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Changes to the OpenMW save format should be backwards compatible. The importer shouldn't require loading the content files (esm/esps) in order to do its job.
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When I started writing the importer, the main goals were: Also equipped items work, which was a minor source of trouble. As you can see, objects in the cell are now correctly loaded.
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It took a fair amount of head-scratching, but I believe I've got the numbering system for references all figured out now. The last one is one of my testing characters. The first two shots are of a savegame I downloaded from the Nexus. I do not recommend using the current importer on a savegame created with the standard Morrowind.esm (still too many unknown subrecords to be able to load it). But it might still be useful in some way, so here's a link. Hrnchamd has offered to help in case there's something we can't make any sense of that way.īefore someone mentions the existing "documentation", yes I have seen it and it is vastly incomplete. This should be sufficient for figuring out the important stuff. That is why I added a "-compare" switch to essimporter that compares two ess files. Since 99% of the format is still unknown, I figured I'd post the method I am using in case others want to help.īasically what I'm doing is load a save game in Morrowind, change one specific thing I'm looking for, save to a new file, then compare the two files. Some player state is converted, everything you see in the stats window, and the skill books read by the player.ĭynamic records (such as created enchantments, custom spells, custom potions etc) are converted. tga files, but more work is needed to get them into a format usable by openmw. Global map and Fog of War are loaded and written to. all the information you see in OpenMW when selecting the save. ess (Morrowind save game) importer.įilling in the metadata is completed, i.e.
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