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.
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?
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.
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/
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.
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()
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.
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!
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?
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
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.
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
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!
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.
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
здравствуйте, при запуске выдает следующую ошибку "Расширитель сценариев morrowind требует установки патча кода morrowind. убедитесь, что вы его установили и не удалили папку mcpatch", хотя MCP установлен и папка не удалена. Что делать?
Tried to update my distant land and now I keep getting this error when generating statics, anyone know what's causing this or how to fix it? ((FIX FOUND))
i found the fix. while you have MGXE open, open your morrowind directory and delete morrowind_invalidation.bsa. then run the land generator. if you delete the bsa file with MGXE close, MO2 will automatically create it when you run MGXE
I tried using the the non demanding/not red selecitons; but this mod murdered my FPS to the tune of teens to low 20s even with SSD/2080Ti/i9 10920X/32GB RAM.
Are you on laptop by any chance? Make sure the game isnt running on integrated gpu. that was the reason for my low fps on a 4060. go to nvidia control panel/manage 3d settings/program settings and choose "high performance nvidia processor" for morrowind executable
2158 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.
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?
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.
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'
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.
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()
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.
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?
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
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.
Just to the left of the Run button, click the drop down, and add the MDE XE as it's own entry.
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