The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

SamsTheMan Apr 21, 2020 @ 7:44am
Can't get graphic herbalism to work with openmw
I have other mods working by pointing to them in the .cfg file, but graphic herbs won't show up in the launchers data files. I copied and pasted the directory, just like with the other mods, but it still wont show up

The files in graphic herbalism are 4 folders named: docs, meshes, mwse and textures

Thanks for the help
Last edited by SamsTheMan; Apr 21, 2020 @ 7:45am
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piccolo255 Apr 21, 2020 @ 8:00am 
Originally posted by SamsTheMan:
The files in graphic herbalism are 4 folders named: docs, meshes, mwse and textures
The clue is in the "mwse" folder. Those are files for Morrowind Script Extender; in other words, Graphic Herbalism requires MWSE to work.

AFAIK, OpenMW does not support MWSE.[wiki.openmw.org] Sadly, that means that Graphic Herbalism (or any other MWSE mod) does not and can not work on OpenMW. There are no workarounds.

Edit: I checked the GH page, and the author managed to implement it without MWSE, and says it now works on OpenMW. Here's the relevant FAQ:
Q. Is it compatible with OpenMW?
A. Yes! Native graphic herbalism is now available in OpenMW's latest nightly build.. You only need the meshes, not the included MWSE scripts.

OpenMW Users - make sure you have the latest nightly build: https://forum.openmw.org/viewtopic.php?t=1808
You can completely ignore the MWSE folder - only the meshes are required.
You don't need to enable anything in OpenMW either, just make sure the GH meshes are loaded with the highest priority.
Last edited by piccolo255; Apr 21, 2020 @ 8:05am
SamsTheMan Apr 21, 2020 @ 8:27pm 
Originally posted by piccolo255:
Originally posted by SamsTheMan:
The files in graphic herbalism are 4 folders named: docs, meshes, mwse and textures
The clue is in the "mwse" folder. Those are files for Morrowind Script Extender; in other words, Graphic Herbalism requires MWSE to work.

AFAIK, OpenMW does not support MWSE.[wiki.openmw.org] Sadly, that means that Graphic Herbalism (or any other MWSE mod) does not and can not work on OpenMW. There are no workarounds.

Edit: I checked the GH page, and the author managed to implement it without MWSE, and says it now works on OpenMW. Here's the relevant FAQ:
Q. Is it compatible with OpenMW?
A. Yes! Native graphic herbalism is now available in OpenMW's latest nightly build.. You only need the meshes, not the included MWSE scripts.

OpenMW Users - make sure you have the latest nightly build: https://forum.openmw.org/viewtopic.php?t=1808
You can completely ignore the MWSE folder - only the meshes are required.
You don't need to enable anything in OpenMW either, just make sure the GH meshes are loaded with the highest priority.
So just point to the directory like any mod but without the mwse folder and it will work? The problem is that right now, there is nothing showing graphic herbalism in the data folder, so I can't set anything having to do with it as the highest priority

thank you for the assistance
piccolo255 Apr 22, 2020 @ 12:01am 
Originally posted by SamsTheMan:
So just point to the directory like any mod but without the mwse folder and it will work? The problem is that right now, there is nothing showing graphic herbalism in the data folder, so I can't set anything having to do with it as the highest priority
I haven't used that particular mod, but yes, it seems like that's how it should work.

If I understand it correctly, it works similar to texture mods; those also usually don't have any ESP files to toggle. If a mod doesn't change game logic in any way, it doesn't need the plugin file.

AFAIK, the game should load the loose files with higher priority than the ones in BSAs. If it doesn't, try messing around with the timestamps.

Caveat: I'm talking about the base game, and can't be certain that OpenMW works the same way. Judging by the mod's FAQ, it should, but you never know.
SamsTheMan Apr 22, 2020 @ 1:51pm 
Thank you for trying to help, but I deleted that folder and just have the cfg file pointing to the directory 'graphic herbs' in data files but it still isn't working
piccolo255 Apr 22, 2020 @ 7:22pm 
Originally posted by SamsTheMan:
Thank you for trying to help, but I deleted that folder and just have the cfg file pointing to the directory 'graphic herbs' in data files but it still isn't working
Just to clarify, the MWSE folder should be irrelevant; if there's no MWSE support, it just gets ignored by the game. Extra files don't matter.

I haven't played OpenMW -- in vanilla, you'd just drop the mod's folders directly into the game's "Data" folder, so it becomes "Morrowind\Data\meshes" and such. From what I see about OpenMW modding, assuming your cfg changes are correct, it should work. Double- and triple-check the spelling, quoting, etc., and that you're pointing it to the folder that contains "meshes".

Do you have the regular or nightly release of OpenMW? FAQ says it needs the nightly release, depending on how quick the OpenMW development is, that could still be true.

Since so far no-one with specific knowledge about OpenMW and GH has chimed in, you could also try asking directly on the mod's Nexus page, you may have better luck over there. Or the OpenMW Discord (suggested in one of the comments on the mod's page).
SamsTheMan Apr 22, 2020 @ 11:36pm 
Originally posted by piccolo255:
Originally posted by SamsTheMan:
Thank you for trying to help, but I deleted that folder and just have the cfg file pointing to the directory 'graphic herbs' in data files but it still isn't working
Just to clarify, the MWSE folder should be irrelevant; if there's no MWSE support, it just gets ignored by the game. Extra files don't matter.

I haven't played OpenMW -- in vanilla, you'd just drop the mod's folders directly into the game's "Data" folder, so it becomes "Morrowind\Data\meshes" and such. From what I see about OpenMW modding, assuming your cfg changes are correct, it should work. Double- and triple-check the spelling, quoting, etc., and that you're pointing it to the folder that contains "meshes".

Do you have the regular or nightly release of OpenMW? FAQ says it needs the nightly release, depending on how quick the OpenMW development is, that could still be true.

Since so far no-one with specific knowledge about OpenMW and GH has chimed in, you could also try asking directly on the mod's Nexus page, you may have better luck over there. Or the OpenMW Discord (suggested in one of the comments on the mod's page).
Thank you, I'll give that a shot. I'll also try pointing directly to the meshes folder, though it does have a docs folder and a textures folder as well
Louyiihn 🐧 Apr 23, 2020 @ 12:58pm 
check here: https://modding-openmw.com/search/?q=graphic+herbalism
In my openMW gameplay, i am not sure if the textures & meshes are working, i have just replaced the originals on the appropriate folders in Data Files. However, the "picked up" animation won't work for me.
Louyiihn 🐧 Apr 23, 2020 @ 1:03pm 
^ also there's the forum: https://forum.openmw.org/
SamsTheMan Apr 23, 2020 @ 11:50pm 
I tried the subreddit, still no solutions
Sarabi Apr 24, 2020 @ 9:35am 
OpenMW has native support for grpahics herbalism, so you only need the model files
https://www.nexusmods.com/morrowind/mods/46599?tab=files grab the main file at the top of the page, then open the zip, open '00 - core and vanilla meshes', copy and paste the 'meshes' and 'textures' folders into your morrowind data folder directory. After that it should just work.
Louyiihn 🐧 Apr 25, 2020 @ 1:25pm 
Originally posted by Sarabi:
OpenMW has native support for grpahics herbalism, so you only need the model files
https://www.nexusmods.com/morrowind/mods/46599?tab=files grab the main file at the top of the page, then open the zip, open '00 - core and vanilla meshes', copy and paste the 'meshes' and 'textures' folders into your morrowind data folder directory. After that it should just work.
so there is no way to have the pick-up animation as well, correct?
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Date Posted: Apr 21, 2020 @ 7:44am
Posts: 11