New Quest Mod designed for (and with) OpenMW

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Jyby
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Joined: 10 Dec 2013, 04:16

Re: New Quest Mod designed for (and with) OpenMW

Post by Jyby »

AnyOldName3 wrote:Add a second data="/path/goes/here" line. It's just like any other mod in OpenMW.
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 file
metalpoetza
Posts: 18
Joined: 15 Dec 2016, 10:27

Re: New Quest Mod designed for (and with) OpenMW

Post by metalpoetza »

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
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Jyby
Posts: 408
Joined: 10 Dec 2013, 04:16

Re: New Quest Mod designed for (and with) OpenMW

Post by Jyby »

What OS version are you running? What version of OpenMW are you running?
metalpoetza
Posts: 18
Joined: 15 Dec 2016, 10:27

Re: New Quest Mod designed for (and with) OpenMW

Post by metalpoetza »

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.
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Jyby
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Joined: 10 Dec 2013, 04:16

Re: New Quest Mod designed for (and with) OpenMW

Post by Jyby »

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 :D
metalpoetza
Posts: 18
Joined: 15 Dec 2016, 10:27

Re: New Quest Mod designed for (and with) OpenMW

Post by metalpoetza »

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.
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Jyby
Posts: 408
Joined: 10 Dec 2013, 04:16

Re: New Quest Mod designed for (and with) OpenMW

Post by Jyby »

I hope you don't mind, but I did a play through of your mod :D 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..
metalpoetza
Posts: 18
Joined: 15 Dec 2016, 10:27

Re: New Quest Mod designed for (and with) OpenMW

Post by metalpoetza »

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).
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raevol
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Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: New Quest Mod designed for (and with) OpenMW

Post by raevol »

Jyby wrote:Is there even a benefit to being completely evil?? Everyone just hates you..
This is a lot deeper than I think you intended... :ugeek:
metalpoetza
Posts: 18
Joined: 15 Dec 2016, 10:27

Re: New Quest Mod designed for (and with) OpenMW

Post by metalpoetza »

raevol wrote:
Jyby wrote:Is there even a benefit to being completely evil?? Everyone just hates you..
This is a lot deeper than I think you intended... :ugeek:
A testament to Morrowind's realism that...
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