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.
This is MGE XE, not Mod Organizer 2. I do not think Mod Organizer 2 even fully supports Morrowind so you may get some issues. Your best choice is seeking out a guide on the Youtube.
On the contrary, MO2 has inbuilt Morrowind support and it works pretty well Answering OP's question - just register the MGE XE executable, laund it via MO2 and generate distance land with TR_Mainland.esm active. TR latest archive also contains that file named tamrielrebuilt.ovr which is supposedly an exception list you probably should apply to generation in order to avoid unwanted objects that should only appear/dissapear at distance during certain quest stages.
MGE XE 0.18.0 crashes even with only base game (no plugins) while "Generating distant textures set" throwing: System.IndexOutOfRangeException: Index was outside the bounds of the array.at SlimDX.Direct3D9.ImageInformation.FromMemory(Byte[] memory) at MGEgui.DirectX.StaticTexCreator.LoadTexture(String path) at MGEgui.DistantLand.DistantLandForm.workerCreateStatics(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
also tried with Customize Setup, every step but the last part of Create Statics passes, crashing even with "Distant texture reduction" set to None. Probably there are some tree replacers either loose in Data Files or packed in BSA, how do I find which model crashed it? DistantLand.log only contains the above exception.
Ok, I've fixed this door (and sewer counterpart too). It was screwed model obviously --->
Spoiler:
Show
inverted normals, and faces of door probably was inverted too, i mean position of both sides was switched. It hard to tell with nifscope, because both sides of door was almost coplanar, vertices by Y was 11.9999 and 12.0000, so one face has vertices with y=12 and vertices with y=11.99. I don't know how to explain, and probably nobody care XD, but if someone is, it's was like this https://youtu.be/bK1sh3s26AU but there is big scale of for clarity
There is fixed doors https://mega.nz/#!ePAgUQ7A https://mega.nz/#!3OIGwCbZ (meshes/d)
Spoiler:
Show
I'm actually surprised i was able to fix it, this door mge xe issue always bugged me. And i know very little about nifscope, good that it just 8 vertices and 4 triangles.
Left this comment on the MWSE page, but figured I'd leave it here also in case others had this issue or anyone had any ideas. Sorry if that makes me a dick, not intended, just having an issue getting MWSE to work...
Hi, if anyone can help, I've just got a new windows 11 gaming laptop and I'm installing Morrowind again, GOG version. Game is installed, MCP ran fine, and installed and ran MGE XE latest version 18. Only hiccup, for some reason MWSE won't load. Its up to date, just doesn't work. My MGEXE log says "mwse.dll failed to load" and that's it. Everything else works fine. I've uninstalled and reinstalled MGEXE, and even tried it with an older version 17 and reinstalled and manually installed mwse and ran update myself, no dice, same thing happens. I've also tried turning off core isolation settings in Windows Defender, didn't work. Any help would be appreciated, as I'm pretty much loathe to play Morrowind without MWSE now, it's a necessity. Thanks.
P.S. The first time I downloaded MGEXE I had to also download MS Net 3.5 extension or something, I've checked and it's running properly.
Sorry to hear that, although I'm glad it's not just me. I left a bug report on the MWSE github a couple days ago, so hopefully a fix is in the works. Good luck, and please let me know if you figure out how to get it working!
Try installing with the MGE XE installer rather than manual. It includes all the software needed to get it working and solved my issue. I guess the windows 11 update wiped out my microsoft libraries and so those were still missing when I installed manually the first time. Hope this helps.
I did use the installer the first time, it said it installed all the required libraries but there was a glitch and I had to download and install one manually (c++ 2015-2019 I believe). Anyway, thanks for the update and reply, really appreciate it! BTW, do you happen to know which libraries are required or got it working? If so, I'll try reinstalling them...
Upon extracting the exe it lists the following files: vc_redist_2010.x86.exe VC_redist.x86.exe Jun2010_d3dx9_43_x86.cab Jun2010_D3DCompiler_43_x86.cab DSETUP.dll dsetup32.dll dxdllreg_x86.cab DXSETUP.exe dxupdate.cab
Hey, that worked! Thank you so much, I truly appreciate the help! Downloaded and installed these from your links and everything is working fine now. Thanks again, much obliged good sir!
Hello all, i'm getting a crash on lauching the game, if i disable MGE the game lauchs, only when i activate MGE it crashes (even when i dont activate anything, pls help.
Searching through the logs i found "unable to get dx8 device cap". And i cant seem to find a solution searching on google.
I have a super weird draw distance behaviour which reduces the distance at which creatures, grass, and lights and certain objects like sign posts are being shown when you look at them directly. If you don't look at them directly, they are actually getting drawn at the side of your screen:
Downloaded your mod and it looks great, but how do i get it to look like the screenshot images? my morrowind looks only slightly better than the original vanilla, but I want it to look like those screenshots provided in the preview gallery of this mod page.
