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Author Topic: One method for installing Morrowind Mods  (Read 28682 times)
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« on: Dec 30, 2004, 01:45 AM »

Table of Contents

Downloading a mod
 - Compressed Formats and Extractors

Working with the downloaded file

Exploring Extracted Files
 - Path Structure's

Installing the Files
 - Path Structure s1a and s1b
 - Path Structure s2
 - Path Structure s3
 - - As a modders resource
 - - As a Playable Mod
 - A Single File Mod
 - The BSA Mod
Tips
************
Other Guides
************
Baphomet's Install Guide

Emma's Speed Install Quick Guide

Grumpy's Install Guide

Korana's Install Guide

Lochnarus Install Guide

Morrowind Mythic Mods Starter Guide
*More then just an install guide!! Lots oif helpful information and links
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« Reply #1 on: Dec 30, 2004, 02:22 AM »

Downloading a mod

This is the first step in making mods a part of your gaming experience. Morrowind mods come in several compressed formats and it is best to be prepared for all of them. Below I will list the compressed formats I have seen mods come in as well as links to the main programs that are used for working those compressed formats.

Compressed files are made by condensing the information in a normal file(s) by removing the repeated portions of the file(s) and making a "map" of what has been altered to make the file(s) smaller in memory size. This "map" is what is read by the extraction tools listed below, without it the compressed file(s) are useless because they are no longer readable by programs that can not read the "map" of the file(s).

You can download mods from many sites on the internet. When you visit a site that has downloads you will likely be told what format the download comes in before you download it. If not when you begin the download you will be able to see the file name and extension at that time which will tell you what format was used to compress the file (if it is compressed) Be sure to look on the site you are downloading from for any specific information given regarding the download you are getting.

Because there are expansions for Morrowind that update the main program used to play the game there are also mods that require some of these expansions in order to work properly. Most sites will list this information on the page where you download the file but some may not. In this case be very certain to look for a file called Read-Me.txt or something similar and view it to determine if you have all that is needed in order to use the mod you have gotten BEFORE you install it. There may also be special directions that I will not cover in this thread regarding the instal of the mod. ALWAYS be sure to look for this kind of information in the file you download first before installing it anywhere in the Morrowind directory.

My first advice to you is to create a folder on your main drive (Usually Drive C) entitled "Morrowind Mod Files" or something that is easily recognized by you for what it will hold. Then when you visit download sites you will be ready with a main folder where you can place all your downloads.

To begin the download most sites simply have you click a link entitled Download or something similar. To activate the download usually only requires that you click this link as you would any other link and the file will begin downloading. A small window may then appear asking you if you wish to run, or save, the file.



Choose the save option and then you will be given a choice of where to place the file. Now you can select the folder you created on your main drive.



Once that folder is the active folder in the download window you can create a subfolder that is either the name of the modder OR the name of the mod you are downloading. this will help to better keep you organized in the future if you download many files.



Once you have either selected the main folder you made, or have created the subfolder named for the mod or modder then you can hit ok and the file will finish downloading to that location.



Once it is finished you can then go to that folder to begin working with the file, but first be sure you are prepared for any compression formats you may find.

Compressed Formats and Extractors

Below I list the common compression types I have seen used for Morrowind mods as well as links to the main program designed to work with the format specified. Please be sure to research the programs a bit through their website’s before using them or even downloading them. Also if you do download them be sure to at least look through their help files that are included in the installs. It is very helpful to know as much as you can about the programs you use.

