Morrowind

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  1. Hrnchamd
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    MGE XE 0.17.0 is released!

    0.17.0 changes:
    - Fixed thin unshadowed line between shadow cascades, which was only visible at certain times on vertical surfaces.
    - Patched an engine bug that caused dull and transparent flames from torches, and from other emissive particles spawned on lights. The bug affected per-pixel lighting much more than the standard renderer.
    - Distant land generator no longer has a static mesh reduction feature. The reduction code was causing generation to be unreliable, hanging or crashing on some meshes, and is too hard to diagnose. Manually reduced "_dist" statics are recommmended for complex meshes.
    - Distant land generator no longer has a modal error message box interrupting generation when there are missing textures from a static. The warnings are still visible in the warning summary at the end of generation.
    - In-game options menu position is now remembered.
    - Added more materials to fixed function shader pre-caching.
    - Fixed 'final' shader priority tag to be after all shaders, including shaders without a priority tag.
    - The Lua API can now set bool, int, and vec4 arrays. It can also alter the main engine's near rendering distance, to allow reducing it via script in busy areas.
  2. lockewolfe
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    For anyone having issues with MO2 you have to click on the box in the top right containing 'Morrowind' hit edit and add the gui file from inside the Morrowind directory you have it installed in.
  3. Yosharian
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    Does anyone know how to change the shader hotkey? It's set to V and I need to change it to something else.
  4. lefttounge
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    New to morrowwind modding.
    Why does it feel like openmw is like, not compatible with any of the good mods that are out there.
    It's not compatible with this mod, not compatible with grass mods. What the heck is going on?
    1. IgorDolv
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      OpenMW doesn't support Morrowind Script Extender, which most mods are/were written in.
    2. lefttounge
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      That's just nuts, why would The OpenMW devs think it's a good idea to not support morrowwind script extender.
      It's almost as if they just made a thing, without even asking the other mod authors if its a viable solution.
      It's not even compatible with enbs.
    3. Sonja
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      OpenMW is a remarkable endeavour that is a full rebuild of the engine, serious props to the devs, I have nothing but respect for their accomplishments. It's a Hell of a thing for a small team of volunteers to wholly rebuild a game engine. However, in many respects, though it has come a long way, OpenMW is still in beta. From what I understand, they want to eventually achieve complete parity with MGE XE/Lua/MWSE/The Code Patch... but it still isn't there yet. Aside from the fact that using the original engine, along with this setup has never caused me any real issues, even with a fully modded game, high res textures etc.. this is a major reason why I've never made the switch to OpenMW. Maybe, eventually, if it ever fully supports all mods, I will, but that time is not now..and I suspect it won't be for a long while. It may not happen, at all, even. I have read (from a very reliable source) that the OpenMW team is opposed to incorporating MWSE support into the project, and, by all accounts, it could, in fact, be done. Now... the posts I read date back to 2018, and the team's leadership has changed, so I don't know if this continues to be the case. Nonetheless, it's something to bear in mind...

      There is currently a tendency to steer new Morrowind players to OpenMW (aided and abetted by the fact that OpenMW's fanboys are rather.... zealous). While this is great for those who don't want to mod the game to Oblivion and back, it's limiting for those who are interested in exploring mods. I strongly encourage you to try using this application, alongside the Morrowind Code Patch... Providing you are careful, and read all documentation thoroughly... it's not difficult. Here are two very clearly explained guides to get you started:
      https://danaeplays.thenet.sk/morrowind-first-time/
      https://danaeplays.thenet.sk/wrye-mash/

      Sometimes, 'newer' is not always 'better'
    4. lefttounge
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      Yeah I'm gunna quickly uninstall openmw.
      I don't have time for a d*$%! measuring contest between two poindexter mod authors. I just want what works and is agreeable with other mods.
      Script extender is not to be feared. It is an amazing contribution to the modding community. Making mods against its usage is just nuts.
    5. Sonja
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      d*$%! measuring contest


      And that, based on what I've observed, appears to be er.... the size of it. Certainly, the posts I've read from OpenMW's leadership circa 2018 (again, no idea if this has changed) suggest that ego has played a substantial role... So, as per usual, mod users end up getting the shaft (and not in a good way) because somebody wants to be "top dog."
      Thankfully, this is far more rare in the Morrowind community than it is in Skyrim's or FO4's. The overwhelming majority of authors are incredibly awesome, as is the community at large. Aside from the fact that Morrowind is my favourite Bethesda title to begin with, this is a significant reason why I always love returning to the game.
    6. lefttounge
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      Lol, that's  a lot of 's

      Yeah Skyrim se is just measuring city, that's why i never switched
  5. Sonja
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    I'm not sure if this is something on my end, or not... but with this new installation, I'm unable to take screenshots.. kind of. At least, to be specific, I can't take screenshots if I want them to be rendered without the HUD elements.  Both boxes are checked in MGE XE, and I have also enabled them in the MW ini... Here's the thing, though... I just discovered I can take screenshots if I press SHIFT+PRTSC... Of course, this leaves the HUD elements visible, but I simply downloaded NullCascade's Hud Hider, as a work-around.

    Is anybody else experiencing something similar? I really don't know if it's this application, I'm just trying to narrow down where the issue might lie. Also, I haven't really changed anything with my keyboard  etc. since the last time I had Morrowind installed (when screenies worked as per normal), but who knows. It could even be something as irritatingly stupid as a Windows update, or what have you.
  6. CarAccidentAndy
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    How do I fix this?