Should Morrowind take longer than 30 minutes to load with MGE EX? I'm not getting an error message of any sort, it just seems to load and load and load. I am running a rig with 128GB RAM, Latest Intel Processor, and latest SSD. I feel like there is maybe some kind of issue that's just not popping up on the screen as an error? I should add I have Tamriel Rebuilt, Project Cyrodil, Skyrim landmass, and about 40 mods installed. I know that's going to make a difference, but I figured on a high end rig, it wouldn't be that big of a deal.
Thanks all! I DID use the search bar, as well. But I decide to just post after scrolling through pages of error log reports.
That sucks they wont work with Mge Xe/script e. becuase it has some fetures mge xe dosent and vise versa what could the game be like if they set aside some pride to make Lua files compatable with open mw. There Are too many good mods that use Lua files that are just not compatable with Open Mw. Yet from useing (it in my own opinion) it feels like a script extdendor everthing mod that dosent support the really good mods. What a shame it has such a good Ui thats easier to use than base game.
2280 comments
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.
Answering OP's question - just register the MGE XE executable, laund it via MO2 and generate distance land with TR_Mainland.esm active. TR latest archive also contains that file named tamrielrebuilt.ovr which is supposedly an exception list you probably should apply to generation in order to avoid unwanted objects that should only appear/dissapear at distance during certain quest stages.
System.IndexOutOfRangeException: Index was outside the bounds of the array.at SlimDX.Direct3D9.ImageInformation.FromMemory(Byte[] memory)
at MGEgui.DirectX.StaticTexCreator.LoadTexture(String path)
at MGEgui.DistantLand.DistantLandForm.workerCreateStatics(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
also tried with Customize Setup, every step but the last part of Create Statics passes, crashing even with "Distant texture reduction" set to None. Probably there are some tree replacers either loose in Data Files or packed in BSA, how do I find which model crashed it? DistantLand.log only contains the above exception.
Something with normals i guess. Can't find anything in internet about it.
I don't know how to explain, and probably nobody care XD, but if someone is, it's was like this https://youtu.be/bK1sh3s26AU but there is big scale of for clarity
There is fixed doors https://mega.nz/#!ePAgUQ7A https://mega.nz/#!3OIGwCbZ (meshes/d)
I'm actually surprised i was able to fix it, this door mge xe issue always bugged me. And i know very little about nifscope, good that it just 8 vertices and 4 triangles.
Hi, if anyone can help, I've just got a new windows 11 gaming laptop and I'm installing Morrowind again, GOG version. Game is installed, MCP ran
fine, and installed and ran MGE XE latest version 18. Only hiccup, for
some reason MWSE won't load. Its up to date, just doesn't work. My MGEXE
log says "mwse.dll failed to load" and that's it. Everything else works
fine. I've uninstalled and reinstalled MGEXE, and even tried it with an
older version 17 and reinstalled and manually installed mwse and ran update myself, no dice, same thing happens. I've also tried
turning off core isolation settings in Windows Defender, didn't work.
Any help would be appreciated, as I'm pretty much loathe to play
Morrowind without MWSE now, it's a necessity. Thanks.
P.S. The first time I downloaded MGEXE I had to also download MS Net 3.5
extension or something, I've checked and it's running properly.
vc_redist_2010.x86.exe
VC_redist.x86.exe
Jun2010_d3dx9_43_x86.cab
Jun2010_D3DCompiler_43_x86.cab
DSETUP.dll
dsetup32.dll
dxdllreg_x86.cab
DXSETUP.exe
dxupdate.cab
So my guess would be there following:
Download Microsoft Visual C++ 2010 Service Pack 1 Redistributable Package MFC Security Update from Official Microsoft Download Center
Latest supported Visual C++ Redistributable downloads | Microsoft Learn
Download DirectX End-User Runtime Web Installer from Official Microsoft Download Center
wish i could upvote comments. your's saved me hours of debugging.
Searching through the logs i found "unable to get dx8 device cap". And i cant seem to find a solution searching on google.
Example:
https://www.youtube.com/watch?v=mF6_KoNEHoU
Deactivating "Auto set other distances" did not work.
Can somebody help me figure out what is causing this? Am I missing something here?
Downloaded your mod and it looks great, but how do i get it to look like the screenshot images? my morrowind looks only slightly better than the original vanilla, but I want it to look like those screenshots provided in the preview gallery of this mod page.
- M
I am running a rig with 128GB RAM, Latest Intel Processor, and latest SSD. I feel like there is maybe some kind of issue that's just not popping up on the screen as an error?
I should add I have Tamriel Rebuilt, Project Cyrodil, Skyrim landmass, and about 40 mods installed. I know that's going to make a difference, but I figured on a high end rig, it wouldn't be that big of a deal.
Thanks all! I DID use the search bar, as well. But I decide to just post after scrolling through pages of error log reports.