Final Checklist: Starwind: Modded
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 "Starwind: Modded" modlist.
Table Of Contents
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
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 STARWIND MODDED
. 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 your own files. 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. 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.
Validate Your Configs
Once you're finished using the CFG Generator use the openmw-validator tool. This will report on various potential errors in your openmw.cfg
file, as well as report on specific data paths. This is completely optional, but highly recommended as it will let you know where you made any mistakes.
- Download openmw-validator
- Extract the files to any folder you would like. The
Tools
folder inis a fine spot to put it, but it could go anywhere you 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 and use the following command (but change the executable name for macOS):openmw-validator-linux-amd64
If all goes well it will report Validation completed, log written to: ...
. Examine that file for details about the validation.
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.
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.