General discussion regarding the OpenMW project.
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Post by yujufrazer » 23 Jul 2018, 04:27

Do i install mods the same what with OpenMW? can i use the nexus mod manager?

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Re: Mods

Post by Loriel » 23 Jul 2018, 08:23

See ... ml#install

I don't use NMM - I assume it would work, but don't know whether it would take advantage of the multiple-subdirectory opportunity.


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Re: Mods

Post by LordInsane » 24 Jul 2018, 18:31

NMM works, but cannot take advantage of the multiple-subdirectory opportunity.

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Re: Mods

Post by AnyOldName3 » 25 Jul 2018, 12:53

An intermediate solution is to use Mod Organizer and this plugin
AnyOldName3, Master of Shadows

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Re: Mods

Post by knivessout » 25 Jul 2018, 18:32

To piggyback off this question, is there a particular method to install "replacer" mods (mods that simply replace textures, meshes, etc. without esp/esm files) if you are using the Steam install, which has all data including meshes, textures, etc. packaged into the BSA file?

I am trying to install the Morrowind Optimization Patch and I am not sure if it loading the data from this mod.

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Re: Mods

Post by MinerMan60101 » 26 Jul 2018, 00:45

@knivessout download and install Morrowind Code Patch, that redates your bsa's among other (good) things. How it works is the model with the newest date wins, including the bsa's themselves. So, if steam installed it after the latest update of MOP, then the vanilla models and textures win.
Interior and Exterior Developer | PT, TR

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Re: Mods

Post by charlesburns » 27 Jul 2018, 11:08

I have morrowind code patch 2.2 if i install morrowind code patch 2.4 will i need to start a new game when i am already playing a character in 2.2 mcp?
Can't find any info related to this.
Just used the mcp 2.4 everything is working fine even though

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