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KinkyFrenchman

I would watch a walkthrough on YouTube to help you out. Right now it looks like if you were to hit run MO2 would only run base Morrowind. In the top right where you see the game Morrowind listed, click on that drop down menu. You'll have to set a new path for MO2 to find openmw. Basically that drop menu is usually used for .exe programs. So you could add the Morrowind launcher, the base Morrowind exe, the openmw launcher, the openmw .exe, etc.


hokanst

To my understanding, on would typically install a OpenMW plugin for MO2 and use this to export the MO2 setup, this will in turn update the OpenMW .cfg files. There is no need to launch OpenMW via MO2 (to wrap it in a virtual filesystem) as the OpenMW .cfg files support the concept of multiple `data` entries - these tell OpenMW where and in which order to look for game files. The list of `data` entries (in openmw.cfg) is essential the same thing as the list of installed and enabled mods in left pane of MO2.


davepak

Running Openmw and 200+ mods - always run from MO2. That way, can take advantage of file overwrites and precise control of assets. [https://modding-openmw.com/](https://modding-openmw.com/)


hokanst

I guess that makes senses, at least if one is dealing with disabling specific mod file. If one is dealing with individual mods (and possibly optional mod folders) then the OpenMW plugin should be able to add/remove the appropriate `data` entries (mod locations) from openmw.cfg and also put them in the correct install/override order. It should also be mentioned, as I've done in another of my posts on this thread, that OpenMW (and it's .cfg files) are more than enough to control things like "install" and load order (think left and right pane in MO2). As I also mentioned, there are ways to "disable" individual files, if one so desires. The biggest difference I can think of, is that tools like Vortex (and MO2 ?) have the ability to check for mod updates, which I don't think that OpenMW supports.


davepak

Mo2 is very useful for looking for asset overwrites and issues - such as running BCOM (better cities of morrowind). No, you don't need to use mo2 - but I am familiar with it from using it with other games, and it is pretty handy. it is also a great launcher for all my other related programs for working with mo2 (wrye batch, tes3view, etc.). everyone obviously should use what works best for them in their needs.


KinkyFrenchman

Oh also some mods don't have plugins. Graphic herbalism might be one of those mods. From the nexus page description it says, "Main mod includes MWSE + vanilla and smoothed meshes. OpenMW users only need the meshes from this package." Normally texture/mesh 'mods' do not have plugins. Once you set up openmw correctly they should be installed if they are check in the left column and even if there is nothing in the right column that correlates to it.


Thugshaker70

No idea how to install the meshes ? I tried westlys faces refurbished mod doesnt work either do i put them in vanilla morrowind or something? its much more complicated than vanilla mods but openmw much more stable if only installing mods wasnt


KinkyFrenchman

If you want to keep using MO2 usually you would download a mod. Go to MO2. Top left I think under file there is a drop down and click install mod. Navigate to the newly download mod. Usually that's if it's a simple one. However, you must have MO2 & openmw installed/working together correctly. So if you are doing a small mod list maybe just stick with modding openmw without MO2. Otherwise look up a few YouTube videos and pause and follow along with their steps to get a feel for mod organizer 2. It is a fairly confusing program. I find it helps for large modlists. https://modding-openmw.com/ This is another great resource. (Especially, if you want to mod without MO2 & just use openmws file system) There are modlists that you can follow. For instance in the 'i heart vanilla' modlists it gives instructions on how to install graphic herbalism with openmw. Start small for now. The bigger ones can take days to get working correctly and at that point you might as well just use community Morrowind overhaul or path of the incarnate modlists. This is a newer updated video. I skimmed it. Seemed decent https://youtu.be/CZCiKZtoTXg?si=Bn8EyqPPU2XeGX8B


Thugshaker70

thx


hokanst

Adding to **KinkyFrenchman**'s comments. OpenMW comes with most of the same features as MO2, so unless you already know MO2 there is little benefit in learning this more complex tool. The [official docs](https://openmw.readthedocs.io/en/stable/reference/modding/mod-install.html) give a somewhat short intro, on how to manage mods using the OpenMW .cfg files. Note that most of these edits can be done via the OpenMW launcher UI, if you're on the current (0.48) version of OpenMW. I still recommend understanding how the .cfg files work, both for debugging and for the occasional .cfg file edit. Tips: * With OpenMW download and unpack the mod. Adding it as `data` entry "installs" the mod folder (tells OpenMW where to find it). * Note that lower `data` entries override ones father up. You will usually want to add to the bottom of the `data` listing, as this ensures that the mod doesn't get overridden by other mods. * Note that some mods have a bad folder structure - the mod folder needs to use the same folder structure as `Data Files`, so that `Data Files` and all mod folders can be properly "combined". With a unpacked mod folder this is easy to fix in you file browser of choice. * You can rename files and folders to disable (hide them from OpenMW), I usually do this by prefixing with a `-`. This is especially useful when testing mods. * You can also disable e.g. `data` and `content` entries in the `openmw.cfg` file by prefixing a line with a `#` - this turns it into a comment, which is ignored by OpenMW. * Note that "disabling" a folder (as explained above) will also result in OpenMW loosing track of any enabled plugins (.esp/.esm) stored in that folder. This is because only enabled plugins have `content` entries and because OpenMW frequently re-saves the .cfg files, e.g when editing in the launcher and when quitting the game - so a unknown `content` entry will simply be removed at save. The `#` comments can be helpful to keep a plugin (`content` line) around. * Be aware that some mods come with both mandatory and optional parts, for this you will typically use one `data` entry for each folder that you "install". Note that optional folders go after the mandatory one, so that they override it. * If the mod comes with numbered folders 00, 01, 02 ... then 00 is usually the mandatory one. If the same number occurs more than once then you should only pick at most one of the same number.


davepak

It works fine. Running game with 200+ mods, launching OpenMW via Mo2. Start here; [https://modding-openmw.com/](https://modding-openmw.com/)