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*** MORROWIND MODS FAQ ***


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#1
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Originally by kathode, edited by Mod/Admin team as needed (and as time permits ;)), and including contributions from various forum members (see credits). If you notice any broken links or info that needs to be added or updated, PM one of the Moderators with the specifics.

Welcome to the Morrowind Mods Forum!

This forum is for the discussion of Morrowind Mods, both released and in-development. Look here for information on what the modding community is cooking up to add to your Morrowind experience.

Please keep the discussions in this forum focused on the mods themselves. "How to" questions should be directed to the General Construction Set forum. This includes questions and discussions about creating/using scripts (or dialogue, NPCs, or anything else in the Construction Set), texturing/retexturing, modeling, and third-party software for working with the various assets in mods.

Following is a set of Frequently Asked Questions (FAQs) about Morrowind Mods. Click on the questions to find the answers.

Thanks and enjoy the Mod Forums!

#2
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Frequently Asked Questions about Morrowind Mods

What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?

How and where can I find the best mods?

How do I install mods?

How do I make a mod?

What does REQ (or WIP or REL) mean?

HELP! The mod I downloaded and installed doesn't work (or doesn't work properly)!

The site I'm trying to download mods from isn't working! (or Yikes! A mod site gave me a virus!)

Can I import a model (or texture or song, etc.) from another game into my Morrowind Mod?

What about "adult-themed" mods?

How do I enable and take screenshots of my game?

How do I find my load order?

How can I avoid conflicts with new landmasses?

I can't get mods to show up. I'm using Windows Vista/Windows 7

Can I have multiple installations of Morrowind on my PC?

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#3
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What are mods? Are they the same as plug-ins, patches, or expansions? What do they do? Will they mess up my game? What else do I need to know before using them or making them?

Mods are modifications of (or some people call them modules for) the original game.

The terms "mod" and "plug-in" are interchangable (in other words: yes, they're the same ;)). Patches and expansions are not the same, however. Patches are official files intended to correct errors in the original game, and expansions (Tribunal, Bloodmoon) add official content to the game.

Some mods add content (such as new weapons, NPCs, quests, clothing, faces, buildings, etc.), and others seek to balance issues in the original game, such as making items or NPCs either more or less powerful. Still others seek to improve upon what was already in the game in various other ways.

Some mods might cause minor errors or other problems for some people, especially if it's a beta or otherwise unfinished version, but most do not (at least not in game-breaking ways). The majority of problems that do happen come from either trying to use too many mods at one time, or repeatedly adding and removing mods to/from the same game. Beginners should not install some mods, start playing, then download some more and try to add those into the existing game. That almost always causes some problems. For tips on avoiding this (or if you experience mod problems or errors), see this post.

Before using mods, you'll need to decide what kind you want to play. No one can answer that for you, so don't bother asking very broad questions on the forums such as "Which mods should I download?" It's fine to ask for other members' opinions on specific mods you're thinking of downloading, though. :)

Note: Many veteran players recommend that you not use many (if any) mods if you haven't yet played the game through at least one time. You can always replay later with mods installed, and you'll be better able to recognize what the mods added to the game. But if you're ready to go get some, see How and where can I find the best mods? And for those new to using mods, don't forget to also see How do I install mods?

If you think you're ready to try your hand at making a mod, the first thing you should do is see How do I make a mod?

#4
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How and where can I find the best mods?

Number one: Whatever constitutes the "best" mod(s) will always be subjective. Every individual is different, so no one can say what is best for you. Because of this, the forum natives tend to get very restless when people continually post that kind of question. :eek: However, they'll be happy to give you their opinions of specific mods you have in mind to try out. :)

Mod lists, recommendations, etc.:

Pluto's Mod LIst
Asian-themed mod list
kwshipman's House Mod list
Galahaut's Morrowind Mod Wiki (Categories)
Mystara's Morrowind Links
Mythic Mods themed mods list
Petrells' Morrowind Links
Ronin49's Mod Lists and Links
Sandman101's Morrowind Connect
Slartibartfast's Morrowind Mods
Telesphoros' List o'Mods

There are a number of fansites out there that offer up mods for downloading. The following is a list of the larger ones.

