This is a development branch for OpenMW/TES3mp compatibility for Wrye Mash.
"Wrye Mash for OpenMW by Polemos" and "Wrye Mash - Polemos fork" share the same code base, which can can be found, PR and downloaded at github here. The only difference is that they are configured to run and behave differently, according to the engine they have to work with (regular Morrowind or OpenMW/TES3mp).
In the future, when the profile system is complete, they will be combined into one branch and a selection will be given in the aforementioned profile system.
Again, please note that there are a lot of things missing right now (but are planned to be added).
Note: Mac and Linux is a priority for me people. Let's not start getting toxic on this though.
Support for .omwaddon and .omwgame (Mashed patch is working for these now, at least up until they diverge too much from the esp/esm structure).
Basic menu items (MenuBar and Columns Menu) and context menu items.
Restore/Backup buttons in Mods and Plugins Tabs (like MO) to restore/backup mod/plugin order.
Ability to visit a mod's webpage in Nexus on the Downloads Tab and mod versioning (only Nexus for now).
Package explorer for Mod Packages, choose what folder to install.
BSA Archives support.
Wrye Mash can merge leveled lists and create a Mashed list patch for OpenMW.
OpenMW mod data virtual folders in Mods Tab(replaces Installers Tab).
First time/use configuration wizard for OpenMW.
Basis for setting regular/openmw-tes3mp switch in Wrye Mash.
Wrye is able to read and write OpenMW mod configuration (openmw.cfg).
OpenMW virtual data folders support. (You still need to have a folder somewhere to store them though).
Notes for OpenMW and virtual folders: 1) Wrye Mash is able to order not only the order of esms/esps but also the order of mod assets. 2) Changing mod assets order is done in a breeze, like Mod Organizer. 3) Changing the order of one mod or 200 mods is done instantaneously. In essence it is combining the advantages of Mod Organizer with the power of Wrye Mash.
Bugfixes, failsafes and safety additions. -Fixed the BSA reordering problem in OpenMW implementation. -Fixed some bugs in OpenMW implementation which were causing plugins to deselect. -Fixed a bug in mod order restore when an empty item was included in the list. -Added more encoding failsafes, for example when changing encodings, to abort any operations. -Added the ability to insert the datetime as a text in the datetime dialog (where you change the date and time of a mod). -Added a copy and a paste button next to the datetime field, on the mod details (right sidebar). You may use them if you wish to make a fast copy/paste of datetime between mods. -Wrye Mash will auto-correct capitalization (based on existing filenames) of OpenMW configuration entries. -Implemented de-duplication for esp, esm, bsa, omwgame, omwaddon for OpenMWconfig file entries. -Fixed BSA archives bugging out when no no Datamods folders are selected in OpenMW. -Fixed a BSA archive enumeration bug in the status bar. -Fixed OpenMW plugin extension parsing to be case insensitive. -Refactored and optimized OpenMW Data-mods implementation. -Fixed a bug where (in some scenarios) OpenMW config files were increasing by one empty line every time they were parsed. -Wrye Mash will auto-correct capitalization (based on existing filenames) of manual Morrowind configuration entries. -Implemented de-duplication for esp, esm, bsa for Morrowind config file entries. -Fixed some archaic problems with MashError exceptions. -Added a manual backup/restore menu option for Morrowind.ini (and OpenMW.cfg/pluginlist.json) (besides the automatic one). -Updated the profile engine. -Updated codec open with io. -Fixed the problems with special characters on multilingual morrowind.ini (Tested on French steam version) It should work with all translations (Russian, Polish, etc), but the user needs to select the correct encoding for their language from the settings. -Fixed some newly introduced bugs with the error messages. -Wrye Mash was saving, unnecessarily, twice the 'morrowind.ini' (or 'openmw.cfg'). This is now fixed. -Reinforced a fail-safe which reverts to the last 'morrowind.ini' (or 'openmw.cfg') backup in case of fatal errors. -Various encoding fail-safes.
I tried with winlator, which also worked for mlox with some workarounds
Here are some limitations: You can't use the same path for data files and mods, so if you use 0.48 or started modding in 0.48 OMW without a dedicated mod folder, then you are cooked.
You don't have an OpenMW folder like on PC, not sure if it will affect anything important
Thank you for your work! I have a problem, and a suggestion.
Suggestion:
Spoiler:
Show
It would be nice if you could put the comment from 25th March 2024, 9:14PM in a spoiler inside your first sticky post here a write above, that this contains the link and description to the latest beta-version of your fork. I'd also mention this short on the description and files tab ("for betas see comments ...").
