OpenMW Game Template¶
OpenMW Game Template, or simply, the Template, is a set of base assets required
for OpenMW to run. These include
template.omwgame along with models, textures,
fonts, and UI content. The Template can be used as a foundation for a standalone
game in OpenMW, without requiring any of the original, copyrighted Morrowind assets.
With the exception of
Pelagiad.ttf font file, the Template is released as
The Template is installed the same way you would install a mod, with general instructions available at How To Install and Use Mods. It can be downloaded from its repository and requires OpenMW 0.47 or later.
After getting the Template, extract its
/data folder to somewhere on your disk.
It’s adviseable to not put the Template files in the same folder as your Morrowind files. This is especially valid when you don’t wish to mix the two games and use the Template as a foundation for a standalone game.
Define paths to .omwgame and data files¶
OpenMW needs to be told where to look for the Template files. This is done in
openmw.cfg file where
content= tells OpenMW which .omwgame file to use
data= tells OpenMW what folders to look for meshes, textures, audio,
and other assets. The required lines would look like this, but with the paths
of course different on your system.
content=template.omwgame data="/home/someuser/example-suite/data" data="/home/someuser/example-suite"
Remove references to Morrowind files¶
In case you have Morrowind installed and have run OpenMW’s installation wizard,
you need to remove or comment out the following lines from
Not doing so will either produce errors or load Morrowind content, which you
probably do not want when you are making your own game.
fallback-archive=Morrowind.bsa fallback-archive=Tribunal.bsa fallback-archive=Bloodmoon.bsa content=Morrowind.esm content=Tribunal.esm content=Bloodmoon.esm data="/home/someuser/.wine/dosdevices/c:/Morrowind/Data Files"
Define paths to essential models¶
Certain models, essential to OpenMW, cannot be assigned through OpenMW-CS but
are instead assigned through
settings.cfg. These models are player and NPC
animations, and meshes for the sky. In
settings.cfg used by your OpenMW
install, add the following lines under the
xbaseanim = meshes/BasicPlayer.dae baseanim = meshes/BasicPlayer.dae xbaseanim1st = meshes/BasicPlayer.dae baseanimkna = meshes/BasicPlayer.dae baseanimkna1st = meshes/BasicPlayer.dae xbaseanimfemale = meshes/BasicPlayer.dae baseanimfemale = meshes/BasicPlayer.dae baseanimfemale1st = meshes/BasicPlayer.dae xargonianswimkna = meshes/BasicPlayer.dae xbaseanimkf = meshes/BasicPlayer.dae xbaseanim1stkf = meshes/BasicPlayer.dae xbaseanimfemalekf = meshes/BasicPlayer.dae xargonianswimknakf = meshes/BasicPlayer.dae skyatmosphere = meshes/sky_atmosphere.dae skyclouds = meshes/sky_clouds_01.osgt skynight01 = meshes/sky_night_01.osgt
As a convenience the Template repository includes a
these same lines which can be copied and pasted. However, do not use the file
to simply overwrite the
settings.cfg used by your OpenMW installation.
Copying the UI files¶
The Template includes a
resources/mygui folder. The contents of this folder
need to be copied to
resources/mygui folder found in your OpenMW installation
folder. Overwrite any files aready in this folder. These files provide the
UI font, its definition, and some minor UI tweaks.
openmw_box.skin.xml openmw_button.skin.xml openmw_font.xml openmw_windows.skin.xml Pelagiad.ttf
Run OpenMW Launcher¶
After completing all the steps, run OpenMW Launcher and make sure
is selected in Data Files tab. Then, run the game and enjoy an empty island. It is not
empty though! It is full of potential to start making your very own game on the
OpenMW engine. Good luck!