Elric Melnibone's site
Planet Elder Scrolls
Morrowind Mod History
Oblivion Source
TESNexus
WiWiland (French Language)

If you run a major mod portal and want to be added to this list (or if a link needs correcting), please PM one of the Moderators.

Tools:

Enchanted Editor - allows very precise correction of problems but requires some knowledge of ESP/ESS file structure.
ES Search - Search engine that searches by mod title, author, or description from PES, ElricM, TESNexus, and FileFront
mlox - A tool for sorting and analyzing the plugin load order for TES games
Morrowind for 2009 - A 12-step guide to reinstalling a more graphically appealing Morrowind that works best on higher-end computers
Morrowind on Linux - A guide to installing Morrowind for use on Linux, specifically Ubuntu.
TESAME - fairly easy to use
TESTool - dead simple to use; fixes a variety of common problems
Wrye Mash - not so easy to use, but very powerful; capable of fixing severe savegame problems, managing mods and savegames, etc.

[If you know of other such utilities that should be on this list, please PM a Moderator.]

#5
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How do I install mods?

See the tutorial below, or see these other tutorials: Mod install guide by ThreadWhisperer (includes screenshots), or Baphomet's "Some General Considerations on Installing Mods for Morrowind" or this graphical version by Static_Nation.

How to install plug-ins manually (by lochnarus)

Just a fast guide to manually installing MOST mods:

Installing a Common Morrowind Mod Manually - a quick guide

FOR BEGINNER MOD USERS

1. FILE COMPRESSION

All morrowind mods are "compressed" into one easy to download file that is commonly referred to as a "zip" file. This makes the file smaller (in most cases- sound doesn't compress well) and keeps everything in one file. There are numerous types of these programs:

7zip
PowerArchiver
WinRAR
Winace
WinZip
Zipgenius

All of which can be found by doing a search on Google. Each one is different and only the first two will open all of the file formats from the rest of them. Use whichever opens the mod with these names:

.7z - opens with 7zip
.rar - opens with WinRAR
.ace - opens with Winace

...and so on.

2. UNZIPPING TO A TEMPORARY DIRECTORY (FOLDER)

Double click on your downloaded mod file. The program should open it, displaying the files inside. Depending on which mod you are unzipping, it should have an .esp file (looks like a swiss army knife), a "Meshes" folder, an Icons folder (if the mod adds items that can be picked up), a "Textures" folder, and lastly a README file. Sometimes mods will have all their files placed into mock directory folders, like so:

Program Files\Bethesda Softworks\Morrowind\Data Files

this is for automatically unzipping the files in to Data Files, which I NEVER do. You're bound to come across a mod that will not unzip correctly and you'll have loose files cluttering up your folders. This is a MANUAL installation guide after all, so back to it:

Select ALL the files by highlighting them. Then select the program's "extract" feature and a new window should come up asking WHERE to unzip it to. You will now need to pick a folder to be a temporary folder, I choose "My Documents"...

Unzip the files to the temporary folder. Then open that folder and open any folders the mod was inside. You should see these folders:

"mod file".esp
Meshes
Textures
"mod file README".txt (or any text filetype)

POSSIBLY you will have these folders:

Icons
Sounds
Music
Splash
Book Art

Icons being the most frequent addition.

All you do for the mod's .esp file is copy it to the "Data Files" folder in your game. Now the other stuff....

3. MESHES

Now, look inside the mod's Meshes folder...

Are there more folders inside? Alot of mods will have other "subfolders" that contain the mods meshes, and are for the purpose of being easy to locate for troubleshooting or for uninstalling with ease.

Most mods have something like a letter, "A" or "W"" or the modder's name...I use "LOCH" for my meshes. Some mods do not do this and place their meshes loose in the 'Meshes" folder, which is all you have to do in that case.

Now take these "subfolders" and move them to the meshes folder.

*DO NOT take the game files out of the "subfolders" as they are indexed by the game engine as being in THAT FOLDER*

So if you have an "A" folder, place THAT folder into your "Meshes" folder. If you already have an "A" folder, THEN you must open the mod's "A" Folder and copy the files into the existing "A" folder already in your game's files. In short:

Meshes/A ----> Meshes

UNLESS you already have an "A" folder, then:

files inside Meshes/A ----> Meshes/A

Repeat this for all mesh "subfolders" from the mod.