.zip - Most Operating System Programs are capable of extracting this format since it is a very basic and widely used one. However if you can not extract it by either double clicking, or by right click menu options then you may need one of the extraction utilities below as they all are capable of extracting .zip files. But the tool specifically designed for use with .zip is called WinZIP and can be found here...

http://www.winzip.com/

.rar - Winrar is the most common morrowind mod compression tool I have seen used. It compresses files tighter, or smaller, then WinZIP does. This makes it easier for people with large mods to make them use less memory and thus be faster for people to download. The Winrar utility is also capable of handling .zip files in both making them and extracting them. It can be found here...

http://www.rarlab.com/index.htm

.ace - Winace is another of the common formats found in Morrowind modding again it is more powerful in compressing files then WinZIP and thus like Winrar it helps when compressing larger files and mods. It too is capable of opening .zip files as well as some others and it can be found here...

http://www.winace.com/

.7z - 7zip is the most powerful compression tool I have found used for Morrowind. This format is usually used for mods that are over 100 megabytes when un-compressed. Though this utility is not used as much as the ones above it is used and should be prepared for as well. The 7zip utility can be found here...

http://www.7-zip.org/

General Extractor
Zip Genius is a very highly recommended extraction utility for Morrowind mod user's because it is capable of dealing with the most common compression formats as well as many other types. This is useful in that you only need to become familiar with one program to be able to work with almost all the compression formats, including 7zip, you will find in Morrowind Modding. This tool can be found here...

http://www.zipgenius.it/index2.htm


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« Reply #2 on: Dec 30, 2004, 03:05 AM »

Working with the downloaded file

Ok you now have downloaded the mod and placed it in a folder where you will be able to work with it so as not to jepordize your Morrowind Install. Using the Compression Utility program that either best suits the file format or is capable of working with the format of the file you can now begin working with the file preparing it to be installed into your game.

First go to the folder where you downloaded the file to above. Once you are there you will now do one of two things. Open the file by double clicking or single clicking depending on the settings you have chosen, OR by right clicking on the file and selecting what you wish to do from the menu there.

Direct clicking to open



If you open it this way you will need to be familiar with the interface of the extraction utility you have set as the default for handling the file format in question. What you will want to do is extract the file either where the compressed file is located or into a unique folder made by the extraction program you are using. The option "Extract..." may cause you to loose track of where the files went because as a normal rule this function will extract the file to the same folder path that it was made with.

The better option is to select the extraction path yourself. This is where you will need to be familiar with your compression utility of choice. Because there should be an option in all of the above mentioned utilities that allows you to select where to extract the files to. This is what you want to choose. Then you will need to select, either the unique folder you made for the download...or my advice would be to create a unique folder for it in the extraction process using your compression utility of choices method for doing this.

Once you have done the above you can then extract the files to that location. This is where the standard explanation becomes more complex. The reason is that there is not set standard for file structure within a compressed file. What this means is that when the compressed files are made they can be made with any kind of folder structure or even no folder structure at all. I will do the best I can to prepare you for what you may find in the extracted file(s) folder in the next section "Exploring the files"

Right click menu options



This method is the one I always use and has always been the best  one I have found for keeping track of what is happening with the extracted files from the compressed file. Most of the compression utilities mentioned above can be set as default compressed file programs which usually allows them to be used via the right click menu. As you see above I use Winrar as my main compressed file handler and as such it is available to me in the right click options menu along with some of its extraction options.

I always use the "Extract here" option because I save the compressed file to a unique folder. If you do NOT save the compressed file to a unique folder then you will want to select the option that allows you to chose where to extract the file to...for Winrar that option is the "Extract Files.." option. There is also an extract option in Winrar that allows you to extract the file to a folder named after the file. This option is also very useful for those who store all the compressed files in one place. Once the files are extracted you will then be able to explore the files for any guides or read-mes on installing them.


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« Last Edit: May 21, 2007, 08:28 AM by Tale-Whisperer » Logged

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« Reply #3 on: Dec 30, 2004, 03:34 AM »

Exploring Extracted Files

This section is to try and prepare you for the many variations you may find within an extracted compressed file. There are a couple of methods that are quite common so I will begin with them. It has many subsections in it but hoepfully will be easily labled so you can identify the section that best suits what you find after extracting the file you downloaded above.

