![]() |
|
|
|
|
Some
General Considerations on
Installing Mods for Morrowind I can certainly understand how
someone new to Morrowind could easily feel confused and overwhelmed by the
whole issue of adding and using mods: error messages, conflicts, leveled lists,
etc. all come into it and can make for a lot
confusion. However, you’ve come to the right place for help and guidance.
Read and understand the
documentation that goes along with it. This tool will help you keep your
modded game running smoothly.
Zip Genius will help you install your mods.
It’s the best archive utility out there, in my opinion. It handles EVERY
compression format you’re likely to run across when installing mods for
Morrowind, so you don’t have to worry about finding a specific utility for
every compression format, much less learn how to use it: One compression
utility to do it all. Getting Zip Genius just makes life that much simpler
when it comes to installing mods. Now… on to installing mods!!
Baphomet’s Morrowind-Mod Install Guide
aka:
How to Install Morrowind Plug-ins Using Zip
Genius
Understand first that the exact
install procedure will depend on the particular mod you have, and how it was originally
archived by the modder. There is no single installation procedure
that is correct for every mod. If
you have trouble following these directions, you might want to find someone
who is a little more computer “savvy” to help you out. First and foremost you are going to need a
good archive utility. Many people will
suggest WinZip, WinAce, WinRar or PowerArchiver for this. I suggest you download Zip Genius instead.
Why? Because ZG is the only
archive utility I’ve found that is 100% reliable. It also handles twenty-two different
compression formats (including .z7), integrates seamlessly with my virus
scanner, is skinnable, easy to use, free to
download, offers far more control over archived files, comes with loads of
extra options, and is totally free of ad-ware and spy-ware. I’ve said it before and I’ll say it again
now, Zip Genius is all you need. You can download Zip Genius here:
Remember to make a backup copy
of your “Saves” folder. Very
important. I also strongly recommend you
get into the habit of saving your downloaded mods somewhere. Dedicate a folder on your hard drive for them,
copy them to a CD-R or CD-RW, Zip Disk or whatever, but SAVE them. Having the original archive files for all
your mods will, one day I promise you, pay off and you’ll be glad you kept
them around. Now then… let’s get
started. From this point on, I am
going to assume you are using Zip Genius – this is my tutorial, so I can do
that. First off, let’s make sure Zip
Genius has been associated with archive file types. Open Zip Genius and click on Options/Main
Settings. In the top window (File
Associations) click on “Select All” and then “Associate Files”. Zip Genius is now the default program that
will open any time you click on an archive file. Go ahead and close Zip Genius at this
point. Now let’s install your mod, or
mods. To start, double-click the icon
for your newly downloaded archive file (your plug-in). Zip Genius will open a
window and you will see the file names that make up your plug-in. Look to the
right and you will see several columns of data. Most of them you can ignore, but the one
key-column, is the one labeled “Path”. Look at this column CLOSELY because it is
very, very important. Looking at this column, you will
encounter one of four possibilities: 1. The Data Paths for the mod do NOT have
“Data Files” specified in it (meaning it looks something like this:
Meshes/a). This indicates you need to
extract the files to your Data Files folder using sub-folder information
(more on this in a second). 2. The Data Path already contains “Data Files”
(meaning it looks something like this: Data Files/Meshes/a). This indicates you need to extract your
files to your “Morrowind” directory using sub-folder information (more on
this in a second). In this particular
instance, I don’t care WHAT the “Read Me” says to the contrary about where to
extract the files… I have seen a lot of “Read Me” files that tell me to
extract to the wrong location. 3. Data Paths have been specified, BUT, there
is a folder name in front of Data Files (meaning the Path column you see
looks something like this: Mod_Name/Data Files/Meshes/a or something
similar). 4. There is no Data Path specified at all. The “Paths” column is totally empty. If your mod falls into
category-one, or category-two, the extraction process will be a
cakewalk. If it falls into category-three
or category-four, you are going to have to put forth a little extra
effort. For now I will assume that
your mod falls into either category-one, or into category-two. I will cover mod-categories three and four
in a minute. Click on “Extract Files” in the
Zip Genius left pane, and a new window will open. First, you need to specify
where you want your files to be sent when extracted by navigating through the
directory tree in the center window. For category one mods this means
you want to navigate to your Morrowind “Data Files” folder, located at
C:/Program Files/Bethesda Softworks/Morrowind/Data Files. This is your target
folder for extraction for category-one mods. For category-two mods, you are
going to navigate to C:/Program Files/Bethesda Softworks/Morrowind and click
on that folder to select it. This is
your target folder for extraction for category-two mods. In either case, the target
folder path will show in the little window under the directory tree – but don’t
“Extract” your files just yet! Look up at the top of this
window and you’ll see some tabs. Click
on the “Options” tab and under this tab, select the button for “Use
Subfolders Information” - this is important and will ensure that your files
go into the proper folders when extracted.
It may be selected already by default, which is fine, but you are just
going to check because it is THAT IMPORTANT. Now… Click on “Extract”, your
mod will extract, and you are ALMOST done. To finish things up, start up
Morrowind and select “Data Files” from the splash-screen. Scroll down the window and double-click the
little white box next to the mod you just extracted and you should see the
box now has an “X” in it, indicating the mod is “active”. Exit “Data Files” load your game
and your new mod should load up and be active in your game at this point.
