https://gist.github.com/JohnSmith25/8c8 ... d456c733cb
Usage:
Edit the script file and from the first line
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MODNAME=CrossbowMod #The Mod Name
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PotionSeller
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MODNAME=PotionSeller #The Mod Name
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MODNAME=CrossbowMod #The Mod Name
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PotionSeller
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MODNAME=PotionSeller #The Mod Name
Did they added now support for .omwaddon on Mod Organizer 2? The version I have doesn't recognizes it and it still requires on my end to manually rename .omwaddon to .esp file format. Also even if I don't have to do the renaming part it still bundles the content of a mod inside a zip file so instead of having to manually handle different folders just to update a content (textures, sounds, models, etc...) it zips them all up in a single file so you only need to replace one file instead of multiple different ones.AnyOldName3 wrote: ↑22 Aug 2022, 21:03 you should be able to just copy and paste its directory into MO2's mods directory and it'll get picked up without needing a zip as an intermediate step. I think I'm missing what this script's meant to achieve that can't be done more easily by other means.
.omwaddon
s to .esp
s is still necessary, but you're doing something wrong if you're handling the meshes
/textures
/sounds
/etc. directories separately. If you just replace the directory that contains all of them, you get the same effect as using the zip..esp
and meshes
, textures
and icons
directories rather than deleting and copying the whole mod directory? I'd have thought you'd have wanted to replace everything, in which case it's simpler to just do that rather than explicitly list things. The only file you might want to keep is MO2's meta.ini
for the mod, which could be saved by copying it to temp before doing the deletion, and copying it back after doing the copy.Well I am not familiar with OpenMW-CS editor so I have no idea how I should put all those contents so that the CS editor can still load those assets, that's why I did this bash script as is. If there is somewhere a option to load assets per mod folder instead of per asset/modname folder as I have right now then I could refactor the bash script to make it even more generic.AnyOldName3 wrote: ↑09 Sep 2022, 18:50 Any particular reason why you're deleting and copying just the.esp
andmeshes
,textures
andicons
directories rather than deleting and copying the whole mod directory? I'd have thought you'd have wanted to replace everything, in which case it's simpler to just do that rather than explicitly list things. The only file you might want to keep is MO2'smeta.ini
for the mod, which could be saved by copying it to temp before doing the deletion, and copying it back after doing the copy.
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rm -r "${MODPATH_NORMAL}"
cp -ar . "${MODPATH_NORMAL}"
mv "${MODPATH_NORMAL}/${MODNAME}.omwaddon" "${MODPATH_NORMAL}/${MODNAME}.esp"