Problem: Short version: Many "installed" plugins don't show up in the Plugins tab, not even if I place them directly in the Data Files Folder of the game.
Spoiler:
Show
In my Mods tab I can "install" mods, without ever being asked about which subpackages I want to install, so it just unzips everything, with no further customization options. I can choose a "root folder", but it does not let me choose about subpackages, but that is not the biggest problem. The biggest problem is, the plugins very often do not show up in the Plugins tab, after I installed and checkmarked them in the Mods tab. Some do, some don't. I thought this might have somehitng to do with the packaged filestructure, but I can exclude that due to most files (esp and owaddonscript-whatever...) are just loose files inside the unzipped folders and some of them do appear in my Plugins tab, but most of them don't. This makes this great tool practicably unusable, until I find a solution to this.
I'm on OpenMW 0.49 dev build, steam version of Morrowind (playing from another folder outside of steam), Windows 10, Wrye Bash user and a modder of Bethesda games for years now, so I'm not affraid of long instructions. Please, somebody give me suggestions to solve my problem.
edit: I forgot to mention: The problem of not-showing up plugins is that heavy, that even esp-plugins inside the game's data files folder don't show up in Wrye Mash's Plugin tab. One of them did (a selfmade GMST-mod in esp format). In the OpenMW Launcher I could see all plugins, which where inside the game's data files folder, but it is the first time for me using that engine, so I also want to use this new "don't touch the game folder and store everything outside in different folders" stuff, cause it makes deinstalling a lot more comfortable. So the vanilla way back to old manual installation and managing of files is still there, but not if Wrye Mash can't even see the already installed plugins xD. Sad story.
I have another suggestion:
Spoiler:
Show
Put an installation instruction somewhere. I have the impression, that I am missing some runtimes, or whatever, bc my Wrye Mash looks pretty "empty" in general. Danae's instruction seems not fitting to the newest build for OpenMW, plus it did not prevent my above described experiences.
Is there a way to prevent this from deselecting my .omwscipts when I use it prior to launching the openmw launcher?
Update: After using this for a few times, I have noticed that this version of Wrye mash does not have it's load order rules updated. All this seems to do with plugins and load order is to place them in alphabetic order. This makes it quite a pain to use once you start having over 200 plugins. I've also been having issues getting the mlox plugin to work through this version.
Additional update: Why does this version of Wrye mash max out at 300 plugins? How am I suppose to merge my lists if the program won't read all of my plugins?
Additional update: Why does this version of Wrye mash max out at 300 plugins? How am I suppose to merge my lists if the program won't read all of my plugins?
Ah, I wondered why it worked perfectly previously, but now fails to load all my plugins and stalls at every mouse click. I didn't realise there's a 300-plugin limit.
Hi there, new modder here, i'm trying to use wyre mash to repair my install as I am experiencing duplicates. I have installed wyre mash and the correct path directories, but there are no saves showing in my saves folder. any help would be appreciated!
Hi polemos! I just downloaded OpenMW for Mac, and am interested in downloading basic graphic mods for Morrowind. However, I don't believe Vortex or Mod Manager are available for MAC. I saw your project and was curious if you ever got compatibility for mac up and going? And if so, what would be the best approach for downloading it? Thanks for your time!
You can download stuff into Vortex, just don't launch the game from Vortex. Launch from OpenMW since it will pick up all the OpenMW friendly mods that were properly installed and deployed in the normal game directory (Make sure the mods are check marked activated in the OpenMW launcher. You may have to check mark activate the mods in Vortex also (Just gotta double check the mods are installed correctly since some mods install and interact strangely with Vortex.. most of the time its not bad).
for those having their setup crashing and resetting- you're probably setting the OpenMW cfg to the global one inside the OpenMW folder rather than the one in mygames that it autodetects
94 comments
"Wrye Mash for OpenMW by Polemos" and "Wrye Mash - Polemos fork" share the same code base, which can can be found, PR and downloaded at github here. The only difference is that they are configured to run and behave differently, according to the engine they have to work with (regular Morrowind or OpenMW/TES3mp).
In the future, when the profile system is complete, they will be combined into one branch and a selection will be given in the aforementioned profile system.
Again, please note that there are a lot of things missing right now (but are planned to be added).
Note: Mac and Linux is a priority for me people. Let's not start getting toxic on this though.
Right now these are working in v100alpha:
Notes for OpenMW and virtual folders:
1) Wrye Mash is able to order not only the order of esms/esps but also the order of mod assets.
2) Changing mod assets order is done in a breeze, like Mod Organizer.
3) Changing the order of one mod or 200 mods is done instantaneously.
