| 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | We can make 
            'em all day long, and they ain't gonna' be worth a hoot if people 
            can't use 'em.
 
 Have seen several posts recently on various 
            boards concerning mod installation ("Big yellow boxes!" (I love it-
  )). 
            Reading the titles of these posts might be cute for those of us who 
            "know the way", but I doubt it's very amusing to those who download 
            our mods with high hopes and then wind up with a world full of "Big 
            yellow boxes!". 
 (excuse me for a second... (still 
            snickering))...
 
 Just PMed kathode to try and get the old 
            thread re-pinned, but that may not be possible, as it came down 
            after the forum upgrade, and may be gone.
 
 Just PMed Sirkandi, 
            requesting that a (hopefully) short tutorial could be made that 
            (hopefully) will be pinned, and also suggested that if Sirkandi does 
            take this on, that a text version be created for inclusion in all 
            mods.
 
 In the interim, I'm going to try my hand at it, and I 
            hope others will add to/modify/flame this thread:
 
 
 To 
            prospective mod downloadees (er.. downloaders 
            (whatever)):
 
 There are three typical formats that a mod will 
            come in: .zip, .rar, .ace. You WILL need a suitable decompressor 
            program to decompress the mod (winzip's the only one that comes to 
            mind, but there are others).
 
 Very first thing! Read the 
            readme in it's entirety! We spend, literally seconds creating these 
            readme files, so please take the time to go through them! As a 
            general rule...
 
 Let me talk about general rules for a second: 
            They don't exist. Sorry. I don't know how many times I've downloaded 
            a mod and read the readme which tells you to "unzip" the file to the 
            C:\Program Files\Bethesda Sotworks\Morrowind\Data Files folder, and 
            have the thing create a second Data Files folder under the existing 
            one (Big yellow boxes!) (could be my .zip program, 
            too)
 
 
 (excuse me for another second... (more 
            snickering)).
 
 
 So, lets go at this another way, and define 
            the contents of a mod:
 
 Typical files included with a 
            mod-
 
 .esp
 
 This is the file that gets created 
            when one saves a mod in the editor. This is the one that has all of 
            the information (changes) that the game engine looks for when 
            initializing the mod upon start-up of the game. It will contain 
            dialog entries, new characters, changes and additions to exteriors, 
            new interiors, etc..
 
 This file goes in the C:\Program 
            Files\Bethesda Softworks\Morrowind\Data Files 
            folder.
 
 Some mods have ONLY this file (and hopefully a 
            readme). These types of mods use only resources 
            (models/textures/etc.) that are included with the original game 
            (and/or add-ons).
 
 In these types of mods, this is the only 
            file you will have to insure is placed in the correct 
            folder.
 
 Again: .esp goes in C:\Program Files\Bethesda 
            Softworks\Morrowind\Data Files
 
 There are also .esm files, 
            that are roughly equivalent to .esp, and go in the same folder, but 
            I'll let somebody else explain that (I got enough problems here 
            already).
 
 icons (.tga or .dds)
 
 Now it gets a 
            little more complicated. Some mods have new items, 
            (weapons/armor/etc.) that will require new icons. People who have 
            created these types of mods will have added new meshes/textures to 
            those already existing in the MW/Trib/BM game world. Many of these 
            will require new icons. Icons are what will display in the inventory 
            menu (icon representation of a sword for example).
 
 Icon 
            files go in the C:\Program Files\Bethesda Softworks\Morrowind\Data 
            Files\Icons folder.
 
 But... (you knew there was going to 
            be a "but" didn't you)
 
 Most icons (but not all) will go into 
            a sub-folder of the Icons folder. For example: Armor icons MAY go in 
            C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Icons\a 
            folder, or weapon icons MIGHT go in C:\Program Files\Bethesda 
            Softworks\Morrowind\Data Files\w folder.
 
 Some have user 
            created folders (new). Some use those already used in the game; a or 
            w as noted above (a note here: If you check the icons folder in a 
            new (un-modded) game, there will be NO other subfolders (a,w,etc.). 
            These only need to be created if new content is introduced. In this 
            case, new icons. You can take a look at these (original) sub-folders 
            on the CS disk if you want to.)... However, there are some modders 
            who just use the Icons folder itself to store the new icons in (have 
            taken to this myself).
 
 Again, icon files go in C:\Program 
            Files\Bethesda Softworks\Morrowind\Data Files\Icons folder (or sub 
            folders).
 
 Meshes (.nif)
 
 Meshes are the 3D 
            wireframe models that are used for all 3D objects in the game. These 
            are used for things like walls,rugs,swords,armor,books,cups... any 
            object that is tangible in the game.
 
 The same format for 
            icons holds true here. There is a Meshes folder under the Data Files 
            folder right under the icons folder, and it can also make use of 
            subfolders ("a" for armor, "w" for weapons, etc.), and again, a 
            modder may choose to use the Meshes folder itself to store these 
            .nif files instead of the subfolders.
 
 Meshes (.nif) files go 
            in C:\Program Files\Bethesda Softworks\Morrowind\Data 
            Files\Meshes folder (or sub folders).
 
 Confused 
            yet?
 
 Textures (.tga, .bmp, .dds)
 
 Last but not 
            least are textures. Textures are the "skins" that cover the 
            wireframe meshes (above). Textures can be .bmp, .dds, or .tga 
            files.
 
 They are a little simpler. All textures go in the 
            C:\Program Files\Bethesda Softworks\Morrowind\Data Files\Textures 
            folder. There are typically no sub-folders used here (although if I 
            remember right, sombody's mod I once downloaded did use a 
            sub-folder).
 
 There is a little bit of a rub though: Texture 
            files can be the same as icon files (no .bmp files though (.dds and 
            .tga)), so don't make the mistake of putting icon file textures into 
            the textures folder and expect mod nirvana. Usually if you misplace 
            an Icon texture, you'll see a "default" icon in you're inventory 
            menu (all white box with crossed red circle). This is not a "game 
            threatening" situation, so if you see this just go on about your 
            business and move the texture to the right folder at your 
            leisure.
 
 One other note: Some .nif files have their 
            associated textures imbedded, meaning that you will see no other 
            textures included with the mod (could be a "mix", though). You will 
            know these because their files size will be quite a bit larger than 
            typical .nif files.
 
 There are other types of files that I'm 
            not going to cover here. There aren't many uses of them. These 
            include mostly sound files. Maybe you'll get the general idea from 
            the above.
 
 What this is all leading up to:
 
 First 
            thing: Open the file with your decompression program and take a look 
            at the contents. Make a mental note of the number and types of 
            files. I don't know about other .zip programs, but mine does not 
            show directory structure, just the files. However, directory 
            structure is usually in there (coded??). Having some idea of what 
            files are in the mod (compressed file) will help you determine if 
            the extraction went as planned.
 
 Generally, if you've got your 
            extraction program (winzip, etc.) set up to extract the contents of 
            the compressed file (mod) to the correct target folder, all will go 
            as planned. If the readme says to extract to the Data Files folder, 
            then aim your extraction program there and extract. Now... Open 
            explorer, and check to see if the thing looks like it extracted 
            correctly. Again, generally, if you see the .esp in the appropriate 
            folder (C:\Program Files\Bethesda Softworks\Morrowind\Data Files), 
            then the thing probably extracted correctly.
 
 The following 
            is important!
 
 The next thing to check is to see if you've 
            got another Data Files folder under the real Data Files folder. If 
            you see this, then the mod (.zip, .rar, .ace) file did not extract 
            correctly. Delete the new Data Files folder (NOT THE 
            ORIGINAL), and point your extraction program to C:\Program 
            Files\Bethesda Softworks\Morrowind (one folder higher) instead, and 
            extract again... and again, at least check to see if the .esp file 
            is in the C:\Program Files\Bethesda Softworks\Morrowind\Data Files 
            folder.
 
 At this point, you should be seeing a pattern here. 
            Yes, Binky, not all is as it should be...
 
 That's the reason 
            that many of us extract the mod to a temporary folder, and then hand 
            place the files into the appropriate folders under the Morrowind 
            folder. Done this way, you'll be able to see the directory 
            structure, too.
 
 I typically copy them instead of moving them, 
            and keep the temporary folder that I origianally extracted the mod 
            to. That way, if you want to remove the mod at a later date, you 
            have a permanent record of what files were included with the 
            mod.
 
 I quit!
 
 My fingers are tired.
 
 Somebody 
            else finish it...
 
 We (at least me) do not make these mods 
            intentionally difficult to install. It's just that not all things go 
            as planned, and it's a shame when a modder spends a bunch of time to 
            make an excellent mod, and then sees questioning posts because 
            installation didn't go right for someone.
 
 Please bear with 
            us.
 