4. ICONS

Do EXACTLY the same procedure as in the previous step (meshes) for icons.

5. TEXTURES

There are two ways this could go:

1 - the textures are loose in the mod's texture folder...easy. All you do is copy them all to the Textures folder in your game. You're done.

2 - "Subfolder" textures is the other way some modders set up their mods. THIS way has a "subfolder" inside the textures folder. You should copy that "subfolder" and paste it into the textures folder, much like you did for meshes and icons.
5. OTHER TYPES OF FILES

Most sound and music files need to be placed into the same name folder in your game where they are in the downloaded mod files. All other files are basically the same as the meshes, except splash screens, which are placed loosely in the "Splash Screens" folder.

6. PLAYING IT

All you do now is open Morrowind and check the new mod so that it is "x'ed" and start the game. If you did everything correctly, you should have no problems with your newly-installed mod. You're done...

Hopefully this will be bookmarked for future reference, so that no one will have to explain it time and time again. It may not be the one Miltiades made, but it's something. Cheers!

#6
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How do I make a mod?

The best place to start is with the tutorials thread in the General Construction Set forum. In it are linked many tutorials gathered from all over the web covering every aspect of modding - using the Construction Set, modeling, texturing, even animation. If all else fails, just start a thread in that forum, and ask! There are many experienced modders in the community who can address your questions.

#7
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What does REQ (or WIP or REL) mean?

These are abbreviations the Morrowind modding community has agreed upon in order to make it easier to spot (or search for) certain kinds of threads. Typically, you'll see some threads whose titles begin with [WIP] ("Work In Progress"), [REL] ("Released"), and [REQ] ("Request"). This consistency makes it easy to see at a glance the sort of thread it is. Not all posters use this convention, but most do.

A quick word about other thread titles: If you have a question, please make your thread title something meaningful (that is, let folks know something about what's in the thread before they even click on it). A thread called something like "Need spoilers for SuperModPerson's SuperfantasticQuest Mod" is apt to get you the help you need much faster than something like "URGENT" or "Mod help needed" or (heavens forbid) "I NEED UR HELP NOW NOT LATER THIS SUX!!!!!" :blink:

#8
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HELP! The mod I downloaded and installed doesn't work (or doesn't work properly)!

First of all, check to see if the mod was installed properly. If that doesn't seem to be the problem, check to see if there are already other threads about it. If you still haven't found a solution, post a thread to ask about it. Be sure to be specific about describing the problem (or error), including your Warnings.txt file, and include a list of all mods you're currently using. If you don't know how to do this, see the quick guide below:

(by Pseron Wyrd)

HOW TO POST YOUR MOD LIST:
* Open your 'Morrowind.ini file (C:/Program Files/Bethesda Softworks/Morrowind/Morrowind.ini in default installations).
* Scroll down until you see [Game Files]. Here you will find your mod list.
* Highlight your mod list (hold your left mouse button down and drag the cursor down the page), right-click on the highlighted area and choose 'Copy'.
* Right-click in your post and choose "Paste".


HOW TO POST YOUR WARNINGS:
* Open your 'Warnings.txt' file (C:/Program Files/Bethesda Softworks/Morrowind/Warnings.txt in default installations).
* Highlight the entire contents of the file (hold your left mouse button down and drag the cursor down the page), right-click on the highlighted area and choose 'Copy'.
* Right-click in your post and choose "Paste".

The best cure is prevention. See the tips below to help avoid some common problems:

(by dev_akm)

In general, three basic guidelines can help you avoid the most common problems.

-1) Make a backup of your savegame before adding any mods, just in case any obvious problems do occur. That way you can remove the problem mod(s) and reload a savegame from before you added any mods if necessary.

-2) Avoid making changes to your list of mods once you've started playing with them loaded. There are two parts to this point:

* Adding mods. You can usually add a few dozen mods to an existing game without causing problems, if you add them all at once. Once you start playing with a list of mods you should avoid adding more mods to the list unless you are prepared to revert back to a savegame created before you added any mods (or you are sure that the new mods have creation dates later than any other mods in your list).