Congratulations… You are done!! *** For Category Three Mods Only *** The sticky wicket we have with
category-three mods is that pesky folder sitting in front of the “Data Files”
folder in the Path (I see this commonly in .rar files). To work around this, sort the files by
pathname by clicking on the column header for “Path”. Doing so will group all the files that go
to the same folder/subfolder together.
Select a group of files that
have the same destination folder/subfolder (you may need to expand the “File”
column in order to be able to “click-and-drag to select a group of files)
then UNSELECT “Use Subfolders Information” by clicking on the “Options” tab at
the top. Now navigate to the proper
folder and subfolder as shown in the “Path” column. For example, if the destination folder
shown in the “Path” column is “Mod_Name_XYZ/Data Files/Meshes/a”, then you
need to navigate to: “C:/Program Files/Bethesda Softworks/Morrowind/Data
Files/Meshes/a” and extract ONLY THAT GROUP of files. Repeat this process for the
remaining “groups” of files; navigating to the appropriate folder as shown in
the “Path” column (i.e. “Mod_Name_XYZ/Meshes/c” goes into your “Morrowind/Data
Files/Meshes/c” folder. To finish the Plug-in
installation process, start Morrowind, Select Data Files from the
splash-screen and double-click the little box in front of your Plug-in to
finish installing it. Start Morrowind and your new Plug-in should load up. *** Category-Four Mods & The Absolute Worst-Case Scenario *** Since your mod does NOT have the
data-paths specified, you are going to have to move them yourself. If your Modder
was kind, they specified where all the files in the Plug-in are supposed to
be located in the “Read Me” file. You may need to create some or all of those
specific sub-folders as well. Use Zip Genius to extract the files, by TYPE,
to the folders as specified in the “Read Me” file. The “Absolute Worst-Case
Scenario” would be that there is no “Read Me” file in the mod to help you or
that it does not explain how or where to move the files that comprise the
mod, leaving you completely on your own to move the files. Generally
speaking, you are going to run into four different file types for Morrowind
Plug-ins. The four file types and where they go has been shown below. Once
again, extract them by file type to the folders indicated: *.NIF
These files get moved to the
“Data Files/Meshes” subfolder. *.DDS
These files get moved to the
“Data Files/Textures” subfolder.
*.TGA These files get moved to the
“Data Files/Icons” subfolder. *.ESP
These files get moved to your
“Data Files” folder. On a few occasions, I have run
into plug-ins that have bit map files included (*.bmp). If the "Read
Me" file does not explain what to do with them, move them to your
"Textures" folder. After moving your files, you
will need to finish installing the Plug-in by selecting “Data Files” from the
Morrowind splash-screen, and double-clicking the little box next to your
Plug-in. Start your game and your Plug-in/s should load up. *** That Annoying Plug-in “Error Message” *** Now… about that annoying little error
message that crops up - the one that tells you
something about certain master files being changed and so forth? This is not really an error at all, but
let’s deal with it right now anyway, and be done with it. To prevent that “error message”
from occurring, fire up the Construction Set, click on “Open” and select your
Plug-in file by checking the box in front of it. Click on “Set as Active
File” and open it. This will take a few seconds. Once the files have loaded,
click on “Save” and exit the Construction Set. Problem solved. You will need
to repeat these steps for every mod that causes that “error message” to
appear, or you can just live with it.
I promise you, it doesn’t hurt your game in any way. *** Big, Yellow Geometric Shapes (with the “!”) *** The “default error-marker.nif”
is that big, yellow “shape” you see with the exclamation mark (!) running
through it. They’re a pain, but
typically easy to fix. You have a
missing *.nif file and that is why this error is cropping up. You will have gotten an error message
saying Morrowind can not find a specific file that it needs, and that it is
going to use the “default error-marker.nif” instead. Write down the exact wording of the error
message. Morrowind is kind enough to
tell you in this error message exactly what file it is looking for that
cannot be found, and more importantly WHERE it is looking for it. To fix
things, try re-extracting the files from the original archive file, or unzip
the archived file into a temporary folder on your desktop. Search for the specific file that you need
in that folder, and then move that file manually. The error message will tell
you where the file goes. *** Some Other Cool Stuff That Comes With Zip Genius *** Skins: Want to change the “look”
of Zip Genius? Click on Tools,
Options, Layout. You can change skins,
fonts, and all sorts of stuff. Nice. Data integrity check (Do not
miss this one!): Tools, Options, Advanced
Options. Click on “Enable ZIP Auto
Check Integrity” and the button below it: “Try to repair archive
automatically if damaged”. With these
options enabled, Zip Genius will automatically scan your compressed file
checking it for data integrity - if errors are found, ZG will attempt to fix
them for you. This has been a real
“life saver” for me. You can also tell ZG how to
integrate with your Antivirus Scanner if you want to check your downloads for
any “hidden surprises” you’d rather not have running loose on your computer
using the “Antivirus” tab located in Tools/Options/Safety.
Get
Started: Mod Lists, Links and Etc. Morrowind Summit: http://www.rpgplanet.com/morrowind/modcontrols/mods.asp Telesphoros List o’ Mods: http://www.mwmythicmods.com/telesphoros.htm Portal Site of Elrich: http://www.elricm.com/nuke/html/index.php Empirical Morrowind: http://www.mwmythicmods.com/realism.htm Ronin 49’s Mods List and Links: http://www.mwmythicmods.com/ronin.htm TES Source dot net: http://files.tessource.net/index.php?cmd=all Contact:
|