 And best of luck to you prospective modees out there. 
            There are some truly wonderous mods floating around, and if you 
            enjoy the game as much as I do, then installation isn't as much of a 
            chore. Even done manually. A few times and you'll get 
            it...
 
 Either that, or we'll see more posts 
            about....
 
 
 "Big yellow boxes!" (yep... you guessed it...
  ) 
 (PS-My 
            appologies to the individual who coined the term "Big yellow boxes". 
            You were one of the reasons I've sat here since Tuesday typing this 
            post (4.5wpm not counting errors). Hope you understand it was all in 
            good fun.)
 
 
 
 --------------------
 Grumpy
 My 
            mods
 
 Post Extras:
       | 
        
          | 
              
              
                | Acid_Basik5 |  
                | Disciple |  
                |  |  
                | ![]()  
 |  
                | Reged: 03/05/03 |  
                | Posts: 1693 |  
                | Loc: Illinios, United States |  |  | 
        
          | 
 Quote:
              
 Just PMed Sirkandi, requesting that a (hopefully) short 
              tutorial could be made that (hopefully) will be pinned, and also 
              suggested that if Sirkandi does take this on, that a text version 
              be created for inclusion in all mods.
 
 
 
 
 
 Now why in the world would he 
            need to make another?
 This one is excellent!
 
 Great job. I 
            hope the text of this gets pinned.
 
 --------------------
 Acid Basik 
            Homepage
 Here (Updated Mar. 6)
 ---
 
 Post Extras:
       | 
        
          | 
              
              
                | Gen_Lee |  
                | Diviner |  
                |  |  
                |   
 |  
                | Reged: 01/10/03 |  
                | Posts: 2172 |  
                | Loc: Portugal |  |  | 
        
          | Me 2
   
 --------------------
 Brasil-Portugal 
            Morrowind.
 
 
 
 
 Post Extras:
       | 
        
          | 
              
              
                | Acid_Basik5 |  
                | Disciple |  
                |  |  
                | ![]()  
 |  
                | Reged: 03/05/03 |  
                | Posts: 1693 |  
                | Loc: Illinios, United States |  |  | 
        
          | I wonder why 
            no-one is looking at this.
 My guess is the title, but its still a 
            great tutorial.
 
 --------------------
 Acid Basik Homepage
 Here 
            (Updated Mar. 6)
 ---
 
 Post Extras:
       | 
        
          | 
              
              
                | Monica21 |  
                | Master |  
                |  |  
                |   
 |  
                | Reged: 01/16/03 |  
                | Posts: 6109 |  
                | Loc: D'Hara |  |  | 
        
          | Very nice, 
            Grumpy.
   
 --------------------
 ElricM Web Portal
 Telesphoros' List 'o Mods
 kwshipman's List of House Mods
 
 Post Extras:
       | 
        
          | 
              
              
                | Unholy |  
                | Adept |  
                |  |  
                | 
 |  
                | Reged: 06/29/03 |  
                | Posts: 375 |  
                | Loc: Hades |  |  | 
        
          | Excellent post 
            Grumps. I tried to achieve the same thing with a thread I started 
            (which didn't go very far either, go figure....) but somewhat in 
            reverse.
 
 My thread was more of a 'Modders extraction path 
            tutorial' and since many forum members here are modders they clearly 
            did not take too kindly to it.
 
 The point was simple: do NOT 
            make your own data files folders or WORSE make entire paths from the 
            root directory within your mods and then (this beggars belief) tell 
            the user to extract it to the data files directory knowing full well 
            they will have no clue whatsoever where the files have gone, since 
            they will all be hidden within folders inside their own data files 
            directory.
 
 Once again I come down on the side of the mod 
            users, who, if modders are to be believed, are all completely 
            stupid, just because they were dumb enough to follow the modders 
            instructions and extract to data files and then come on here to say 
            'who, what, where?'.
 
 You have to wonder sometimes exactly who 
            the guilty party is... *cough*
 
 
 --------------------
 If 
            you are reading this, congratulations, you are even more bored than 
            I am.
 
 
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | Not really 
            seeing a guilty party here, and that was part of the reason for the 
            post.
 
 We are, in fact, dealing with something fairly complex 
            here (game and mods), and also have to take into consideration the 
            differences between the "knowledge levels", and information 
            available to those just starting out and those who have been at this 
            for awhile. Afraid that the process is not always 
            "intuitive".
 
 Education is the key. Not culpability.
 
 We 
            want to keep modding (and in turn the game) a viable "sport", we 
            better insure that we have some customer demand for the products. In 
            other words: If they can't use them, we (modders) are out of 
            business.
 
 Kind of a veiled warning to modders.
 
 Make 
            'em good...
 
 
 --------------------
 Grumpy
 My 
            mods
 
 Post Extras:
       | 
        
          |  |  | 
        
          | hey Grumpy 
            ...
 
 BIG YELLOW BOXES!!
  
 it 
            got funnier everytime I read it. I like the idea of a Common Use 
            Readme that everyone could copy and include with their new mods. It 
            could really catch on, I hope. Maybe it could be a feature - "this 
            mod includes the MW Forum's installation readme."
 
 --------------------
 Ronin's "Everything You've Every Wanted to Know About 
            Mods But Were Afraid To Ask" Thread
 
 Post Extras:
       | 
        
          | 
              
              
                | FofA |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 09/29/03 |  
                | Posts: 886 |  
                |  |  |  | 
        
          | Excellent 
            guide, it seems like this one should get a sticky, or at least be 
            included in the top sticky to let newcomers to the morrowind scene 
            understand how to mod.
 
 --------------------
 Like a 
            phoenix ignition
 like a crematorium
 Like a swelling volition
 from the barrel of a gun
 From the ashes and the embers
 like a rocket I'll ascend
 Like a cry gone up for a fallen 
            friend
 I'll ascend
 
 Post Extras:
       | 
        
          | 
              
              
                | Ventyr |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 08/24/03 |  
                | Posts: 872 |  
                |  |  |  | 
        
          | Great 
            tutorial. LOL I suggest pictures to go along with it, maybe in html 
            or Windows help format? Windows help could segment it into pages and 
            let them search: "Big yellow boxes"
  And modders could include it with their mods. "For more information 
            on how to install mods, see the help file". 
 
 Quote:
              
 There is a Meshes folder under the Data Files folder right 
              under the icons folder, and it can also make use of subfolders 
              ("a" for armor, "w" for weapons, etc.), and again, a modder may 
              choose to use the Meshes folder itself to store these .nif files 
              instead of the subfolders.
 
 
 
 
 I would clarify this point a 
            little. Most modders seem to use their own subdirectory rather than 
            follow the Bethesda ones (ie Rhedd uses BG etc) so someone might say 
            "I put Sheikizza's Aedric Armor nif files in the meshes/a folder and 
            I still get the big yellow boxes!" Well yes of course they would, 
            because it goes in meshes/SKZ or whatever.
  Basically, the user should be instructed to check the archive and 
            see which subdirectories the modder used. And sadly there's no 
            standard so you could have anyting from textures/ to C:\Program 
            Files\Bethesda Softworks\Morrowind\Data Files\Textures and you just 
            have to dig and look. 
 But overall, I am cynnical and think 
            people still won't read the readme or the help files and instead 
            come here and post "BIG YELLOW BOXES HEEEELLLPPPP!!!" or email the 
            author. At least with this though we'd have somewhere to point them 
            to so we don't have to repeat ourselves a bazillion times.
   
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | Good point 
            about the subfolders.
 
 Something else needs to be included 
            about error messages on game start-up (or during the game) too, but 
            I can't remember which are "OK", and which aren't. Think that some 
            people, because they've been told that the common "Older version" 
            (whatever) errors are OK to bypass, assume that all error messages 
            are OK to bypass. Have seen several people here recently with 
            "pooched" saves because they saved games after recieving "bad" types 
            of errors. Problem with this is that some of these plug-ins are 
            extensive, and a person could be half-way through the thing before 
            the error shows up. Not necessarily blaming modders, cause I've seen 
            the game itself go "goofy" from time to time, too: "missing object 
            in script, bla, bla, bla" for example, and there is actually nothing 
            wrong with the mod.
 
 Given that, then some type of explanation 
            of error messages, and how to, or whether to proceed when one gets 
            them is warranted also.
 
 Maybe something about cleaning saves 
            (disaster recovery).
 
 Have noticed a few people are now 
            "pointing" to specific threads instead of using the ever popular 
            "Read the pinned stuff at the top" reply. That's 
            encouraging.
 