Path Structures

Here is a small list of possible structures you may find when extracting files. What I will use for a path is C:\1\2\EXTRACTED FILES where 1 == the main folder you made in the above steps, and 2 == the subfolder you made for the compressed file. So with that in mind here is some of the variations you may find when you extract files.

s1a - C:\1\2\Data Files


s1b - C:\1\2\Data Files
and C:\1\2\file.txt(RTF)(HTM)(DOC)


s2 - C:\1\2\Textures
and C:\1\2\Meshes
and C:\1\2\MOD.esp
and C:\1\2\file.txt(RTF)(HTM)(DOC)


s3 - C:\1\2\file.nif
and C:\1\2\file.dds(TGA)(BMP)
and C:\1\2\file.esp
and C:\1\2\file.txt(RTF)(HTM)(DOC)


s4a - C:\1\2\MODNAME Folder\(s1a)
s4b - C:\1\2\MODNAME Folder\(s1b)
s4c - C:\1\2\MODNAME Folder\(s2)
s4d - C:\1\2\MODNAME Folder\(s3)


These are the most common ones I have seen and I have tried to detail each as best I can. But there really is no way I can tell you exactly what you will find or how to deal with it in the best manner. You should ALWAYS seek out the TXT, DOC, HTM, or RTF file or variations of text files that have a name like readme to get specific directions for installing the mod in question.


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« Reply #4 on: Dec 30, 2004, 06:16 AM »

Installing the Files

Installing Path Structure s1a and s1b





First I would suggest opening the "Data Files" folder and looking for a readme file. Then move that file from inside the "Data Files" folder so it is outside of that folder like in the s1b example above. This simply helps to insure that you will always have that readme available and in a place where you know you can find it later. Then read that file, if it includes install instructions follow those FIRST. If for some reason you are not able to follow the directions given then try the directions below but be aware some errors may occur if there are special steps listed in the readme that I do not cover.

If there is no readme file in the mod I would strongly suggest creating a new txt file with at least the name of the website and or modder as well as a brief note of what the mod is. It just comes in handy later on down the line if you for some reason need to know the information. Also if there is no readme I hope that this thread will be accurate for you in installing the file.

To install this Path Structure the method should be fairly easy to follow. Once you have moved the readme file (if you needed to) open a second instance of Windows Explorer. Navigate to the Morrowind directory you wish to install the mod to. The typical installation for Morrowind is at the following path...

C:\Program Files\Bethesda Softworks\Morrowind\


So once you have the two instances of Windows Explorer open you will want to make it so you can view the windows side by side. If the Explorer opens in a maximized state you will need to click the center button in the upper right which will enable you to manipulate the window size and position.



 Get the two instances of Explore set side by side and your ready to install this mod type. Your screen may now look similar to this....


*Click for larger view

*************************************************************

OPTION ONE

Now you can easily select the Data Files folder from the Downloaded mod folder you extracted to, right click on that file and select "Copy" from the option menu.



Then Right click in the Morrowind Folder and select Paste.



When asked if you wish to confirm the folder replace simply select "Yes to All" This will allow all the files from the mod you downloaded to be copied into the Data Files folder of your morrowind install directory in the same structure that they are in the mod, which is generally the way the files have to be in order to function without error.



*************************************************************

OPTION TWO

The easier one. wink Simply HOLD the left mouse button when you click on the Data Files folder in the Extracted Mod then drag the mouse (and folder) to the Morrowind Folder window. The "Confirm Folder Replace window will appear doing this option just as it does for the above. Simply select the "Yes to All" choice as you would above.

*************************************************************

Your mod is now installed and should be loaded in game and checked over to be certain that it has not caused any conflicts that need to be taken care of. To do this, once again I suggest reading the readme in order to know what areas you should check or objects etc. Then you will want to start Morrowind using the Launcher and selecting "Data Files" in the launcher window. Scroll through the list of available mods to find the name of the one you wish to check, Make sure the other mods you wish to use it with are also checked. Then run the game.

