Final Steps: One Day Morrowind Modernization: Post Processing Shaders
Now that you've gone through the entire mod list you may be eager to jump in and play - but there's still a few more final steps.
Go through each step as outlined below to make sure your setup is golden.
Back to the end of the "One Day Morrowind Modernization: Post Processing Shaders" modlist.
Table Of Contents
- CFG Generator
- Validate Your Configs
- Delta Plugin
- Groundcoverify
- Waza Lightfixes
- Generate a Navmesh Cache
- Gameplay Settings and Others
- Run The Game
CFG Generator
The CFG Generator will provide you with personalized lines for your mod list that you will need to copy-and-paste into your openmw.cfg
and settings.cfg
files in order for the mod list to function properly.
- On Windows, these files are located in
Documents\My Games\OpenMW
- On Linux, these files are located in
~/.config/openmw
- On Mac, these files are located in
~/Library/Preferences/openmw
Important: Do not enable every plugin you have downloaded. Many mods come with alternate versions and patches which are incompatible with each other and will cause your game to break. Using these snippets from the CFG Generator enables every plugin that you need to in the correct load order.
Ensure that your User Settings are set. With your User Settings set, on the CFG Generator page click on the Choose a preset
button that says ONE DAY MORROWIND MODERNIZATION: POST PROCESSING SHADERS
. After a couple of seconds you will have your config files generated for you.
For the larger mod lists the sections you will copy-and-paste into your config files can be quite large, and so for your convenience you can click on the Copy to clipboard
button.
Paste the lines from the openmw.cfg
section accordingly:
- Paste the
fallback=
section below the lastfallback=
line in the file - Paste the
Data Paths
section, overwriting anydata=
lines already present - Paste the
BSAs
andPlugins
section, overwriting anyfallback-archive=
andcontent=
lines already present - Paste the
Groundcover
section, overwriting anygroundcover=
lines already present
data=
folder paths match exactly to where the files are stored on your computer. If there is a mismatch here you may have set your User Settings incorrectly or deviated from the folder naming schemes provided by this website.
For the settings.cfg
section, if the header for a section already exists in your file (ie: [Shadows]
), make sure to only paste the corresponding lines and omit the duplicate header.
Note that the CFG Generator creates a complete list of plugins that you should have enabled once you are finished with the mod list. Once you finish copy-and-pasting you will have content=
lines for Delta Plugin, Groundcoverify, and Waza Lightfixes and a groundcover=
line for Groundcoverify despite not completing those steps, yet:
...
content=delta-merged.omwaddon
content=deleted_groundcover.omwaddon
content=LightFixes.esp
...
groundcover=groundcover.omwaddon
It is important that you comment out these lines by placing a #
at the start of the line until you complete each of those three steps in turn:
...
#content=delta-merged.omwaddon
#content=deleted_groundcover.omwaddon
#content=LightFixes.esp
...
#groundcover=groundcover.omwaddon
Make sure to uncomment these lines after you complete each of those three steps!
Again, do not enable every plugin you have downloaded. Many mods come with alternate versions and patches which are incompatible with each other and will cause your game to break. Using these snippets from the CFG Generator enables every plugin that you need to in the correct load order.
Validate Your Configs
Once you're finished using the CFG Generator, download and run the openmw-validator tool. This will report on various potential errors in your openmw.cfg
file. This step is essential to ensuring your mod list will work as it should.
- Download openmw-validator
- Extract the files to any folder you would like.
- On Windows, navigate to that folder and
Shift+Right-click
the folder to open the context menu. ClickOpen Powershell window here
and use the following command:.\openmw-validator
- On Linux or macOS, open Terminal and
cd
into the folder you extracted openmw-validator to and use the following command (but change the executable name for macOS):./openmw-validator-linux-amd64
It will report Validation completed, log written to: ...
. Navigate to that folder and open that log file. The end of the file contains a summary that lets you know about any issues the validator found. Make sure to fix any issues it reports on now, before moving forward.
Delta Plugin
With your config files set and your files validated it's time to make a merged plugin using Delta Plugin.
Do not skip this step! Many mods require object merging in order to function as intended. Delta Plugin also cleans most dirty records for you.- Download the latest release for Delta Plugin
- On Windows, navigate to that folder and
Shift+Right-click
the folder to open the context menu. ClickOpen Powershell window here
and use the following command:.\delta_plugin merge --skip-cells delta-merged.omwaddon
- On Linux or macOS, open Terminal and
cd
into the folder you extracted Delta Plugin and use the following command:./delta_plugin merge --skip-cells delta-merged.omwaddon
You will know this is successful if you get a message saying, Done!
You now must edit your openmw.cfg
file and remove the #
before content=delta-merged.omwaddon
before moving onto the next step.
It is normal to receive some warnings and errors. If you encounter any unexpected errors, however, the program will cease generating the merged plugin and will give you an error message. The openmw-validator tool will report where and why these errors occurred. Follow the instructions in that section, and run Delta Plugin again.
Waza Lightfixes
Download Waza Lightfixes and extract it to C:\games\OpenMWMods\Tools\wazalightfixes
. On Windows and Linux all you need to do is run the executable.
MacOS users may need to download the Source code (zip)
file instead, and extract that to the provided data path. Then, open a Terminal window and cd
into that directory and run the following command:
perl waza_lightfixes.pl
If you get any errors, it may be because you need to install some modules. To do so:
- Run
cpan
, which should be installed already - In the Terminal, type
install module_name
, wheremodule_name
is the name of the module you need to install - Type
exit
to exit CPAN - Run
perl waza_lightfixes.pl
again and repeat the previous steps if you get any more errors
You will know the program was successful if it generated a LightFixes.esp
plugin in the mod folder. You now must edit your openmw.cfg
file and remove the #
before content=LightFixes.esp
in the plugins section before launching the game.
Generate a Navmesh Cache
The Navmeshtool program comes with OpenMW and can be used to pregenerate navmeshes, thus avoiding loading stutters in-game that might be caused by doing that on the fly. It's an easy, convenient way to eliminate one category of stuttering (while continuing to enjoy the benefits of what caused it: dynamically generated navigation meshes).
The easiest way to use it is via OpenMW-Launcher:
- Ensure your load order is fully setup and correct
- Run
OpenMW-Launcher
- Click the
Data Files
icon at the top - Click the
Navigation Mesh Cache
tab - Click the button labeled
Update
Depending on your hardware and which mod list you chose to install this could take a while to finish.
Gameplay Settings and Others
The CFG Generator includes a list of setting values for both openmw.cfg
and settings.cfg
that are either required or heavily recommended to play the modlist. However, OpenMW allows for plenty of user customization and includes dozens of options, many of which are highly subjective, so it's hard to give a rundown of what you should or shouldn't use.
We recommend to hover over each option in the Settings menu of the OpenMW-Launcher to view the tooltip and decide for yourself which options you want to toggle. You can also check out the official documentation for these settings, as well as the rest of the documentation on settings to get a more complete idea of what can be done. You can also visit our Getting Started: Tweak Settings page which highlights some of the options.
Run The Game
Last, but not least: run the game to see how it looks and all that.
OpenMW has a handy testing feature that's described here, be sure to use that to quickly spawn into various areas as desired. Maybe there's a texture you still want to replace, or a problem you found (please let us know if that's the case!), in any case it is definitely worthwhile to spend time testing before you take the deep plunge.
This is also a good time to nail down performance and quality settings. With a reasonably modern GPU, it should be possible to run Morrowind via OpenMW with high amount of visual detail. See the entire performance guide for more information.