 Problem is that it's tough to make a 
            comprehensive (yet, concise!) guide that will contain every possible 
            solution for the (ready for this?) plethora of problems that can be 
            encountered given the complexity (dynamics) of this situation (thas 
            it!! No more of the big words for now... severe pain in the brain 
            box), and the sad fact is that most people tend to think of their 
            particular problems as "special", so they assume that the "common" 
            solutions that are available (pinned stuff and tuts) will not apply 
            to their particular dilemma. The old "directions are for kids" 
            syndrome. (Me too, here. I remember the first time I tried my hand 
            at skinning and after kind of "glancing" at a tut, couldn't get the 
            stuff to work (Wasn't my fault the game was ill concieved and 
            executed!
  ). 
            Out of exasperation, I finally went back to the tut and saw several 
            steps that I'ld missed (Wasn't my fault that the tut didin't have 
            directions about actually reading the directions.  ) 
            and finally got the stuf to work.  Tut is now a permanent resident on my hard drive (memory ain't so 
            hot anymore, either  )). 
 I've only released a couple of mods, but one of the 
            things I've done is include in the readme a list of the files, and 
            where they should go. Never got any complaints, so it must have 
            worked.
 
 Odd thing about the "never got any complaints" part 
            was that my old zip program would only extract correctly if I 
            pointed the thing to the root (c:\) directory, so that's the way I 
            set it up (different from the normal Data Files target). Directions 
            in the read-me stated this. Either nobody ever used the thing or the 
            people who did use it actually read the read-me! I prefer to think 
            it was the later of the two.
  
 
 --------------------
 Grumpy
 My mods
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Helpful -- 
            should be pinned
   
 Post Extras:
       | 
        
          | 
              
              
                | Ventyr |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 08/24/03 |  
                | Posts: 872 |  
                |  |  |  | 
        
          | Has anyone 
            gotten around to making a Windows .hlp file of this, preferably with 
            images, sort of like installing mods for Dummies. This question of 
            how to install mods seems to get asked 2 or 3 times a day around 
            here and really IMO modders need some resource more than a standard 
            readme to throw into their archives. Alternately, Venymora says 
            she's practically elimated tech support with an installer program 
            and I notice Sea of Destiny uses one too, but I know some people are 
            paranoid about .exe files and for some reason can't seem to just 
            virus scan them and be done with it.
  
 Oh 
            and yes, I'm going to re-iterate, this thread really should be 
            pinned.
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Adding this, 
            due to frequent posts from people who install mods, change their 
            minds, and don't have a pre-mod backup save game to continue from.
 
 
 Uninstalling a mod once it's part of your saved games is 
            risky. Sometimes it won't cause any problems, other times it may be 
            impossible to continue playing without the mod installed.
 
 ----------------------------------------------------------------------------
 
 Standard advice on using mods:
 
 1. Before you install 
            a new mod for the first time, make a backup save game.
 
 2. 
            Once you install the mod, spend time just testing the mod. Don't 
            worry about trying to make progress in the game; just spend some 
            time with the mod to decide if it you want to keep it, delete it, 
            modify it, or whatever.
 
 
 3a. If you decide to keep the 
            mod without any changes, then just go ahead and keep playing and 
            saving normally. Keep the backup saved game, in case you change your 
            mind later on.
 
 3b. If you decide to delete the mod, use the 
            backup save (made before you installed the mod) to continue your 
            game.
 
 3c. If you decide to make changes to the mod, go back 
            to your backup save game first and delete (or at least set aside) 
            any saves made with the mod installed. Do all your testing from that 
            backup save. Don't make any saves with the mod installed until 
            you're done editing and testing, and you're absolutely sure you 
            aren't going to make any more changes to the mod.
 
 ----------------------------------------------------------------------------
 
 Some people have reported success using the Construction Set 
            to remove references to deleted mods from their save game files.
 
 I have never tried this, but what I think you do is change 
            the save game's file extension from .ess to .esp, then load it into 
            the Construction Set and clean it up. I don't know any more about 
            the process than that.
 
 I would very strongly suggest backing 
            up the save game first.
 
 ----------------------------------------------------------------------------
 
 And a little more advice:
 
 Before you install a mod, 
            read the readme file carefull to see if it's really something you're 
            going to want to add to your game. And it's also useful to search 
            the Morrowind Mods forum for the name of the mod or the mod's 
            creator, to see what other people have to say about it. A lot of 
            times that can save you from installing a mod that conflicts with 
            other mods you use or has other problems.
 
 Edited by DinkumThinkum (10/21/03 11:04 
            AM)
 
 Post Extras:
       | 
        
          |  |  | 
        
          | My own addtion 
            to the Tutorial Scene:
 
 How to Install Morrowind 
            Plug-ins:
 
 You’ll need to have a decent compression 
            utility first. I use Zip Genius, personally, but many people will 
            suggest Win Ace or Win RAR as well. I don’t think it matters as long 
            as you find one you like and learn to use it. Read the Help Files - 
            lots of good stuff in them.
 
 For the remainder of this post, 
            I am going to assume you are using Zip Genius. It’s my post, so I 
            can do that.
 
 You can download it for free here:
 
 http://www.zipgenius.it/intweb/dl.asp
 
 
 The Easy Install
 
 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 at the far right-hand column, the “Paths” column: do 
            you see where the individual files have paths associated with them, 
            something like “Textures\BG” or something similar? If you do, this 
            is good; it means that Zip Genius will automatically place all the 
            files into their proper locations for you when you extract the 
            plug-in. If you do NOT see data-paths specified under this column, 
            it means you are going to have put forth a little additional effort. 
            We’ll get to that a little later.
 
 For now, let’s assume that 
            the data-paths have been specified for you. Click on the “Extract” 
            button and a new window will open. First, specify where you want 
            your file to be sent when extracted by clicking on the green arrow 
            and navigate to your Morrowind Data Files directory (most likely 
            located at C:\Program Files\Bethesda\Morrowind\Data Files). This is 
            your target folder for extraction - unless the “Read Me” text for 
            your plug-in states that you need to extract the files to some other 
            location. In that case, navigate to the folder specified in the 
            “Read Me” file.
 
 About halfway down this window in Zip Genius 
            you will see two tabs, the “Files to Extract” tab and the “Options” 
            tab. Select “Extract All Files” and then click on the “Options” tab. 
            Under the “Options” tab, select “Use Subfolders Information”.
 
 Click on “Extract” at the bottom of the screen. Your files 
            will be extracted and your Plug-in is just about ready for use.
 
 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.
 
 Now… about 
            that annoying little error message that crops up… the one that tells 
            you that your new plug-in can not find certain master files that it 
            needs and such… Let’s deal with that right now.
 
 
 That 
            Annoying Plug-in “Error Message”
 
 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.
 
 
 The Worst Case 
            Scenario
 
 Now, if your Plug-in did 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 specific sub-folders as well. If you do, I suggest 
            you create them first, before you do anything else. 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 and you are 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 get moved to the “Data Files\Meshes” subfolder.
 
 · *.DDS
 These get moved to the “Data 
            Files\Textures” subfolder.
 
 · *.TGA
 These get 
            moved to the “Data Files\Icons” subfolder.
 
 · *.ESP
 These 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.
 
 
 Yellow Geometric 
            Shapes
 
 If, during game play, you get an error that 
            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. 
            Most likely what you have is missing *.nif file. To remedy this 
            error, try re-extracting the files from the original archive file, 
            or unzip the archived file into a temporary folder, search for the 
            specific file that you need, and move it manually. The error message 
            will tell you where the file goes.
 
 
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | I'm going to 
            bump this one time.
 
 Please add your thoughts about this 
            subject, and please add this "link" to your favorites so that you 
            can "spread the word" if the need arises and/or you have found this 
            information useful.
 
 Thanks to all that have 
            contibuted.
 
 
 --------------------
 Grumpy
 My 
            mods
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Moderator: any 
            possibility of pinning this thread, or of adding a link in the 
            pinned "Welcome to the Mod forums - Read this first!" thread in this 
            forum?
 
 ----------------------------------------------------------------------------
 
 After 
            you install game patches or expansions, when you load the game you 
            may get a message about changes to master files that some mods 
            depend on. (I don't remember the exact wording
  .) 
 
 About 
            that message:
 
 All that means is that the mods were made with 
            a different version of Morrowind: maybe a patch that is later or 
            earlier than what you have, for example. Or you may have Tribunal 
            and/or Bloodmoon and the mod was made without the 
            expansion.
 
 For most mods that shouldn't be a problem, and you 
            can get rid of the error message easily by resaving the mod with 
            your version of the game (but read my NOTE below 
            first).
 
 ----------------------------------------------------------------------------
 
 It's 
            always a good idea to make a backup of your .esp file first, 
            especially if you're new at this. Just use Windows Explorer to copy 
            and paste the file into the same 
            directory.
 
