it doesn't seem to support reading/writing arbitrary records, something that would be necessary for omwllf. It mainly just supports, as admittedly the author says in ...
- 12 Mar 2019, 21:22
- Forum: General Modding
- Topic: OpenMW Mod Manager
- Replies: 18
- Views: 29900
Re: OpenMW Mod Manager
I’m thinking that omwllf could possibly be re-implemented as part of it so that its levelled list files could be generated more quickly. I've considered RIIR for omwllf, so that sounds fine to me. Oh, and I've got your PR, just haven't had a chance to examine closely and merge -- work has been swam...
- 19 Jan 2019, 01:22
- Forum: Feature Requests and Suggestions
- Topic: feature request finding mod conflict (multiple mod changing same object ID)
- Replies: 15
- Views: 9836
Re: feature request finding mod conflict (multiple mod changing same object ID)
The thing is, though, I don't so much need to find what records a certain mod has as which mods have a certain record, specifically among loaded mods, which are rather a lot fewer than I have installed in my OpenMW Mods folder's various subfolders. And the number loaded is still rather high. So tha...
- 07 Jan 2019, 21:21
- Forum: General Modding
- Topic: OpenMW Mod Manager
- Replies: 18
- Views: 29900
Re: OpenMW Mod Manager
Actually I was wondering if, to better integrate omwllf, it would be possible to do some sort of incremental levelled list updates. I've noticed that at the moment omwllf takes quite some time to run when there are many mods installed; would it be possible to have omwllf update a previously created...
- 06 Jan 2019, 01:13
- Forum: General Modding
- Topic: OpenMW Mod Manager
- Replies: 18
- Views: 29900
Re: OpenMW Mod Manager
Nice! Came here to comment about integrating with omwllf, and then saw it was already integrated!
Thanks for working on this, and for leveraging existing work
Thanks for working on this, and for leveraging existing work
- 17 Sep 2018, 17:21
- Forum: Support
- Topic: Trying to stop combat music playing despite there being no enemies around - reset spawns?
- Replies: 5
- Views: 3350
Re: Trying to stop combat music playing despite there being no enemies around - reset spawns?
I've noticed that the combat music starts at a certain threshold around Balmora, one step forward it starts, one step back it goes back to the passive music. That's probably the boundary between two outdoor cells. In one, somewhere, something's trying to attack you. In the other, no problem. FWIW, ...