Openmw cs-related doubt
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- Posts: 1
- Joined: 25 Oct 2019, 17:07
Openmw cs-related doubt
hey there! so, basically was editing a .esp (namely fair magicka regen because without editing it, it doesn't work). After changing what i had to I saved the file. The thing is, it is saving as a .omwaddon instead of a esp, so i am not entirely sure on what to do now to actually use the mod, since i already tried putting the .omwaddon on the data files but the game doesn't recognise it as a mod.
- AnyOldName3
- Posts: 2676
- Joined: 26 Nov 2015, 03:25
Re: Openmw cs-related doubt
An omwaddon file is basically just a renamed ESP without any compiled scripts. If you install it exactly like an ESP, OpenMW will use it just like an ESP. If you want to make it work in the original engine, though, you'll need to rename it to change the file extension to ESP and then open and resave it in the vanilla CK so any scripts get compiled.
- Capostrophic
- Posts: 794
- Joined: 22 Feb 2016, 20:32
Re: Openmw cs-related doubt
Note that if you modify an ESP and save it as an omwaddon any compiled bytecode it had won't be dropped.
However... omwaddons are recognized by the launcher just as fine as ESPs and ESMs (or there wouldn't have been the point). Where did you put the file exactly? Are you trying to run it in the vanilla engine? But it works there without modifications.
However... omwaddons are recognized by the launcher just as fine as ESPs and ESMs (or there wouldn't have been the point). Where did you put the file exactly? Are you trying to run it in the vanilla engine? But it works there without modifications.