 ----------------------------------------------------------------------------
 
 For 
            each mod that's causing the error messages (do one mod at a 
            time):
 
 1. Start the Construction Set (just double-click on 
            the shortcut)
 
 2. On the File menu, choose the Data Files 
            option.
 
 3. On the Data Files screen, put a check mark next to 
            Morrowind.esm; also next to Bloodmoon.esm and/or Tribunal.esm if you 
            have them. (Double-click to put the checkmark.)
 
 4. Put a 
            check mark next to the .esp file you need to resave. Then, with that 
            .esp file highlighted, click the 'Active' button. The .esp file 
            should now be shown as 'active' on the list.
 
 5. Now click the 
            'OK' button to load the .esp file and the masters into the 
            Construction Set; wait for all the data to be loaded (takes a 
            bit).
 
 6. If you have both Bloodmoon and Tribunal, you'll 
            probably see a lot of Dialogue error messages, followed by one about 
            a 'duplicate reference' (or something similar). This is normal; just 
            click the OK button to get past them.
 
 (If you have 'Yes to 
            all' enabled in the morrowind.ini file, then you can just click the 
            'Cancel' button to get past all of them at once.)
 
 7. You 
            should see the name of your .esp file in the Construction Set's 
            title bar; this tells you that it's the active file and will be the 
            one saved.
 
 8. Now immediately save the .esp file. You can use 
            the 'Save' option on the File menu, or just click the floppy disk 
            icon in the tool bar.
 
 All done!
 
 Once you've saved the 
            mod with your version of the game, you shouldn't get those 'has 
            changed' error 
            messages.
 
 ----------------------------------------------------------------------------
 
 NOTE:
 
 If 
            a mod requires Tribunal and/or Bloodmoon, resaving the mod will not 
            make the mod work without the required expansions. If a mod requires 
            Tribunal and/or Bloodmoon, then you need the expansion(s) for it to 
            work.
 
 All resaving the mod will do is get rid of the error 
            message if you have a different patch version of the game from the 
            one the mod was made with.
 
 Before installing mods, always 
            check the readme file to see if they require any expansions you 
            don't 
            have.
 
 ----------------------------------------------------------------------------
 
 If 
            you have a lot of mods installed, not all of the may need to be 
            resaved. Here are two ways to see exactly which ones need resaving, 
            which may save you time.
 
 1. Go to the Data Files screen from 
            the first menu when you start the game (the game, not the editor). 
            Highlight a mod, and look at the information in the boxes to the 
            right. That will tell you if the mod is was made with a different 
            version of any of the master files, which means it needs to be 
            resaved.
 
 2. After loading the game with all the plugins 
            enabled, exit and read the 'warnings.txt' file in your main 
            Morrowind directory. That will list all the error and warning 
            messages, including ones about plugins needing different versions of 
            the master 
            files.
 
 ----------------------------------------------------------------------------
 
 Argent's 
            "TES Dependency Tool Kit" can also be used to update mods to match 
            the versions of the master files you have installed on your 
            system:
 
 http://members.optusnet.com.au/argent2/
 
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | 
 Quote:
              
 After you install game patches or expansions, when you load 
              the game you may get a message about changes to master files that 
              some mods depend on. (I don't remember the exact wording 
.)
 
 
 
 
 I'm going to add something to 
            this that was alluded to above: You CAN save over these types 
            of error messages without problems, but (AFAIK) these are the 
            ONLY errors that are safe to save over. Error messages about 
            missing textures will probably not hurt, but you should fix them 
            before proceeding.
 
 If you see any error messages on start up, 
            OR ON ENTRANCE TO A NEW CELL WHILE PLAYING (active (scripted) 
            objects do not start processing until you enter the cell in which 
            they reside), that say something like: "missing reference to object 
            in "xxx script"- DO NOT SAVE AND THEN SHUT THE GAME 
            DOWN!.
 
 On some occasions a restart of the game will 
            suffice to fix this (MW being stupid (per Inteligenz)), but it can 
            also be an error in the mod itself, and if you save AFTER seeing 
            this type of message, it can screw your save up big 
            time.
 
 Reason most modders tell you to make a clean (renamed) 
            save of your current game before you run any 
            mod.
 
 
 --------------------
 Grumpy
 My 
            mods
 
 Post Extras:
       | 
        
          | 
              
              
                | Gen_Lee |  
                | Diviner |  
                |  |  
                |   
 |  
                | Reged: 01/10/03 |  
                | Posts: 2172 |  
                | Loc: Portugal |  |  | 
        
          | Cant let this 
            1 goes till 23th page
   
 --------------------
 Brasil-Portugal 
            Morrowind.
 
 
 
 
 Post Extras:
       | 
        
          | 
              
              
                | cooldude55 |  
                | Disciple |  
                |  |  
                | ![]()  
 |  
                | Reged: 05/18/03 |  
                | Posts: 1243 |  
                | Loc: United States |  |  | 
        
          | Thanks for 
            tutorial and I think I have a second Data Files folder because i 
            followed your instructions and it didn't work. If I do have how do I 
            know that i do and how can I fix it? Thank you very much.
 
 --------------------
 WIP Sovngarde v1.0
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Oops, missed 
            this, but then again people are still posting "How do I install 
            mods" threads, figures. I also made a tutorial this morning and 
            posted it at The Portal. But thanks for the work 
            Grumpy.
 
 
 
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | In windows 
            explorer, expand you "c:\program files\bethesda 
            softworks\morrowind\data files" folder. You will see the following 
            subfolders:
 
 Book Art
 Fonts
 Icons
 Meshes
 Music
 Sound
 Splash
 Textures
 Video
 
 There 
            should NOT be another Data Files folder here. If there is, delete it 
            (SUBFOLDER, NOT THE ORIGINAL!!!) If it gets screwed up, go to your 
            trashbin and restore to where you started from.
 
 Expand your 
            mod (.zip, .ace, etc.) again, but instead of pointing your 
            extraction program to the "Data Files" folder like you did the first 
            time, jump one folder higher and point your extraction program to 
            the "Morrowind" folder instead.
 
 One of the files included 
            with the mod will be a .esm or .esp (check first post of this thread 
            for an explanation of what the various file types are). Check in 
            your original "Data Files" folder to insure that this file is in 
            that folder. If it is, you should be able to enable this plug-in on 
            the splash screen.
 
 
 
 Difficult (but more accurate 
            method):
 
 (Disclaimer: I'm doing this the best I can, but I 
            ain't perfect, and take no responsibility if it don't work (use of 
            double negatives should fortify this "not perfect" point). At your 
            own peril here!)
 
 
 The absolute best way to do this is to 
            do it manually. Everybody in the know does it this way.
 
 -Extract the mod to a temporary folder.
 -Expand this 
            temporary folder.
 -Refer to the first post in this thread for 
            information about the various files that can be included with a mod 
            (icons/meshes/textures/etc.).
 -Find the subfolders (under 
            Morrowind\Data Files) that match the ones now listed in your mods 
            temp folder.
 -Copy... do not move, but copy the files from your 
            temp folder into the corresponding folders under Morrowind\Data 
            Files.
 -If a particular folder does not exist, you can just copy 
            the entire folder to the appropriate location (..."Data 
            Files\Meshes\a" or "Data Files\Icons\w" for example (there can be 
            many of these new folders in some mods).
 -Copy ALL files/folders 
            to the appropriate locations. When your done, check and make 
            ABSOLUTELY SURE that all files/folders are in their correct 
            locations by comparing what is in your temp folder against what is 
            in the Data Files folder.
 
 -If you mess this up, it ain't 
            gonna' work!
 
 -Reason that we copy these files/folders 
            instead of moving them is so that if you pooch it, or at a later 
            date, you decide that you want to remove the mod, then you'll have a 
            record (your temp folder) of what files/folders were included with 
            the mod.
 
 NOTE: Removal of any mod can present a whole new 
            new set of problems, but I'm not going to go into that here.
 
 
 --------------------
 Grumpy
 My 
            mods
 
 Edited by Grumpy (10/29/03 
            07:57 PM)
 
 Post Extras:
       | 
        
          |  |  | 
        
          | It's simple... 
            Get Zip Genius. It solved 99% of my plug-in install problems. You 
            can see the data paths specified BEFORE unzipping, allowing you to 
            make sure the files wind up where they should the first time.
 
 If you use mods, get Zip Genius. Truly. It's awesome and 
            it's free. Get it here: http://www.zipgenius.it/intweb/dl.asp
 
 
 Post Extras:
       | 
        
          |  |  | 
        
          | until it gets 
            pinned.. BUMP! (hey i still know how hard it is when u first d/l a 
            mod!)
 
 Post Extras:
       | 
        
          |  |  | 
        
          | 
 Great 
            post...B...U...M...P...
  