In essence it is combining the advantages of Mod Organizer with the power of Wrye Mash.
What is ready in the upcoming v101-alpha:
-Fixed the BSA reordering problem in OpenMW implementation.
-Fixed some bugs in OpenMW implementation which were causing plugins to deselect.
-Fixed a bug in mod order restore when an empty item was included in the list.
-Added more encoding failsafes, for example when changing encodings, to abort any operations.
-Added the ability to insert the datetime as a text in the datetime dialog (where you change the date and time of a mod).
-Added a copy and a paste button next to the datetime field, on the mod details (right sidebar). You may use them if you wish to make a fast copy/paste of datetime between mods.
-Wrye Mash will auto-correct capitalization (based on existing filenames) of OpenMW configuration entries.
-Implemented de-duplication for esp, esm, bsa, omwgame, omwaddon for OpenMWconfig file entries.
-Fixed BSA archives bugging out when no no Datamods folders are selected in OpenMW.
-Fixed a BSA archive enumeration bug in the status bar.
-Fixed OpenMW plugin extension parsing to be case insensitive.
-Refactored and optimized OpenMW Data-mods implementation.
-Fixed a bug where (in some scenarios) OpenMW config files were increasing by one empty line every time they were parsed.
-Wrye Mash will auto-correct capitalization (based on existing filenames) of manual Morrowind configuration entries.
-Implemented de-duplication for esp, esm, bsa for Morrowind config file entries.
-Fixed some archaic problems with MashError exceptions.
-Added a manual backup/restore menu option for Morrowind.ini (and OpenMW.cfg/pluginlist.json) (besides the automatic one).
-Updated the profile engine.
-Updated codec open with io.
-Fixed the problems with special characters on multilingual morrowind.ini (Tested on French steam version) It should work with all translations (Russian, Polish, etc), but the user needs to select the correct encoding for their language from the settings.
-Fixed some newly introduced bugs with the error messages.
-Wrye Mash was saving, unnecessarily, twice the 'morrowind.ini' (or 'openmw.cfg'). This is now fixed.
-Reinforced a fail-safe which reverts to the last 'morrowind.ini' (or 'openmw.cfg') backup in case of fatal errors.
-Various encoding fail-safes.
Here are some limitations:
You can't use the same path for data files and mods, so if you use 0.48 or started modding in 0.48 OMW without a dedicated mod folder, then you are cooked.
You don't have an OpenMW folder like on PC, not sure if it will affect anything important
Suggestion:
Problem:
Short version: Many "installed" plugins don't show up in the Plugins tab, not even if I place them directly in the Data Files Folder of the game.
I'm on OpenMW 0.49 dev build, steam version of Morrowind (playing from another folder outside of steam), Windows 10, Wrye Bash user and a modder of Bethesda games for years now, so I'm not affraid of long instructions.
Please, somebody give me suggestions to solve my problem.
edit:
I forgot to mention: The problem of not-showing up plugins is that heavy, that even esp-plugins inside the game's data files folder don't show up in Wrye Mash's Plugin tab. One of them did (a selfmade GMST-mod in esp format). In the OpenMW Launcher I could see all plugins, which where inside the game's data files folder, but it is the first time for me using that engine, so I also want to use this new "don't touch the game folder and store everything outside in different folders" stuff, cause it makes deinstalling a lot more comfortable. So the vanilla way back to old manual installation and managing of files is still there, but not if Wrye Mash can't even see the already installed plugins xD. Sad story.
I have another suggestion:
Update: After using this for a few times, I have noticed that this version of Wrye mash does not have it's load order rules updated. All this seems to do with plugins and load order is to place them in alphabetic order. This makes it quite a pain to use once you start having over 200 plugins. I've also been having issues getting the mlox plugin to work through this version.
Additional update: Why does this version of Wrye mash max out at 300 plugins? How am I suppose to merge my lists if the program won't read all of my plugins?
Ah, I wondered why it worked perfectly previously, but now fails to load all my plugins and stalls at every mouse click. I didn't realise there's a 300-plugin limit.
The bigger issue for me is being unable to use my load order and instead having it replaced, which I reproduce every time I launch the program.
It can be found here:
https://github.com/polemion/Wrye-Mash-Polemos/releases/tag/openmw_beta
=> Backup your openmw.cfg first. <=
There are many safe locks protecting and backing up openmw.cfg, but do a backup anyway.
Open an issue in Github for any BUGs that you wish me to see.
you're probably setting the OpenMW cfg to the global one inside the OpenMW folder rather than the one in mygames that it autodetects
extra lines confuse it
Guess polemos never added that check.