* Removing mods. Unless a mod creater specifically states that it is safe to remove the mod, chances are you may have to revert to a savegame from before you added that mod.

-3) Do not run mods that have not been "cleaned" (common errors removed). Several excellent user-created tools are available to help make this easy.

Many users successfully run literally hundreds of mods at once, but playing mods on this scale is tricky. It requires some experience with potential issues, some good user-created tools to help in resolving problems, and a fair amount of testing to sort out any problem mods from your list. You almost certainly will also need to be willing to start over with a new game in order to do this.

Tools:
A list of useful tools for fixing save games can be found near the top of this thread.

Cleaning a dirty savegame (by DinkumThinkum)

Making any changes to mods that are already part of your saved game can cause what is commonly known as the 'dirty save' problem: information in the saved game no longer corresponds to information in your mods. Probably the most common symptoms are objects missing from the game or seeing multiple copies of objects in the game (dirty saves can also cause a variety of other problems).

This can be caused by removing a mod, editing a mod, or installing a different version of a mod after it's already included in your saved game.


http://www.mwmythicm.....aved game.htm

#9
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The site I'm trying to download mods from isn't working! (or Yikes! A mod site gave me a virus!)

Please don't post questions here about download problems with other sites. Instead, email the webmaster or owner of the site in question, or use their tech support section if they have one.

If you feel you have contracted a computer virus (or worm, or spyware) from a mod download site, please contact that site's owner or administrator FIRST. After that, it's fine to post a thread here (if there isn't already one, that is) to let other members know of the problem. However, please don't post stuff like "WARNING, OMG THEY GAVE ME A VIRUS I HATE THAT SITE!!!!!!!!!!!" That isn't helpful. It only spreads panic and bad feelings. Something like "Heads up, So-and-So site may be infected" (along with a descriptive subtitle and specifics in the body of the message) would be much more helpful, not to mention much more polite. ;)

#10
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Can I import a model (or texture or song, etc.) from another game into my Morrowind Mod?

No. The position on these sorts of things is very clear. You can't take assets from any other game, including ours, and put it into Morrowind.


What about "adult-themed" mods?

Yep, they're out there. You're free to use them or make them, but you can't post explicit screenshots or descriptions of them here on the forums. For more info, see this thread by Sentinel.

#11
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Contributor credits

Many thanks to those who contributed content or suggestions for this thread. (If I've overlooked anyone, I assure you it was unintentional; please PM me if your name should be here but is missing. ~Tegger)

Nigedo, lochnarus, Galsiah, Monica21, Leharic Dracolin, harborgolfer, Marbred, princess_stomper, vixyn, Sterling, Dogfish, ~Ninja Monkey, Faylynn, SC_Wolf, DragoonWraith, cdcooley, Dark0ne, The_inwah, Vorwoda_the_Black, Salamandar, redwoodtreesprite, Baphomet, Gamgee, SundariSunstar, TamaraUK, Gold_Dragon, Telesphoros, mynilar, APY, ThreadWhisperer, Lady Rae, Heaven and Earth, ska8tdude, dev_akm, DinkumThinkum, DwemerLord, ManaUser and the ES Forums team of Moderators and Administrators.

#12
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How do I enable and take screenshots of my game?

You'll need to edit your Morrowind.ini file (see brief how-to below). But first, back up the file in case you make a mistake, or if you later want to restore it to its original state.

(by DragoonWraith)

Enabling Screenshots:

Open Morrowind.ini (C:\Program Files\Bethesda Softworks\Morrowind\Morrowind.ini in the default Windows installation), and you'll see a lot of code. In the eighth, largest section under [General], there is a line which says
Screen Shot Enable=0
Switch that to
Screen Shot Enable=1

Now, in Morrowind, press the Print Screen button on your keyboard (the button is sometimes hard to find, often you need to use the Shift key). You'll see a message which tells you that the screenshot has been created. It can be found in your main Morrowind folder.

(Addendum by ~Ninja Monkey)

To extend on the tutorial for taking screenshots above, you should change your pictures from a bitmap image to a jpeg image if you will be hosting your screenshots on the internet. To do this, open them up in Paint or any other photo editing program, go to "Save As..." and save as a jpeg file. Do NOT simply edit the file name from Screenshot#.bmp to Screenshot#.jpg. That only changes the file name, not the file type.

