Morrowind
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wazabear

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wazabear

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138 comments

  1. wazabear
    wazabear
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    Stay tuned, I am refraining from an update in anticipation of this being an eventual Lua mod. I am aware this has a few nasty bugs in it, and hopefully I can publish something much more stable and feature rich in the near future!
  2. YaBoiCreepachu
    YaBoiCreepachu
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    To save some people the headache...

    The "mygui" folder in the mod's "resources" folder needs to be inserted into your OpenMW install's "resources/vfs" folder, not into the "resources" folder itself. I spent about 2 hours banging my head against a wall trying to figure out why this mod wasn't working before I clicked the vfs folder and saw there was a mygui folder inside it. Merged the mod's mygui folder with the one in vfs, and presto, it worked.

    EDIT: Turns out you do NOT need to do any of that, and it's highly recommended that you DON'T, as the vfs folder contains a bunch of default/fallback files and changing anything in there can potentially break things. What you ACTUALLY need to do is put the mod's "mygui" folder in your Data Files directory (the one that contains Morrowind.esm and all the other things), along with the stuff in the mod's "data" folder. It will automatically be loaded by OpenMW just like any other pluginless mod. Hope that helps people.
  3. KingOfAllSporks
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    I do not recommend this mod. It's great in concept but flawed in execution. I've lost count how many times I've closed my map, only to have to exit out of the game and have to edit config files to get it back... Inconvenient and aggravating. If it's ever updated to fix these problems, I will endorse. Until then, stay away!
    1. Kendrvs
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      I have the same problem. How to edit it in config? I am using OpenMW. Where can I find the file to edit?

      Ok, it's all about "settings" in Documents\My Games\OpenMW, [Windows] map, spells, stats, inventory hidden = true to false.
  4. tsilvs0
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    Does anyone know if it's possible to add dynamic references to item icons on "HUD" layer in "openmw_hud.layout"?

    I'm trying to add an always visible list of quick menu items with hotkeys, but all I've got yet is 10 empty squares.

    
    Here's the code for QuickKey1:

    <Widget type="ItemWidget" skin="MW_ItemIconBox" position="0 0 60 60" name="QuickKey1">
      <Widget type="TextBox" skin="SandText" position="0 0 40 40" align="Center Center">
        <Property key="Caption" value="#{A_QuickKey1}"/>
        <Property key="TextAlign" value="Center"/>
        <Property key="TextShadow" value="true"/>
      </Widget>
      <Widget type="ImageBox" skin="ImageBox" position="0 0 40 40" align="Center Center">
        <!--
        <Property key="ImageTexture" value="textures\ui\healthbar.dds"/>
        -->
      </Widget>
    </Widget>

    I also don't know which substitution strings I should use to show actual keybindings in "Caption" element. Values for 2 to 0 are hardcoded in my layout XML for now.
    1. tsilvs0
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      There is "sQuick1Cmd" escape sequence for "Quick 1" string substitution. But what's the escape sequence for the actual key bindings?

      What it's not:

      • Not a "A_QuickKey1"
      • Not a "sQuick1Key"

    2. wazabear
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      If you're using development builds of OpenMW you can build your own quickkey UI with Lua and override the default one. Superior to trying to edit these files. If you're interested and not afraid to write Lua I recommend joining the OpenMW discord for assistance,
    3. tsilvs0
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      @wazabear

      Thank you. Sounds interesting. I will register there with the same username and profile picture then. How can I find you there?

      I also would like to make my version of UI available as a `.layout` file. Maybe even usable with TES3MP if possible. AFAIK many of the OpenMW Lua plugins can't be activated on the client that's connecting to the TES3MP server which doesn't have the plugin?
  5. DilWig
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    ATTENTION: You need this because 0.48 OpenMW is now a public version, not a dev build anymore that is why there is so much confusion.


    HOW TO INSTALL:

    1. Download both files OPENUI AND 0.48 DEV BUILD FIX

    2. Place the "data" folder in MORROWIND LOCATION example: (G:\SteamLibrary\steamapps\common\Morrowind\Data Files) NOT OPENMW

    3. Open the "resources" folder in the zip and copy "mygui" to MORROWWIND LOCATION (same example above) again not openmw

    4. Now you will need to apply the hotfix, open the zip "0.48 dev build blablabla" and copy the .layout file into the mygui folder you just installed and OVERWRITE example location (G:\SteamLibrary\steamapps\common\Morrowind\Data Files\mygui)

    This is all you need, there was no need to install any files on OpenMW folder this is all on morrowind original location.
    1. TheLoneDunmer
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      No this didnt work. When I tried it all it did was make everything hud related pink.
    2. czeusha
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      Its works, I figured it out. After put everything in data files folder. Just open MW and create a new mod template after that choose the path from mods in data directory in open MW, select whole Data Files folder > next select all files like mods and press play !
  6. AquaticWasp
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    Would be nice to have this in VR too
  7. ArachnidSpy
    ArachnidSpy
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    I don't understand how you install this mod. I did what OpenMW said and not a single thing changes.
    1. caseyjones32
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      The mod page lies, read the sticky right above this and it works :D
    2. ArachnidSpy
      ArachnidSpy
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      (Edit) Nevermind I had to get the patch thank you for letting me know I was kinda blind not reading the pinned comments.
  8. PrxjectDestroyer
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    I don't know why but I just can't make it work with 0.48
  9. AmenoSwagiri
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    Edit: Nevermind
  10. Dezz21
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    For new linux users with 0.47 version

    The resources folder is in /usr/share/games/openmw and you can't put the mod files without root.

    My easy way to solve it was as follows:

    1 -  Make a copy of the resources folder and paste it somewhere else, then merge with openHUB's resources folder.

    2 - Open the openmw.cfg file and put the direcory of the new and modded resources folder: resources="/pathtoresourcesdirectory/resources"

    3 - Add the data folder of openHUB as a new mod, example: data="/pathtomoddirectory/openHUB/data", with only the texture folder inside.



    Voilà
  11. MisterFlames
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    Hi! Love the mod.

    Is there a good documentation for HUD modding in OpenMW you have used? Asking because I'm interested in creating some extra features for this.
  12. katyakarrel
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    Hi! It's the coolest hud mod, thank you! :)

    btw if you accidentally close your map/inventory/spells windows by double clicking, go to your settings.cfg file in documents/OpenMW and edit the following under the [Windows] section:
    map hidden = false
    spells hidden = false
    stats hidden = false
    stats pin = false
    1. Threelite
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      Thank you! Was scratching my head.
    2. manson1312
      manson1312
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      You're a life saver
    3. dragozing
      dragozing
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      This comment deserves a raise.
    4. Hudsony
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      Thank you so much! I figured out how to open all the menus except the map one without this method, and couldn't for the life of me figure out how I could bring the map one back!
    5. KingOfAllSporks
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      This is a big one. I've just submitted as a bug.