 
 
 
 Modhod, 
            bumpin till it sticks
 
 Post Extras:
       | 
        
          | 
              
              
                | Rkelly1 |  
                | Initiate |  
                |  |  
                | 
 |  
                | Reged: 10/30/03 |  
                | Posts: 77 |  
                | Loc: detroit,MI |  |  | 
        
          | some one 
            program a plugin or mod installer. program it to install the file 
            types to the right folder.
 
 Post Extras:
       | 
        
          | 
              
              
                | cooldude55 |  
                | Disciple |  
                |  |  
                | ![]()  
 |  
                | Reged: 05/18/03 |  
                | Posts: 1243 |  
                | Loc: United States |  |  | 
        
          | I have a 
            suggestion for people who just started downloading mods. Just 
            yesterday i downloaded my firts unofficial mod and then 20 more. I 
            checked them in Morrowind and started playing. I got a warning 
            message about some armor? I thought it was nothing, but I started a 
            new game and it froze in Census and Excise office, I then had to 
            load one by one till I found a mod that caused the problem. So I 
            suggest evn if it takes time to download a mod then check it it 
            works correctly.
 
 --------------------
 WIP Sovngarde v1.0
 
 Post Extras:
       | 
        
          | 
              
              
                | FofA |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 09/29/03 |  
                | Posts: 886 |  
                |  |  |  | 
        
          | Bump for a 
            useful newbie thread. This really should pinned or included in a 
            link from the posts already pinned.
 
 --------------------
 Like a phoenix ignition
 like a 
            crematorium
 Like a swelling volition
 from the barrel of a 
            gun
 From the ashes and the embers
 like a rocket I'll ascend
 Like a cry gone up for a fallen friend
 I'll ascend
 
 Post Extras:
       | 
        
          |  |  | 
        
          | 
 Quote:
              
 DO NOT SAVE AND THEN SHUT THE GAME DOWN!.
 
 
 
 
 
 oops! i think thats why i 
            cannot get Firemouth to work! It autosaved before gonig into a door 
            so i could reload that, but everytime i try the door its still 
            buggered! i had to give up an divine intervention myself home. An 
            that really sucked as i havnt found a bit in morrowind with quite to 
            many creatures as yet, and is was great fun. I i didnt think i would 
            screw up installing another mod, id ask for suggestions of mods out 
            there that are like it!
 
 Post Extras:
       | 
        
          | 
              
              
                | Grizzly_UK |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 04/21/03 |  
                | Posts: 1233 |  
                | Loc: England, UK |  |  | 
        
          | Small bump to 
            bring this one back from near-death!
   
 --------------------
 True friends are few and far between 
            so cherish the friends you have!
 
 Morrowind GOTY for PC 
            owner!
 
 Mod Installation Tutorial by Grumpy
 
 Post Extras:
       | 
        
          |  |  | 
        
          | 
 Quote:
              
 
 Small bump to bring this one back from near-death!
  
 
 
 
 
 For those who may not have 
            noticed, this thread is now linked from the pinned "Welcome to the 
            Mod forums - Read this first!" post at the top of the forum. (Just 
            have to ask the right person.
  ) 
 So lately I've been telling people to look in the "How do I 
            install mods?" section of that post, rather than keeping track of a 
            direct link to this thread.
 
 Who knows: maybe some of the 
            people I refer to a pinned post will remember to look at the pinned 
            posts next time they have a question!
  
 By 
            the way: could somebody explain what a readme file is for?
   
 Post Extras:
       | 
        
          | 
              
              
                | Grumpy |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 08/02/02 |  
                | Posts: 1590 |  
                |  |  |  | 
        
          | Thank you Mr. 
            Thinkum!!
 
 --------------------
 Grumpy
 My 
            mods
 
 Post Extras:
       | 
        
          |  |  | 
        
          | ehh..i read 
            only partially part of this thread..woulda read more,, but i got 
            stuff to do. anyways..a while ago i posted a how to install mods 
            visual aid... only got..like 20 replies...but o well..guess u have 
            to be known.. for anyone to actaully use it... but from some of the 
            replies ive seen, im guessing u made a good explanation...any hoot. 
            hope this thing gets pinned like you were saying at beggining of 
            your post.
 
 --------------------
 "We rode on the winds of 
            the rising storm,
 We ran to the sounds of the thunder.
 We 
            danced among the ligtning bolts,
 and tore the world asunder."
 Lady Moiraine's Forum
 
 Post Extras:
       | 
        
          | 
              
              
                | Iudmin |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 03/14/03 |  
                | Posts: 560 |  
                | Loc: London |  |  | 
        
          | 
 Quote:
              
 
 Quote:
                
 DO NOT SAVE AND THEN SHUT THE GAME DOWN!.
 
 
 
 
 
 oops! i think thats why i 
              cannot get Firemouth to work! It autosaved before gonig into a 
              door so i could reload that, but everytime i try the door its 
              still buggered! i had to give up an divine intervention myself 
              home. An that really sucked as i havnt found a bit in morrowind 
              with quite to many creatures as yet, and is was great fun. I i 
              didnt think i would screw up installing another mod, id ask for 
              suggestions of mods out there that are like it!
 
 
 
 
 I had that problem with 
            Firemoth! It's not one of the doors in the underground tunnels is 
            it?
 
 That was my first real lesson on how to load a mod, 
            trying to find and rearrange that error. I can't remember what I 
            actually did, though.
 
 --------------------
 Tonight the 
            moon is a desklamp
 The world is a page
 Wardrobe bulging with 
            bones
 And bills I haven't paid
 Ever feel like a sailor
 who just swallowed a sea?
 
 I better leave before I
 be 
            a happy zombie...
 
 
 Post Extras:
       | 
        
          | 
              
              
                | Grizzly_UK |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 04/21/03 |  
                | Posts: 1233 |  
                | Loc: England, UK |  |  | 
        
          | 
 Quote:
              
 
 Quote:
                
 
 Small bump to bring this one back from near-death!
  
 
 
 
 
 For those who may not have 
              noticed, this thread is now linked from the pinned "Welcome to the 
              Mod forums - Read this first!" post at the top of the forum. (Just 
              have to ask the right person.
  ) 
 So lately I've been telling people to look in the "How do 
              I install mods?" section of that post, rather than keeping track 
              of a direct link to this thread.
 
 Who knows: maybe some of 
              the people I refer to a pinned post will remember to look at the 
              pinned posts next time they have a question!
  
 By 
              the way: could somebody explain what a readme file is for?
   
 
 
 
 While it is indeed good news 
            that this thread is now linked from the pinned "Welcome to the Mod 
            forums - Read this first!" post at the top of the forum and 
            therefore makes it easier to explain to people where to look for an 
            explanation of mod installation, it would appear that some people 
            either don't bother reading the pinned threads or don't actually 
            bother clicking the links in the pinned threads until they're told 
            to!
 
 --------------------
 True friends are few and far 
            between so cherish the friends you have!
 
 Morrowind GOTY for 
            PC owner!
 
 Mod Installation Tutorial by Grumpy
 
 Post Extras:
       | 
        
          |  |  | 
        
          | This thread is 
            godly. I have already discovered the answer to several of my 
            questions and I'm just reading through this at work. Great job guys. 
            *runs to re-install mannequins mod*
 
 
 I do have a question 
            for you, when using zipgenious to extract files, if it places files 
            in other folders, is there any way to tell them apart from the 
            origanal files? I went through and (thought I) deleted all my plug 
            ins to I could start from scratch. I didn't occur to me that there 
            could be stray files running around. In this case, would it behoove 
            me to just copy my non-mod using save files and delete and 
            re-install the whole game?
 
 
 As part of the tutorial, I've 
            only downloaded a dozen mods, but I've already run into a problem. 
            TO THE MODDERS: Make sure you give your Read-me and origanol name. I 
            have three read-mes called, get this, "readme." Confusing as you can 
            imagine.
 
 Post Extras:
       | 
        
          | 
              
              
                | zahratustra |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 05/12/03 |  
                | Posts: 1835 |  
                | Loc: London, England |  |  | 
        
          | *BUMP*
   
 --------------------
 "You know, said Paul, it's probably 
            the worst idea since somebody said: "Vote for Bush, he will make a 
            great president""
 
 Post Extras:
       | 
        
          | 
              
              
                | zahratustra |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 05/12/03 |  
                | Posts: 1835 |  
                | Loc: London, England |  |  | 
        
          | Can we make 
            this thread sticky??? It will disappear soon and people 
            (understandably) keep asking the same questions over and over 
            again!!!
   