Pay close attention to the start up process and watch for any error windows. If you get one write down the error and choose the YES button if it asks you if you wish to keep running the program. Write down any further errors you get and continue to run the executables until the game loads. then exit the game and begin fixing the errors, or seek help in doing so by listing the errors you were given during loading of the game as well as the mod name you installed that caused them.

If you get no errors congratulations you have successfully installed the mod.


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« Reply #5 on: Dec 30, 2004, 07:57 AM »

Installing the Files

Installing Path Structure s2



This Path Structure is also very common and is very similar to the above in how to install it. Again however I will stress that you should first and foremost look for the readme file of the mod. I can not stress this enough when installing mods so I mention it again here.

The steps mentioned in the post above are the same ones you would use here with only a couple exceptions. The files you copy, or drag - and - the location where you paste, or drop, them. So here is the difference in the look of what would be done from above.

Instead of selecting the one Folder you will now need to select all the folders that may be in the extracted mod folder, as well as selecting the esp, or esm, file that is there. The most common folders used are the ones I use in my examples but you may also see folders with the names, Icons, Sound, Music, Splash, BookArt, or perhaps other names. If there are other names then those I use in my example or that I have listed here then I must stress that you seek a readme file or verify that the Path Structure you are looking at matches the one I am using here as an example.

For this one you will select the folders and the esp, or esm file either as a group or one at a time and copy or drag them as you did above. HOWEVER this time they will need to be pasted or dropped in the Morrowind Data Files Directory.



So that should be the window you have open next to the extracted folder window of the mod you are installing. Then the steps above are the same. Also you will not want to copy the readme file over either. Leave the readme where it is in the extracted folder so you know it is there and so it will not overwrite any other readme files in the Morrowind directory.

You will again now want to run the game with the new mod you have installed and check for errors again just as you would above and should do for each mod you install in order to better catch errors and conflicts that can occur from mod use. It also helps when you are looking for help in fixing those conflicts and such. But should you run the game and have no errors after installing this Path Structure type then again congratulations you have successfully installed the mod.


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« Reply #6 on: Dec 31, 2004, 05:48 AM »

.

Installing the Files

Installing Path Structure s3



This Path Structure can be the most difficult to work with of them all. In many cases it may be your best guess as to where the file goes. Generally this type of structure is found most commonly in Modder resource packs, but I have seen it done for standard mod types also so I am including what I hope will be helpful tips for installing it here.

As Modders Resource

As a modders resource this Path Structure is less likely to contain an esp file and will likely only contain the image files, DDS, TGA, or BMP and the Mesh files .NIF for installing them as a resource you are pretty much at liberty to install them as you wish with remembering the following rules of the game itself. All .NIF files must be located in the Meshes folder or a subfolder within it. The complete filename of the Mesh and directory can not exceed 32 characters which includes the Meshes folder name in it. IE Meshes\Folder\YourFile.NIF the part in red counts against the file name length limit of 36 characters.

Image files would need to be in one of the many image folders, BookArt, Icons, Splash or Textures. With no read-me you will be on your own to figure out where these go but if you get NIFTexture you can open the meshes to see what textures are called on by them which will tell you what textures have to be placed in the Textures folder. As seen below. This tells you that the listed image files would need to be in the Textures folder.



Another helpful thing is that icon images are a standard size and so you can isolate them based on dimension, much the same as splash screens. The dimension used by Icon image files is 32 pixels by 32 pixels if you do not have a program that will tell you the dimensions of the images then you can guess by file size with a fair degree of accuracy. A 32x32 Icon file is generally under 5kb

The dimensions of a splash screen are usually 1024 pixels by 1024 pixels and are usually over 2 megabytes in file size so with that your are left only the bookart image files to place there...with luck anyway. Simple huh. hehe

As a playable MOD

Very similar to the above in the method in which you may need to do the installation, that being if there is no readme you will need to research the included files to determine the proper locations for them. Some of this may be a bit harder to figure out though, such as folder location for meshes. The below is only offered as a general guide for installing this Path Structure when there is NO readme file included. If there is a readme follow those directions very closely but if you still get an error just write down the paths and file names that cause the error and then follow those as a guide for where to place the files that have the errors.