    System.Exception: While reading "Data Files\Morrowind - Invalidation.bsa" ---> System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
       at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
       at System.IO.BinaryReader.ReadInt32()
       at MGEgui.DistantLand.BSA.InitBSAs()
       --- End of inner exception stack trace ---
       at MGEgui.DistantLand.BSA.InitBSAs()
       at MGEgui.DistantLand.DistantLandForm.workerInitBSAs(Object sender, DoWorkEventArgs e)
       at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
       at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
    System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
       at System.IO.BinaryReader.FillBuffer(Int32 numBytes)
       at System.IO.BinaryReader.ReadInt32()
       at MGEgui.DistantLand.BSA.InitBSAs()
    1. LemoMold2
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      +1
    2. Ushorty
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      You can find "Morrowind - Invalidation.bsa" in your data folder. It appears safe to delete and Mod Organiser 2 creates a new one every time you start up the game. So just delete it anytime you want to run the wizard.
      I had this this trouble just the other day and managed to find a post pointing out that Mod Organiser 2 creates "Morrowind - Invalidation.bsa" whether or not you have the auto Archive Invalidation turned off. 
    3. CarAccidentAndy
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      Thank you so much!
    4. KUPOinyourWINDOW
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      I ran into this yesterday myself, its actually because there are two invalidation settings. One in the settings menu, but also one in the profiles menu (the icon on the toolbar that looks like an ID). You have to turn it off in both for MO2 to stop automatically creating the invalidation file and changing your ini. Happy modding!
    5. savartynas
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      Thank you both Ushorty and KUPOinyourWINDOW ! 
    6. Raider3259
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      Thank you, you saved me a lot of head banging and suffering
    7. Shiokaraiyo
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      Thank you so much! This finally worked for me :)
  7. HuskyStarcraft
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    Having problem finding pi_rock_01.dds

    This isnt loading, its not in the files. Was also missing another .dds file, but i found it. it was a sandstone texture. But now all i have left is this rock texture. Without it i get a red error when starting the game. In MGE gui, it also gives me the error. Any idea where to find the file?
    1. CJP78
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      yup i have exactly the same issue! after running distant land i get two missing texture errors
      one is a rock 01 dds and the other is a sandstone texture! only mods i have installed are tamriel data and tamriel rebuilt. i also managed to find the sandstone texture but not the rock one
    2. SufyanKulk
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      I'm also experiencing this problem after installing Tamriel Data.
  8. JThePotato
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    Hey, I'm unsure if this will make me sound like a total noob or not, but I've been running all over the internet from reddit to random sites to try and figure out what the issue is, but for some reason I can't seem to fix the error that pops up saying that MGE XE needs to be in the Morrowind folder.

    I tried the manual install, I've poked around with Morrowind Code Patcher, and I genuinely have no idea where to go from here.  I'm stumped beyond belief, and if anyone knows any potential solutions to the problem I'm more than willing to hear them out.

    Thanks in advance if anyone sees this and tries to help, I don't know what I did/am doing wrong at this point.
    1. demongrrrl1993
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      HI! try extracting it into the morrowind file rather than the morrowind data file. and then run the exe. from there :)
    2. TheNerdling1
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      MGE XE needs to be used in place of the normal Morrowind executable. 

      Just to the left of the Run button, click the drop down, and add the MDE XE as it's own entry.
  9. jobanab
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    Using the latest build (dec 9 2023), I can't generate distant lands.  I tried this on two different fresh installs through GoG Morrowind - One using Mod Organizer 2 and running MGE XE through there, one without Mod Organizer.  Both give the same modal error dialog.  Only other modifications applied to the game folder was the code patch.  Also tried this both in a program files install location and in a separate non-administrative controlled folder.

    MGE XE 0.17.0
    MWSE.dll injected.
    GPU: NVIDIA GeForce GTX 1070 (31.0.15.5123)
    -- D3D Proxy Device OK
    >> Starting Distant Land init
    -- Post shader Data Files\shaders\XEshaders\SSAO Fast.fx loaded
    -- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
    -- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
    -- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
    -- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
    -- Post shader Data Files\shaders\XEshaders\Eye Adaptation (HDR).fx loaded
    -- Shader chain indicates HDR On
    -- Shader chain replaces standard Morrowind sun glare
    !! Distant land files have not been generated
    !! Distant statics have not been generated
    << Completed Distant Land init

  10. jh005
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    I am having some little gaps or outlines around tree branches when the god rays/sunlight is beaming down.  It's not very bad, but I am wondering if it is fixable.  thanks!
  11. MFBooty
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    I'm having a problem with the in-game gamma after installing this. Everything is bright and colors are washed out, when I exit the game, for a split second whatever is causing the brightness and desaturation goes away and I can see the game in true color right before it closes. I installed a shader that allows me to edit the brightness and saturation but is has no effect whatsoever while playing, but yet again, when I close the game I can see the shader having full effect for a split second before it closes. It's like there is a white sheet in front of everything that closes when the game is closing.
    1. MFBooty
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      To further add to this, whenever I take a screenshot of the game, the screenshot is also how it's supposed to look without any of the brightness or desaturation