 --------------------
 "You know, said Paul, it's probably 
            the worst idea since somebody said: "Vote for Bush, he will make a 
            great president""
 
 Post Extras:
       | 
        
          | 
              
              
                | Grizzly_UK |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 04/21/03 |  
                | Posts: 1233 |  
                | Loc: England, UK |  |  | 
        
          | There is a 
            link to this thread in the "Welcome to the Mod forums - Read this 
            first!" thread which is pinned at the top of the forum. 
            Unfortunately I don't think people are actually reading that thread, 
            given the number of times that people ask about installing mods etc. 
            If this thread were to be pinned at the top as well it might help to 
            reduce the number of posts on this topic!
 
 --------------------
 True friends are few and far between 
            so cherish the friends you have!
 
 Morrowind GOTY for PC 
            owner!
 
 Mod Installation Tutorial by Grumpy
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Nah, I'm not 
            going to pin it. I don't want to get in a situation where I'm 
            pinning a bunch of stuff that's "probably" useful to a lot of 
            people. Then we'll end up with a page of pinned threads like last 
            time. I linked it in the thread, and I just expanded it with some 
            general instructions, and moved it up a slot. If people ask, just 
            refer them to that thread pinned at the top. People are always going 
            to ask about it no matter what kinds of huge obvious notices I put 
            up, so best to just grin and bear it and let the topics die once 
            someone answers it. If it continues to be a big problem, I'll 
            consider pinning it, but I'd much rather have someone do a single, 
            nicely organized tutorial on a website somewhere, instead of pinning 
            a big thread with a ton of different posts for people to read 
            through.
 
 The best thing to do of course, is to always 
            include a read me with detailed installation instructions in your 
            mods. Some people are better at this then others...
 
 Post Extras:
       | 
        
          |  |  | 
        
          | 
 Quote:
              
 This thread is godly. I have already discovered the answer to 
              several of my questions and I'm just reading through this at work. 
              Great job guys. *runs to re-install mannequins mod*
 
 I do 
              have a question for you, when using zipgenious to extract files, 
              if it places files in other folders, is there any way to tell them 
              apart from the origanal files? I went through and (thought I) 
              deleted all my plug ins to I could start from scratch. I didn't 
              occur to me that there could be stray files running around. In 
              this case, would it behoove me to just copy my non-mod using save 
              files and delete and re-install the whole game?
 
 As part of 
              the tutorial, I've only downloaded a dozen mods, but I've already 
              run into a problem. TO THE MODDERS: Make sure you give your 
              Read-me and origanol name. I have three read-mes called, get this, 
              "readme." Confusing as you can imagine.
 
 
 
 
 If I understand your question 
            correctly, no; there is no easy way to tell what mod put any 
            particular file into a particular folder. I would suggest that you 
            keep the original archive file for your plug-ins in a separate 
            folder. That way if you need to reinstall it, you have it somewhere 
            handy. I also rename the "Read Me" files to something unique and 
            move them all into into yet another folder (this one I keep on my 
            desktop) for quick reference.
 
 
 Post 
            Extras:
       | 
        
          | 
              
              
                | zahratustra |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 05/12/03 |  
                | Posts: 1835 |  
                | Loc: London, England |  |  | 
        
          | I understand 
            the dangers of "overpinning" kathode but it IS Mods Section and can 
            you think about a more important topic than "How to install your 
            mods sucessfully"????
 
 --------------------
 "You know, 
            said Paul, it's probably the worst idea since somebody said: "Vote 
            for Bush, he will make a great president""
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Thank You so 
            much i feel so stupid now
  "big yellow boxes"! 
 --------------------
 
 
 As it 
            moved, the wurm's spines gathered up bits of flowstone, which took 
            the shapes of dead villagers' heads. Each head spoke a single sound, 
            but if taken together, they said,"Alas for the living."
 
 Post Extras:
       | 
        
          |  |  | 
        
          | its an ok 
            topic, unfortunatly, some modders,like myself, are having far more 
            complicated issues, that seem to require programming degrees to 
            figure out.
 see my recent post for example!:
 
 http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Number=2018399&page=0&view=collapsed&sb=5&o=14&fpart=1
 
 just 
            a recommendation for all us forum users...let's stop adding [posts] 
            to the helpful and pinned tutorials because it takes forever to find 
            the actual info when you're wading through gobs of ..."Good JOB 
            man!! totally helpful post/tutorial/topic/info whatever...blah blah 
            i did this blah and it worked too yah for me!!"
 lol
 see what i 
            mean? i hope lots of folks see this so the word gets around. Posting 
            is fine, of course, for regular stuff but hard to read though on the 
            pinned topics/tutorials.
 
  yes 
            i realize i have just added to this tutorial..heh heh....shaddup
 
 Post Extras:
       | 
        
          | 
              
              
                | oldie |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 10/24/03 |  
                | Posts: 625 |  
                | Loc: Drow City |  |  | 
        
          | Well done, 
            Grumpy, Dinkum and others!!
 
 This should be standard bed-time 
            reading for all newcomers to the world of modding (would have saved 
            me a whole lot of time if it had been around when I started)!
       
 --------------------
 You can see more 
            of my Avatar and her friends behind DOOM_DOOR <---link!
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Just gonna 
            bump this one quickly maybe ask for it to be pinned?
 
 
 
   
 Post Extras:
       | 
        
          | 
              
              
                | Umrahel   |  
                | Sheep Extraordinaire |  
                |  |  
                |   
 |  
                | Reged: 08/05/02 |  
                | Posts: 22704 |  
                | Loc: North of the equator |  |  | 
        
          | There is no 
            need in bumping this thread. It's already been incorporated in this sticky thread at the top of the forum.
   
 --------------------
 I may be 
            lying
 
 Samurai Bunnies
 
 Morrowind Chat
 
 
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Ah yes of 
            course sorry.
   
 
 
   
 Edited by BigDes (01/31/04 09:23 
            AM)
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Deleted
 
 Edited by Umrahel (02/01/04 04:10 
            PM)
 
 Post Extras:
       | 
        
          | 
              
              
                | MotokiMO |  
                | Diviner |  
                |  |  
                | ![]()  
 |  
                | Reged: 09/05/03 |  
                | Posts: 2910 |  
                |  |  |  | 
        
          | Bumping this 
            in honor of Grumpy and because it's still very much needed. If 
            there's only one thread here that should be pinned, IMO it's this 
            one.
 
 --------------------
 Bladman86: "Why thank 
            you
  I'm mainly looking for opinions of agreement" 
 Post Extras:
       | 
        
          |  |  | 
        
          | This should 
            help everyone
 
 --------------------
 What Is Up My Homie G 
            Dog / Pie Slice?
 
 Post Extras:
       | 
        
          |  |  | 
        
          | great tutorial
 
 --------------------
 http://www.cuneo.us/tesmw/browse.php?dir=scifiguy52 
            <- my pictures
 Realm of the Damned thread
 
 Post Extras:
       | 
        
          |  |  | 
        
          | How do I get 
            my Pack Guar to work? I saved it in my data files in 
            morrowind.
 
 It won't show up!
 
 --------------------
 I AM A GAMER GIRL
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Ok im gonna 
            seem like a nOOb posting on this thread but: I transferred all the 
            files correctly and im still getting those BYB's!
 
 (Im not 
            going to say the real word cos u all know what it means)
 
 AND: 
            I cant drag and drop the modded items into the TES render window 
            from the Object list. help me.....
 
 Me = Teh n00b
 
 --------------------
 
 
 
 Post 
            Extras:
       | 
        
          | 
              
              
                | Egghead |  
                | Novice |  
                |  |  
                | 
 |  
                | Reged: 05/27/03 |  
                | Posts: 34 |  
                |  |  |  | 
        
          | Wife out of 
            town + week off of work + Morrowind + Good Skooma pipe = A Good 
            Week.
 
 Except installing mods is problematic at times, enough 
            so that I'm going to wind up reinstalling MW & Tribunal (and 
            going out to get Bloodmoon so I'm up-to-date enough to install every 
            mod I possibly can, and mebbe even finish the damn game once and for 
            all; something I rarely do.)
 
 A couple of gripes are:
 
 
 
 Lack of organization with mods - I don't really know what is 
              and isn't going to work with each other, what are really good mods 
              to dl & install (still doing much reading & dl'ing and 
              have found good info here and elsewhere.)
File formats. .exe, .ace, .rar, .zip - Good God. I'd rather 
              see .zip all the way around but that's just me... At least I 
              haven't seen any .tar.gz extensions [yet]. Heh.
README files. Do I need to say more? Well okay then, I will. 
              I'm willing to help anyone write or update a README. One nice 
              thing to include would be a 'this is a total conversion mod and 
              not designed to work with anything else'. Meh. Plus an inventory 
              of files and desired placements instead of 'extract to Data Files' 
              and an apology that you haven't tested the mod out very well. 
              Known bugs would be nice, too. (IMO making a mod is not a 'fire 
              and forget' process.)
Plug-in descriptions. I have a couple that list nothing in the 
              description in the MW launcher/plugin addition (Data Files?) 
              section. Instant candidates for removal.
 