If you are familiar with a HEX Edit program you can determine the folder locations of the meshes by looking at the esp or esm in the HEX Edit program you use. If you are not familiar with HEX Editing don't worry there is still a hopeful method to get as few errors as you can hope for. First though I will tell you the one sure way to find out locations. Place the esp or esm in the Morrowind Directory Data Files folder and then load it either in game or in the editor. Write down each error it gives you and the file names and path directories then you have a list of where the files need to be placed and can follow that list for installation.

Sometimes the hard way is actually the fastest, such as the above. However if you prefer you can take the longer way and guess at it but using the CS to view the esp or esm Details in order to discover what each NIF is and where it might belong in the Meshes folder.



By viewing the details you can see the files and what they are referred to in the esp or esm. This will help you to better guess the location in which they may belong. Below is a list of most of the "ID's" you will find when you view the Details of an esp or esm. These ID's can help guide you as to where files will most likely belong in the Folders. The single Letter folders listed in this image are the folders found in the Data Files, Meshes folder. The details you will see when you do this will show you what is 99% of the time the name of an NIF file or an image file. You can use this to help guide you on where the individual files of an esp or esm might belong.



*Notes

Quote
ACTI - This stands for Activators and because there are a multitude of various files used as activators that are also used in other areas these files listed in the details could come from almost anywhere. What you can do is to sort the details by the description given. Then scroll the list and look for duplicated instances of the name but with a number by it an example would be in the Morrowind ESM...



Both of those instances in the editor use the same NIF file and so it could help you in determining better where the file is placed in the Path Structure of the esp or esm. The name of the reference may also help such as the above being named Terrain will more then likely be placed in the X folder as Terrain pieces are generally Exterior Meshes.

Quote
ARMO - This is an Armor reference the reason I noted this is that it WILL have a similar match within the Details view under the BODY ID this is because in order for an Armor to be used it must be assigned to a body part as well. So if you see a similar named BODY reference be aware that BODY reference will most likely be placed in the A folder along with the ARMO reference file.

Quote
BODY - Again as mentioned above I noted this because there are three body types within the editor. Skin, Clothing, and Armor. Each of these files use a separate folder as a standard rule. Skin uses the B folder, Clothing uses the C folder and as mentioned Armor uses the A folder. To determine which folder the reference you are looking at might belong in you will have to look at the name in the description closely.

Some may name the files with a _C_ in the name or an _A_ or AR_ CL_ etc look for these signs that may tell you if the BODY reference you are looking at is a Skin (B folder) Clothing © folder) or an Armor (A folder)

Quote
CONT - This reference comes generally in two types. Standard containers such as crates, barrels, and sacks or as Flora (Plants) the Flora type is generally placed within the F folder and the Standard type is usually placed in the O folder. Again as with the BODY type you may be able to find hints within the name of the object as to where it should go. Flora_ or _F_ etc would be good signs that the file should go into the F folder, where-as Chest_ or _C_ etc would be standard types and likely go to the O folder.

Quote
DOOR - I note this reference because some mods will use the X or I folder instead of the D folder. This is because the doors they make may be Exterior or Interior doors. Usually the NIF name will have an Ex_ or In_ in the name some place if this is true though. So if you do not see those abbreviations or a version there-of you can assume then it is placed in the D folder.

Quote
LTEX - I note this one because it is never an NIF file but rather this is an image file used in the landscape tool in the editor. If there are a lot of image files noting these names can be helpful in determining what images file names belong in the Textures folder and not in one of the other image folders.

Quote
NPC_ - I note this one because it does not use and NIF files directly however it may be helpful in finding BODY NIF's sometimes the NPC_ name is used on the body part meshes when they are done specifically for that NPC. Other then that this ID will not be of much help for anything else regarding installing the mod.