Free Image Hosting: (compiled by Heaven and Earth)

--Account and Albums--
Fotki
ImageCave
ImageShack
Image Venue
Photobucket
--Simple One-at-a-time Uploads/No Registration--
TinyPic by Photobucket

#13
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Stating this so to help speed up problem solving with multiple loaded plugins. The plugins listed in "morrowind.ini" is listed alphabetically, which most people know that can only give you an idea of which doesn't like working with each other. This process is to display a quick way with out typing out the full list into a order in which is more helpful with finding problems with mods by displaying them in a modified date order.

First let's get the where from and how to's done.
Wrye's Home page
Download link for Wrye Mash

Read me that is listed on the site is the same as the one that comes with the download.

For installation a couple extra apps are required, which is also stated and linked in the read me.
Wrye Python 03a (2.6.5) or the latest Wrye Python 04a (2.7.1)

There is more information about Wrye Mash in Pluto's Mod Recommendation for New Players thread #2
Melchor's
Yacoby's (further development of Wrye Mash is based on Melchor's Wrye Mash Stand Alone) of Wrye Mash.

AFAIK Melchor's Wrye Mash Stand Alone doesn't care where it's installed, but it's highly recommended not to install Wrye Mash into any Program Files(x86) related folder in Vista or Windows7 and particular the Steam version of Morrowind Wrye Mash must be installed into the \Steam\steamapps\common\Morrowind\Mopy\ folder. :)

The feature of this tool being looked at is for coping a list of your loaded plugins and masters in the order they are by modified date. To do this start Wrye Mash, go to the "Saves" tab, highlight a save file, on the right side right click "Files", hit "Copy List". This puts the list in "clipboard" which is a temp memory the OS use's. Open a text editor and either hit "ctrl-v' or right click "paste". Once that is done you can highlight and copy "ctrl-c" or right click "copy" the list to paste into the forum for help on any problems with mods.

Here's a link of what the file would look like here

#14
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Here is a spreadsheet detailing all the mods that change landmasses in Morrowind. It is called the Morrowind Mod Grid Use Map

http://planeteldersc...w...ail&id=6000

Credit goes to Rougetet for this new Resource

"The Map-O-Mods: A Landmass Additions Map"

Many thanks to Cryonaut for this Map.

The "Map-O-Mods" is an attempt to give people a visual idea of where landmass mods add land, to help people avoid conflicts when setting up what mods they are running, or when they are making new mods as well. I've tried to cover pretty much every mod I know of in it that adds land, but I am sure I've missed a few. Either way I hope it is useful.

The map can be found at Map-O-Mods

The mods covered include:
- A Call to Issilar
- The Aedronicon
- Aerie of Tir Thalor Quest (add-on for the Aerie of Tir Thalor mercenaries)
- Ald-Vendras v3.0
- Black Marsh
- The Black Mill
- Blacklight + Silgrad Tower
- Bloody Oath
- Booty Island
- Darkshroud Keep
- Doom Door (Including Castlevania)
- Dulsya Island
- Five Toes Guild
- From Hell to Heaven: Morrowland
- The Glory Road
- The Goblin Lab
- Great Shoals
- Haldenshore
- Havish
- Hawkfir Island
- Inferno's Island (Revisited)
- Inn of the Whispering Wood
- Island of Tusar
- Isle of Elskjiver
- Journey's End
- Korobal Island
- Lilligue Island
- Lothavar's Legacy
- Mesa Fortress
- Moon's Spawn
- Moska
- N'Dib's Twilight
- Nerevarine Castle
- Northern Winds
- Rafer: Sands of an Era
- Seige at Firemoth (or Firemoth Expanded)
- Sea of Destiny
- Skeleton Island
- Snakebitten's Island
- Solstheim Castle
- Stanegau Island
- Tar Mar
- The Tree of Life
- Velayia
- Veldion: Quest for a King
- Volcano Island
- The White Wolf of Lokken Mountain

Again, the map can be found at Map-O-Mods - it is pretty well finished for the most part but may still be occasionally updated.