 Okay, 
            sorry, had to do it. Part of the problem is ignorance on my part; 
            Bethesda did a fantastic job on the game & TESCS or else there 
            wouldn't be so many mods out there. IMO the sheer amount of work 
            done by the community makes it a top 5 all-time game. Eternal thanks 
            to the devs, and eternal gratitude to the community for the hard 
            work that I *know* I'm going to enjoy as soon as I get going on 
            this. About half of the mods work, mostly the official mods and a 
            few others (Abu Manor comes to mind. Fantastic, beautiful house. 
            Needs a smithy.)
 
 My problem is mainly ignorance/n00bishness, 
            this thread helps a little; I think I'm resigned to extracting the 
            mods and then copying files one-by-one to their desired directories. 
            Egads. I've gone through several different philosophies about how to 
            properly install a mod and still don't know if I'm completely right. 
            IMO the proper way to do it would be to have a mod folder in 'Data 
            Files' that contains all textures/icons/etc. and then the .esp (or 
            .esm) file in the 'Data Files' folder as well. That way nothing 
            would ever be overwritten. Hopefully I can get this sorted; this 
            thread helps a *little* and thanks for the effort. The beautiful 
            thing about being a n00b with MW mods is that in essence, I get to 
            experience something like two years of additional development done 
            by hundreds-if not thousands--of 'developers'. Not to mention the 
            addition of Tribunal and Bloodmoon. This week is going to KICK ASS. 
            My wife is going to KICK MY ASS when she gets back and sees that 
            absolutely nothing was done around the house except to wear a groove 
            in my extra-large mousepad. Such is life.
 
 So please confirm 
            just one thing for me. When installing a mod, is the most reliable 
            way to do it by hand? By that I mean extracting the files, then 
            moving them one-by-one to their destination folders? 'One-by-one' 
            doesn't mean single files, but like copying (for example) a 
            'Textures/z' folder to 'Data Files/Textures', or else copying 
            everything inside the 'z' folder if a 'z' folder already exists in 
            'Data Files/Textures'. Get what I'm saying?
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Yer making it 
            too complicated man!
 take it from somone who's actually had the 
            game for about 2 years but has yet to actually start a real game 
            (past level 5) because i've spent MANY man hours just messing around 
            with the mods to make them work/rework/erase/start over/give up/ 
            come back to again/download the newest version etc etc...i'm talking 
            about over 200 mods. anyways
 the thing i do with the zip (or any 
            other for that matter) file is look to see in the far right column 
            if it has a designated folder/path to go to, and not either blank, 
            or a bunch of numbers (.rar files somtimes have these). if the 
            destinations are there in your zip window, just do what the readme 
            says, i usually just [Ctrl A for "all"-within the zip window] then 
            extract to, manually find the data files folder (in the drop-down 
            explorer) and they should overwrite within that folder. your path 
            should be saved in the drop down list of destination folders the 
            next time you do this. if its a textures only mod, just extract and 
            find your textures folder and do the same.
 one thing i've done 
            too is make a seperate folder within data files called "READ ME" 
            where i manual put all the readme files, but i delete the prefix 
            "readme..."so that i can easily find the doc i'm looking for. 
            example:
 "Balmora House2.txt; PainInTheAssMod V3.doc"
 -another 
            thing is be careful with texture only stuff like "Visual 
            pack"/"Landscape remix" for though they are great advances, i am 
            having probs with mixing/matching/overlapping ground and tree 
            textures. therfore ALWAYS make a back up of your textures folder and 
            keep it somwhere safe in case you want to go back.
 
 i would be 
            glad to help with any other questions/concerns, but i am no 
            proffesor, i have many questions of my own...!
 Good Luck!
     
 Post Extras:
       | 
        
          |  |  | 
        
          | Best modding 
            tutorial ive seen in weeks!!
 
 Post Extras:
       | 
        
          | 
              
              
                | Ronin49 |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 03/08/04 |  
                | Posts: 1792 |  
                | Loc: Canada |  |  | 
        
          | Grumpy and 
            everyone else - good to see this re-version circulating again.
 
 Pinned would be good.
 
 I agree: it is not about 
            culpability. Nor are the following comments meant as criticism. 
            [Hey, I am a GRATEFUL 'user'
  ] 
 Some modders make readmes that tell you what you need to 
            know, including the files involved. This matters.
 If you read 
            lots of the 'other' readmes you will perhaps acknowledge why some 
            folk perhaps do not pay as much attention to them as they 
            might.
 
 There is a corollary here.
 I see some wonderful 
            mods all snaffled up on release and re-release and patch and 
            re-re-re-release and never having a readme that goes beyond 
            'cutsie'.
 
 While not meaning to detract from the intent of 
            Grumpy's thread here at all, which I entirely agree with, I wondered 
            if there were tutorials for:
 
 - writing a useful readme 
            file
 
 - how to release your mod
 
 Most folk are neither 
            stupid nor lazy. They need education , yes. And people here by the 
            way do that very well.
 
 They also need the initial support you 
            can give them as modders - a comprehensive readme file and a smooth 
            release. There are excellent examples around.
 
 --------------------
 "And to everyone seeing naked and 
            headless people, READ THE README!!! It's the answer to all your 
            troubles." Neoptolemus
 
 Mythic Mods 
            ----> Starting Out With Mods, Telesphoros' List o'Mods,
 Ronin49's Lists & Links, Theme Mod Lists.
 
 Post Extras:
       | 
        
          |  |  | 
        
          | I too am glad 
            that this thread is cruising near the surface, if for no other 
            reason than to see if any new tips have been posted. However, now 
            that I've played the game for a while I think the tutorial is too 
            short.
 
 What I think needs to be added is discussion and 
            explanation of what I've come to think of as "the fine art of 
            installing and running a large number of mods." In trying to teach 
            myself how to assemble a much larger Morrowind eperience, I have 
            learned that there is: hugo's list leveler, tesfaith, tespcdv, 
            testool, and a java program that will let me reorder plugins. Now, I 
            have some technical savy, but when the rubber meets road, I'm still 
            just a former poly sci major at heart.
 
 So, I would 
            appreciate, and I suspect many others would also, anyone who would 
            build on what Grumpy has done, and describe how to successfully 
            build a larger Morrowind experience. Thanks
 
 Post Extras:
       | 
        
          | 
              
              
                | Elyod |  
                | Layman |  
                |  |  
                |   
 |  
                | Reged: 04/29/04 |  
                | Posts: 1 |  
                | Loc: Harrisonburg, VA, USA |  |  | 
        
          | I am a noobie 
            to Morrowind and have done a couple of auto-installs for mods and 
            one of them loaded into the wrong folders...this helped me get 
            everything working...THANKS!!!!
   
 Post Extras:
       | 
        
          | 
              
              
                | Ronin49 |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 03/08/04 |  
                | Posts: 1792 |  
                | Loc: Canada |  |  | 
        
          | I think 
            Chief_Kilchis makes an excellent point, though it goes beyond the 
            intent of Grumpy's excellent tutorial.
 
 Yes, not knowing how 
            to do a good install is a major hurdle to mod use and one that most 
            of us encounter at the start. And pretty frustrating for the authors 
            of mods, I would imagine. A big initial problem - but for most 
            people, I would guess, a one time problem.
 
 More difficult is 
            the challenge of running a large number of mods together. Some 
            people have lots of experience with this and are very helpful when 
            the issues crop up. But it would be extremely useful IMHO were some 
            one to capture that knowledge and experience and make it available 
            to all in a tutorial like that suggested.
 
 --------------------
 "And to everyone seeing naked and 
            headless people, READ THE README!!! It's the answer to all your 
            troubles." Neoptolemus
 
 Mythic Mods 
            ----> Starting Out With Mods, Telesphoros' List o'Mods,
 Ronin49's Lists & Links, Theme Mod Lists.
 
 Post Extras:
       | 
        
          | 
              
              
                | Lord_Sauron |  
                | Initiate |  
                |  |  
                |   
 |  
                | Reged: 04/18/04 |  
                | Posts: 73 |  
                | Loc: Mount Doom |  |  | 
        
          | THANK YOU
 
 --------------------
 ------------------------------------------------------------
 "One ring to rule them all, One ring to find them. One Ring to 
            bring them all and in the darkness bind them. I need as many 
            modelers as i can get. Check here.
 