Quote
RACE - Like NPC_ this is noted only as a possible aid in determining some files that may use the race name in them as identifying BODY NIF's and again like NPC_ this ID will not be much more useful then this regarding installing the mod.

Quote
SOUN - If you have sound files in the extracted mod folder they will likely be placed within the Sounds folder in the Morrowind\Data Files folder. I mention it here simply as something you may wish to watch for especially if you did not see any sound files in the extracted mod folder. It does not mean there WILL be an error but if there is you will know what files you will need to find by noting then in this list.

Quote
STAT - Ok here is the big one. I touched on a couple of things above but will go over them again here. The reason this is a big one is that it can use any folder within the Data Files\Meshes folder. STAT stands for statics, these are meshes that are simply stationary and non interact able with the player other then to get in his/her way. grin Because they can be so widely varied you may have to play detective to determine where to install them. So here I hope to help you as best as I can not being the one who created the mod in question.

First there are some "standard" themes used by Bethesda and as such most modders also tend to use that theme. This can be the only hope you have of determining the location of the file without loading the game and going through every single error watching for each one etc. The theme is in the naming of the mesh and using that mesh name as the ID of the object in the editor. So here are some of those name fragments you might find in those themes...

In_ or _IN_ etc is generally an interior mesh and as such is usually placed within the I folder.

EX_ or _EX_ or X_ etc is generally an Exterior mesh and so usually is placed in the X folder.

FURN_ or FUR_ or FR_ etc is generally a Furniture mesh and so it is usually placed within the F folder. IF however the name contains Chest, Drawers, Cupboard or something of that nature it may be that the mesh belongs in the O folder since those are typically interactive meshes this may just be a special case but would still use the same container mesh from the O folder.

FLORA_ or FL_ etc is another one like the above. Because some flora is also used as a container this one can be tricky to place. But as a general rule static plant meshes are placed in the same folder as furniture that being the F folder.

TER_ or Terrain_ or Rock_ or Boulder_ etc these are usually Terrain meshes and as such are generally placed in the X folder.

That is about the best I can offer as far as tips of what to look for in the ID Descriptions of Details in determining NIF file locations for STAT meshes.


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« Reply #7 on: Jan 01, 2005, 03:46 AM »

Installing the Files

A single file mod



These can come in a compressed file or sometimes as a stand alone uncompressed file. Either way if you find that an ESP or an ESM is the only file you find in a mod folder then all you will need to do is to copy and paste or drag and drop the ESP or ESM file into the Morrowind\Data Files folder. Truly one of the most simplistic installs there is.

Like mentioned in the step for s1a and s1b you can open two instances of Windows Explorer and then place them side by side to either drag the file over or to copy and paste it either way. So it might look something like this.




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« Reply #8 on: Jan 01, 2005, 06:54 AM »

Installing the Files

The BSA mod



These mods are usually the most user friendly to both Install and Un-Install. Though it is uncommon to find this type of mod it may become more common as people learn about Ghostwheel's TESRename tool which allows you to create BSA files for Morrowind very easily. Anyway there are certain things that you will need to do for this install but as long as you make a back-up you should be just fine.

Begin by placing the ESP or ESM file as well as the BSA file in the Morrowind\Data Files folder. You can do this the same way described above by either copy and paste or drag and drop from the extracted file folder into the Data Files folder. In some of these mods there may also be a file with morrowind.ini as part of the file name or MOD.ini maybe as well.

INI file included

IF there is an INI file included in the mod then you will need to copy that file into the Bethesda Softworks\Morrowind folder. That is where the game reads the file when it is running. Once you have copied or dragged the file into this folder you will need to then change the name of the Morrowind.INI file that is in the folder. A safe name would be something like ORIG_Morrowind.ini so that you can easily find the file and know that it is the original one that belongs to Morrowind. Once you have changed the name of the original you can now change the name of the one that came with the mod to Morrowind.ini so that the game will read it instead of the original.