#15
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I can't get mods to show up. I'm using Windows Vista/Windows 7
For those having problems, you might want to refer to information found here on the CS Wiki

#16
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Can I have multiple installations of Morrowind on my PC?

This comes from an old stickied thread that has now been put in this FAQ. This guide assumes you have a retail copy of the game, this probably doesn't work with the Steam version of Morrowind. If someone knows, contact me and this post will be updated.

Dinkum Thinkum's guide to multiple Morrowind installs:
[Originally posted 06/01/04 02:52 PM]

Basic set up of multiple copies of Morrowind on one computer:

1. Use Windows Explorer to copy and paste (or drag and drop) your existing Morrowind installation (the 'Morrowind' directory and all its subdirectories and files) into a new directory.

2. Create a shortcut to the copy of 'Morrowind Launcher.exe' in the new directory. Also create a shortcut to the new copy of 'TES Construction Set.exe'. (I just copied the original shortcuts for Morrowind and the editor, then renamed them and edited them to point to the new directory.)

Repeat for as many more copies of Morrowind as you want.

And you're set!

Notes:

1. Each copy of Morrowind (and the Construction Set) will use the Morrowind.ini file and plugins that are in its own directories, so each copy can have separate .ini file settings and installed mods.

2. Most (all?) of the settings from Morrowind's in-game Options menu are stored in the Windows Registry, so all the installations will share the same settings. That wasn't any problem at all for me, since I normally set those options once and leave them alone.

3. Also, most of the Construction Set window positions and sizes are saved in the Windows registry, so these will be shared by all the copies of the Construction Set. This also didn't cause me any problems.

----------------------------------------------------------------------------

Some suggestions:

1. Make sure you label shortcuts and directories clearly so it's easy to keep track of which Morrowind installation is for playing the game and which is for testing mods.

How I set it up:

My main Morrowind and Construction Set (for the game I actually play) had their shortcuts right on my desktop (and in the Start menu, which I rarely use). The two test installations had their shortcuts in a folder on the desktop named 'Morrowind Testing'. That made it easy for me to keep them all straight.

2. I did a complete install and clean reinstall of Morrowind, to get rid of all the leftover bits and pieces of old mods I was no longer using.

After I had installed the expansions and the latest patch, I added my custom settings to the Morrowind.ini file (enabled screen shots, tweaked buffer settings, etc.)

Then I dragged and dropped a copy of the clean, customized installation into a second directory to use as my test installation of Morrowind, and set up shortcuts for starting the copy of the game and the copy of the editor.

3. I also made a .zip archive of the clean install, including the customized .ini file, as a backup. That came in handy several times, when my testing installation got too cluttered up with odds and ends of mods, different versions of the same mod, etc. I just deleted the whole testing copy of Morrowind, then unzipped a fresh copy from the .zip archive.

4. To run multiple copies of the editor at the same time, add the following line to the General section of the Morrowind.ini file:

AllowMultipleEditors=1

I found that very handy, since it makes it very easy to compare two different versions of the same mod or to compare a mod to the original game, without having to constantly load and reload the mods in the editor.


----------------------------------------------------------------------------
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[Posted Oct 21, 05 - 6:23 AM]

When working with the Construction Set in several different Morrowind installs, something that can be mildly confusing if you don't know about it:

When you click the 'add art file' button for an object in the editor, the file selection window starts in the last used directory tree. This may not be part of the same Morrowind installation you're currently working in.

For example:

I'm currently editing and merging some head & hair packs I downloaded, using a separate 'Head & Hair testing' installation of Morrowind. In the editor, I clicked on the 'add art file' button to change a body part to use a different mesh, and discovered I was looking at the meshes directory for my 'Clothing mod testing' Morrowind installation: no head meshes in sight.

When this happens, the solution is simple: just click the 'up one level' button (at the top of the file selection window) a few times, to get out of the current directory tree. Then browse down to the directories for the Morrowind installation you're currently working in.

Since the Construction Set remembers the last used file path, usually you'll only need to rebrowse to the correct directories when you switch to working in a different Morrowind installation.