 Post Extras:
       | 
        
          | 
              
              
                | Tyrian |  
                | Curate |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/08/04 |  
                | Posts: 463 |  
                | Loc: Earth |  |  | 
        
          | There is just 
            one thing im not sure of, when i downloaded the Eljiit, and 
            extracted it, it came up as Eljiit.exe . . . Am i just suppose to 
            run that and follow the installation?
 
             
 --------------------
 "Damn the broccoli, damn you, and 
            damn the wright brothers!"
 -Stewie
 
 Post Extras:
       | 
        
          | 
              
              
                | Vitonli |  
                | Initiate |  
                |  |  
                | 
 |  
                | Reged: 06/10/04 |  
                | Posts: 53 |  
                |  |  |  | 
        
          | Still dont get 
            the .Rar folders?
 
   
 --------------------
 
 - I Am the Grandmaster -
 - I 
            am the thinker-
 - I know all-
 - LvL 232 -
 
 Post Extras:
       | 
        
          |  |  | 
        
          | As Grumpy 
            mentioned on earlier in the thread;
 
 Quote:
              
 There are three typical formats that a mod will come in: .zip, 
              .rar, .ace. You WILL need a suitable decompressor program to 
              decompress the mod
 
 
 
 Windows XP & WinZip will 
            handle zip files natively, but you'll need to download a different 
            program in order to 'unzip' other formats like .rar, .ace 
            etc.
 
 Many people on this forum recommend ZipGenius, though I use WinRAR myself.
 
 Post Extras:
       | 
        
          |  |  | 
        
          | What does 
            "font 0 not found" etc.. blah mean? I get this when I try to start 
            Morrowind now after I plugged in the Metal Queen business.
   
 Post Extras:
       | 
        
          | 
              
              
                | feng |  
                | Disciple |  
                |  |  
                | 
 |  
                | Reged: 05/02/04 |  
                | Posts: 1248 |  
                | Loc: thirsk |  |  | 
        
          | yes now i can 
            add some mods.
 
 --------------------
 my pictures
 
 My Screenshots
 
 [IMG]http://www.members.lycos.co.uk/butcheri/theonceforce.jpg[/IMG]
 
 
 
 Post Extras:
       | 
        
          | 
              
              
                | feng |  
                | Disciple |  
                |  |  
                | 
 |  
                | Reged: 05/02/04 |  
                | Posts: 1248 |  
                | Loc: thirsk |  |  | 
        
          | when i unzip 
            the files do i unzip the folder or the objects themselves for 
            example: i have a textures folder do i take that folder and stuff it 
            in the textures part of the data files. Or would i go into that 
            texture folder take out all the files and put them in the textures 
            data files?
 
 --------------------
 my pictures
 
 My Screenshots
 
 [IMG]http://www.members.lycos.co.uk/butcheri/theonceforce.jpg[/IMG]
 
 
 
 Post Extras:
       | 
        
          |  |  | 
        
          | Every single 
            mod I've ever downloaded has had subdirectories in the archive, so I 
            can just unzip it to my Data Files directory and everything goes 
            where it should. I notice that this is an old thread, so is this 
            kind of packaging a new trend?
 
 Post 
            Extras:
       | 
        
          | 
              
              
                | Chile_ |  
                | Initiate |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/23/04 |  
                | Posts: 84 |  
                | Loc: Texas Bitch! |  |  | 
        
          | yellow boxes! 
            Ahh! What do I do now?
 
 Post Extras:
       | 
        
          | 
              
              
                | Ronin49 |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 03/08/04 |  
                | Posts: 1792 |  
                | Loc: Canada |  |  | 
        
          | 
 Quote:
              Reinstall - following the tutorial to 
            get files in the correct folders.
 yellow boxes! Ahh! What do I do now?
 
 
 
 
 --------------------
 "And to everyone seeing naked and 
            headless people, READ THE README!!! It's the answer to all your 
            troubles." Neoptolemus
 
 Mythic Mods 
            ----> Starting Out With Mods, Telesphoros' List o'Mods,
 Ronin49's Lists & Links, Theme Mod Lists.
 
 Post Extras:
       | 
        
          | 
              
              
                | Chile_ |  
                | Initiate |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/23/04 |  
                | Posts: 84 |  
                | Loc: Texas Bitch! |  |  | 
        
          | by that u mean 
            delete those files and do it over again by downloading them?
 
 Post Extras:
       | 
        
          | 
              
              
                | Chile_ |  
                | Initiate |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/23/04 |  
                | Posts: 84 |  
                | Loc: Texas Bitch! |  |  | 
        
          | hello?
 
 Post Extras:
       | 
        
          | 
              
              
                | Chile_ |  
                | Initiate |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/23/04 |  
                | Posts: 84 |  
                | Loc: Texas Bitch! |  |  | 
        
          | *bump*
 
 Post Extras:
       | 
        
          |  |  | 
        
          | When I extract 
            files to folders and subfolders... what if i get a 'will you 
            overwrite this file' bla bla bla? Yes?
 
 Post Extras:
       | 
        
          | 
              
              
                | Ronin49 |  
                | Disciple |  
                |  |  
                |   
 |  
                | Reged: 03/08/04 |  
                | Posts: 1792 |  
                | Loc: Canada |  |  | 
        
          | Snofjol - 
            Click <Yes>.
 
 --------------------
 "And to everyone 
            seeing naked and headless people, READ THE README!!! It's the answer 
            to all your troubles." Neoptolemus
 
 Mythic Mods 
            ----> Starting Out With Mods, Telesphoros' List o'Mods,
 Ronin49's Lists & Links, Theme Mod Lists.
 
 Post Extras:
       | 
        
          | 
              
              
                | stupid_kangaroo |  
                | Initiate |  
                |  |  
                |   
 |  
                | Reged: 07/15/04 |  
                | Posts: 67 |  
                | Loc: somewhere under a rock beside another 
                  rock beside a tree close to a town filled with lots of town 
                  bosses |  |  | 
        
          | um...........sorry if someone already answered this but, 
            where do the .kf files go?
     
 Post Extras:
       | 
        
          |  |  | 
        
          | Extensions are 
            usually three letters (i.e. .nif, .bmp, .doc) and I've not heard of 
            a .kf file type ever.
 
 What mod are you trying to install 
            that has a file with this ".kf" extension?
 
 Post Extras:
       | 
        
          | 
              
              
                | stupid_kangaroo |  
                | Initiate |  
                |  |  
                |   
 |  
                | Reged: 07/15/04 |  
                | Posts: 67 |  
                | Loc: somewhere under a rock beside another 
                  rock beside a tree close to a town filled with lots of town 
                  bosses |  |  | 
        
          | I THINK ITS A 
            MESH THING...oops all caps.........it was in the meshes folder, so 
            it should be a mesh....if its not i'll figure it out
   
 Post Extras:
       | 
        
          |  |  | 
        
          | 
 Quote:
              
 
 um...........sorry if someone already answered this but, 
              where do the .kf files go?
    
 
 
 
 
 If I remember right, .kf files 
            are related to animations. They go into the same folder as the .nif 
            file with the same name.
 
 I.e., "XWyvern.kf" would go into the 
            same folder as "XWyvern.nif".
 
 Post Extras:
       | 
        
          | 
              
              
                | stupid_kangaroo |  
                | Initiate |  
                |  |  
                |   
 |  
                | Reged: 07/15/04 |  
                | Posts: 67 |  
                | Loc: somewhere under a rock beside another 
                  rock beside a tree close to a town filled with lots of town 
                  bosses |  |  | 
        
          | yea........i 
            just figured that out
  .........thanks 
            for replying,,,,,,,,lots of nice people these days   
 Post Extras:
       | 
        
          | 
              
              
                | I_See |  
                | Acolyte |  
                |  |  
                |   
 |  
                | Reged: 07/23/04 |  
                | Posts: 126 |  
                |  |  |  | 
        
          | As a long-time 
            player just recently braving the use of "unofficial plug-ins", I 
            have been too nervous about dickering around with the Data Files 
            folder. Very appreciative to all the effort you have put into this 
            thread... getting braver.....................
 
 Post Extras:
       | 
        
          |  |  | 
        
          | bump
 
 
 
 
 --------------------
 Be not 
            afraid of growing slowly, be afraid only of standing still.
 Chinese Proverb
 
 Post Extras:
       | 
        
          | 
              
              
                | Juggalo0504 |  
                | Acolyte |  
                |  |  
                | ![]()  
 |  
                | Reged: 06/30/04 |  
                | Posts: 122 |  
                | Loc: Wisconsin |  |  | 
        
          | 
 Quote:
              
 bump
 
 
 
 
 
 
 was it really needed?
 
 --------------------
 Member of the Orcarina of Time Mod 
            Team WIP Thread
 
 My Screens
 
 
 Post 
            Extras:
       |