No INI file

With no ini file included in the mod you will have to manually alter the ini file for it to include the BSA file when the mod is used in game. What you will need to do is to first make a copy of the original Morrowind.ini.



The easiest way is to simply right click on the file and select "Copy" from the options menu. Then move the cursor to a blank spot in the same folder and right click again. Now select "Paste" from the option menu and it will create a file called something like, "Copy of Morrowind.ini" you can now either change the name or simply leave it as is so that you will have a back up.



Now that you have created a backup of the ini file you will want to modify the original ini file, Morrowind.ini ,this will not be hard and should pose no trouble for you. Double click the Morrowind.ini file and it should open the file in Notepad, or Wordpad, now you will want to find the following lines

[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa

Or a variation of these depending on the expansions you have installed already. The Key is to find the [Archives] line. If you have none of the expansions then you will need to create the line that signals there is a BSA archive. So we will begin there. If you have no [Archives] line in your ini file then you will need to enter it after the [Game Files] section. so it will look like this before you edit the file...
Code:
[Game Files]
GameFile0=Morrowind.esm
And should look like this when your done...
Code:
[Game Files]
GameFile0=Morrowind.esm


[Archives]
Archive 0=MOD.bsa

The MOD.bsa file that you are adding needs to be in sequential order to the others listed. Such as if you have all the official expansions then the MOD.bsa would be Archive 3=MOD.bsa Once you have added the line to your ini file you are then ready to run the mod as you would any other. IF this mod has any missing files you will need to contact the creator of the mod as soon as you can to let them know what files were missing so they can add them to the bsa file or can offer them in a compressed file for standard installation etc


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« Last Edit: May 21, 2007, 08:40 AM by Tale-Whisperer » Logged

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« Reply #9 on: Jan 01, 2005, 08:34 AM »

Tips

First thing I would suggest here is the following. Make a note of the MOD Author at the same time you click the download button. This way you have SOMETHING to go on if you ever do run into a problem with the mod and there is no read-me in the file, or you loose the file etc. Keep a floppy disk in your drive where you can keep a TXT file that has these names on it, and even a link to the download file beside the name is helpful.

It just makes a handy "OHCRAP" back-up for those times when you say that or worse because your computer suddenly likes the color blue better then anything else etc.

Next thing I would say is IF you have a CDR drive, use it. Never hurts to make a back-up of your saved game folder along with a back-up of the mods you have downloaded on a CD. Also never hurts to have a back-up of your Saved game folder before installing a lot of mods that may have errors later on in game play and such, again just onf of "those" things that is worth the time should anything ever go wrong and doesn't take a lot of time to do even if nothing ever does go wrong.

Another tip in regard to installing mods is to always actually READ the readme file that is included. Not only can it answer the questions you may have easily, but it may even offer advice on playing the mod that people who have not played the mod will have no idea about etc. So please for your own sake and the sake of those who try to help people please read the readme file before seeking help elsewhere.

Thats about the end of the tips I have that have not been detailed above and such. Hopefully something of use will come of what I offer in this thread and what others may contribute to it as time goes by etc. Best of luck in your Mod installing future. grin
« Last Edit: Mar 06, 2007, 02:07 AM by Thread_Whisperer » Logged

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« Reply #10 on: Feb 17, 2006, 08:40 AM »

This thread was made with only good intentions in mind to try and help folks get a better start with learning some of the in's and out's of installing mods to their Morrowind game. I in no way wish to claim this as the end all beat all guide for installing mods for Morrowind but meerly offer it as what has worked best for me in installing them over the past 3+ years. Please remember that many folks will have many ways of doing the same thing and for some one way will always work better for them then another etc. That is truly the beauty of computers, multiple ways of achieving the same result. All the best and I hope if you needed the help that you have found at least a start to your answers here.

TW
« Last Edit: Feb 17, 2006, 09:56 AM by Thread_Whisperer » Logged

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