----------------------------------------------------------------------------

[added Dec 31 2005 7:30AM]

Multiple installs, third-party add-on programs, and MWSwitcher:

Morrowind and the Construction Set don't seem to care what directory they're run in: I've run copies all over my hard drive and on two different hard drives without any problems.

However, I have seen posts reporting that some of the third party add-on programs (script extenders, FPS Optimizer, etc.) will only work correctly with the original Morrowind installation: they'll crash or just not run if you try to use them with a copy of Morrowind in another directory.

I haven't tried it, but MentalElf's MWSwitcher utility looks like it could solve this type of problem. From the description, MWSwitcher renames directories so whichever installation you want to run will look like the original Morrowind installation, so that FPS Optimizer and similar add-on programs will work correctly.

If you're not using add-ons with Morrowind, there's probably no real need for MWSwitcher: I've been using multiple installs for a couple of years without it and haven't had any problems. But if you are using add-ons that are picky about only working with Morrowind in the original installation directory, I'd recommend giving MWSwitcher a try.

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Running two or more different language versions of Morrowind on one computer: this is based on a discussion in Bethesda's Morrowind Hardware and Software Issues forum. Credits go to monkeyfreak, Rukschk, and nightmare2013; all I did was write it up.

Adding a second language version of Morrowind to an existing Morrowind installation:

1. Make sure you have all the files/disks needed so both language versions will have the same expansion packs and the latest patches.

2. Use copy and paste to make a copy of your existing Bethesda directory and all its contents. To avoid confusion, give the new directory copy a name that clearly indicates which language version it is.

3. Uninstall Morrowind, then delete any remnants of the original installation: any files and directories left behind in the original Bethesda directory tree.

4. Install the new language version of Morrowind and expansions, then patch it (if needed).

5. Create/update shortcuts for Morrowind and the Construction Set; label them so you can easily keep track of which version is which.

Once you have this setup and working, just install mods in the correct directories for whichever language version of the game they're meant for.

If you want multiple copies of one or both language versions of the game, just copy and paste the appropriate install to a new location, using the same procedure as for single-language multiple installs. Just be careful to label directories and shortcuts clearly so you can keep track of which language version is which.

I only have the English language version of Morrowind here, so I have not been able to personally test this. However, other people are successfully running multiple language versions using this method. I do recommend making sure both language versions have the same expansions and the latest/same patch(es) installed to avoid possible conflicts.

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Saving HDD space (Post by CCNA)

[Originally posted 29 April 2008 - 07:15 PM]

Thanks to ManaUser

I'm just getting back into MW after a long break. One thing I've never done before is have multiple installs on the computer at once, but I can see why it's good idea. The thing is, I hate "wasting" disk space on identical data. So I came up with a trick that cuts the wasted space down by 560MB per additional copy of Morrowind. In order for this to work both copies must be on the same hard disk, and it needs to be formatted NTFS. This is a little technical so don't attempt it unless you feel comfortable in Windows Explorer etc.
  • Copy the whole Morrowind folder (as normal).
  • Put the code below in Notepad and save it as a .bat file.
  • Put that file in the Data Files folder of the original Morrowind install.
  • Run it.
  • Open the newly created "clone" folder.
  • Move the contents to the Data Files folder in duplicate Morrowind install.
  • Answer yes to overwrite.
md clone
fsutil hardlink create "%~p0Clone\Morrowind.bsa" "%~p0Morrowind.bsa"
fsutil hardlink create "%~p0Clone\Tribunal.bsa" "%~p0Tribunal.bsa"
fsutil hardlink create "%~p0Clone\Bloodmoon.bsa" "%~p0Bloodmoon.bsa"
fsutil hardlink create "%~p0Clone\Morrowind.esm" "%~p0Morrowind.esm"
fsutil hardlink create "%~p0Clone\Tribunal.esm" "%~p0Tribunal.esm"
fsutil hardlink create "%~p0Clone\Bloodmoon.esm" "%~p0Bloodmoon.esm"
@echo Done.
So what does all that do? It creates a "hardlink" to those files. That's like one physical file being in two places at once. I singled out those files because they're big and normally won't be changed (if you did change them it would change both copies). The next biggest files are in the video folder, so you might want to adapt this technique for those as well.

And yes a realize it's a little silly to worry about 560MB these days, but I couldn't resist.

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