Yeah that didn't work for me. Do I have to add the add-on file to the add-on folder and then link the data? From those instructions it just looks like you add a "data=" line to the openmw.cfg fileAnyOldName3 wrote:Add a second data="/path/goes/here" line. It's just like any other mod in OpenMW.
New Quest Mod designed for (and with) OpenMW
Re: New Quest Mod designed for (and with) OpenMW
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- Posts: 18
- Joined: 15 Dec 2016, 10:27
Re: New Quest Mod designed for (and with) OpenMW
Chunk from my openmw.cfg:
Code: Select all
data="/home/metalpoet/Morrowind/mods/darknut"
data="/home/metalpoet/Morrowind/mods/introhd"
data="/home/metalpoet/Morrowind/mods/ppfix"
data="/home/metalpoet/Morrowind/mods/redguard_rug"
content=Morrowind.esm
content=Tribunal.esm
content=Bloodmoon.esm
content=redguard_rug.omwaddon
Re: New Quest Mod designed for (and with) OpenMW
What OS version are you running? What version of OpenMW are you running?
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- Posts: 18
- Joined: 15 Dec 2016, 10:27
Re: New Quest Mod designed for (and with) OpenMW
OpenMW 0.40.0
LinuxMint 18.1
What exactly are you having difficulty with ? This is installed exactly like any other mod in openmw - nothing strange about it.
LinuxMint 18.1
What exactly are you having difficulty with ? This is installed exactly like any other mod in openmw - nothing strange about it.
Re: New Quest Mod designed for (and with) OpenMW
Issue turned out to be relative path vs absolute. data paths are relative to root. Not Users which I thought. My fault being a Mac owner
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- Posts: 18
- Joined: 15 Dec 2016, 10:27
Re: New Quest Mod designed for (and with) OpenMW
Aaah yes, there is an open bug about allowing relative paths - and what to make them relative to, at the moment OpenMW is all about full paths only.
Re: New Quest Mod designed for (and with) OpenMW
I hope you don't mind, but I did a play through of your mod I loved it!
*SPOILERS* https://www.youtube.com/watch?v=6NRVs7PAhYc
Just ignore my struggle finding the final location... Resisting arrest is never the answer. Is there even a benefit to being completely evil?? Everyone just hates you..
*SPOILERS* https://www.youtube.com/watch?v=6NRVs7PAhYc
Just ignore my struggle finding the final location... Resisting arrest is never the answer. Is there even a benefit to being completely evil?? Everyone just hates you..
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- Posts: 18
- Joined: 15 Dec 2016, 10:27
Re: New Quest Mod designed for (and with) OpenMW
I do not mind at all and if you posted it ot Nexus I would approve, just keep the SPOILER tag for those who do not want to know upfront.
(As an aside: I deliberately didn't put any restrictions on HOW you achieve the task for the final location, there are numerous ways to do that in morrowind without getting in legal trouble. Speechcraft offers an easy one).
(As an aside: I deliberately didn't put any restrictions on HOW you achieve the task for the final location, there are numerous ways to do that in morrowind without getting in legal trouble. Speechcraft offers an easy one).
Re: New Quest Mod designed for (and with) OpenMW
This is a lot deeper than I think you intended...Jyby wrote:Is there even a benefit to being completely evil?? Everyone just hates you..
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- Posts: 18
- Joined: 15 Dec 2016, 10:27
Re: New Quest Mod designed for (and with) OpenMW
A testament to Morrowind's realism that...raevol wrote:This is a lot deeper than I think you intended...Jyby wrote:Is there even a benefit to being completely evil?? Everyone just hates you..