openMorrowind Mod Manager. A cli tool for linux to manage mods for openMW
- Copy openmmm.py to your path
sudo cp openmmm.py /usr/bin
Make a folder name MWmods
mkdir ~/MWmods
cd to where you uncompressed mod folders are stored
cd /some/path
Run openmmm.py with the -a flag and give it the path to the mod you want to install
openmmm.py -a yourModFolder
This will copy the mod folder to ~/MWmods/
and add the needed data="PathToYourMod" in ~/.config/openmw/openmw.cfg
. It will also make a backup of the config file in ~/.config/openmw/
To list all installed mods run openmmm with the -l flag
openmmm.py -l
Start openMW by running
openmw-launcher
Your mods should now appear in the data tab of the launcher (if esp/esm files) or should show up in game (if textures)
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Make sure the structure of the mod folder is correct. Some mod archives contain a single 'Data Files' directory and some additional files, others put everything into where they are unpacked, still others put everything which belongs to the mod into a specially named folder and meta files (like readmes) into the folder where the mod is unpacked. You need to normalize this:
Put all ESPs into the toplevel of the folder in which you want to put the mod. Put all resource folders into the toplevel of your mod folder. The relevant folders are 'BookArt', 'Fonts', 'Icons', 'Meshes', 'Music', 'Sound', 'Splash', 'Textures' and 'Video'. Not every mod contains all of these folders (and actually most mods don't contain most or even any of them), but if they belong to the mod, they must be in its toplevel.
From the openMW wiki
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Make sure the openmw-launcher is not running
If you add mods when the openmw-launcher is running the mods will be removed from the config file when the openmw-launcher is closed
This project is not affiliated with openMW