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.
    1. Neuromante
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      Holy cow, man, thanks for this. I've been having issues with this for several weeks (some mods appeared, some other not) and I was pulling my hair on why was this happening. This solved it, thanks!
  3. 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
    7. SeanNaut
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      It's like an old pair of boots vs. a new pair of boots. An old pair of boots won't rub on your ankles, you can probably tie them drunk, blindfolded and upside down, and your feet have molded to them in a way that feels like you're not in them at all. This stupid new pair of boots is tough, the leather feels like a coffin, and you pull them off and you've found a blister in a spot you've never found one before. However, the new pair of boots doesn't have that water leak, and you do like how they look. The old pair of boots is still probably better for long hikes or yardwork, but the new pair of boots isn't half bad for walks, or in the rain.

      The point being OpenMW isn't and probably won't ever be 1:1 to Morrowind.exe, MGE XE, MWSE-Lua, or MCP. If you're looking for that, you will be disappointed. If you want Ashfall, or MGE XE, or MUSE, Morrowind.exe with the extenders will probably be your best option. OpenMW has different strengths though, and a lot of stuff the extenders can do OpenMW is atleast planned to be able to do, albeit not in a 1:1 fashion.

      Check out modding-openmw.com sometime. There's a lot of cool stuff in terms of modlists, explaining how OpenMW modding works, and just a great place to find OpenMW mods on. There's groundcover mods, shaders like MGE XE, stuff Oldwind doesn't have. You don't have to throw away the old pair of boots, just try the new ones on every once in a while.
    8. lefttounge
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      Lmfao! XD
      Well, let me put it to you like this:
      Suppose you have three kids, and a wife, and an apartment.
      It's very crowded.
      You can always just hurl your wife and kids out the apartment, and BOOM! More space, however you'll run into a s#*! load of other problems, her tryna get back in, child support, and a crippling loneliness.
      OR, you can just put up with it and keep your wife and kids and just cram them in the apartment and make it work.

      Ok, so that example went way out in left field.
      The point I'm trying to make is that when you have a bunch of mods codependent on a thing, it's just much better to stick with that one. New things, should conform to the working old things. You don't make a new thing that goes against the grain, that's an outsider. It has to work with what already has been working. Make it work, if you can't, then it's a failed concept from the start.
      Script extender is a thing that works E V E R Y W H E R E! That's in fallout 4, Morrowwind, Oblivion, GTA, everywhere. You don't need to try and make things incompatible with that, that's just stupid. New mods that goes against the grain are going to break the other mods set before it, this is extremely cumbersome and egotistical in the mod making scene.
    9. Confessoru
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      let me explain a few key concepts to you in a language that you would understand, seeing as you are new to morrowind modding

      most morrowind mods are made without mwse scripts and thus can be played on both engines

      mwse had different development branches throughout it's history starting from 2007. the branch that people are using now only materialized somewhere around 2018 when NullCascade basically rewrote the original mwse. before that, the extender focused on extending morrowind's vanilla scripting with custom functions. but going forward scripts would be based in Lua. there are a number of highly popular mods that are dependent on mwse, but it's only a smaller part of all morrowind mods

      openmw started development long before the modern mwse rewrite. around the time of new mwse release, openmw already got to a point where you could play the original game forwards and backwards
      the idea behind it was pretty simple. if you wanted to enjoy less buggy Morrowind, you had to install Morrowind Code Patch (notice that I didn't say bug-free). if you wanted your game to look more modern and shiny, you had to install MGE. if you wanted Morrowind to do things that weren't possible with the vanilla scripting, you would code with mwse
      but you could never completely fix things on a fundamental level. vanilla engine is an engine that is poorly optimized, slow and unstable especially when you start adding bells and whistles to it. you still can't have more than 4 lights on a single mesh. you will crash a lot. on a fundamental level, openmw was designed to take advantage of the modern hardware with better stability and performance. the things that you need a mod for, are done natively now. free of vanilla bugs, with better path-finding, native shaders, distant land that you don't have to generate. there is just no comparison in terms of core features. I was heartbroken when I realized I cannot play with my favorite Web Sweeper mod in openmw, but it's merely a trifle, an essay in the craft. with openmw you can do much more as it does not rely on a solution that wraps around an aging game. now you can run morrowind on a handheld or a non-Windows OS. play it with your friend in a multiplayer if you want. or play it with a VR headset

      your whole line of reasoning is quite problematic. you're basically urging someone to get a Flex Tape™ to fix their leaky sink and admonishing them when they decide to actually replace parts that are the true cause of the leak
      script extenders across games you mentioned are designed to address different issues that may not be present in other games, they work differently and are not universal solutions in of themselves. Fallout 4 does not need a 4 gb memory patch that Morrowind needs, because it has a 64-bit executable that can take advantage of your ram. openmw is designed to address the issues in the original game that just are not possible to fix with the script extender. it does not destroy any mods that came before it since they aren't reliant on it, it was never designed to go against mwse but evolved in parallel

      let me break it down for you in even more simpler terms
      vanilla morrowind + mge xe + code patch = morrowind on life support, reanimated and being constantly pumped with adrenaline directly into its ash filled veins just so it could walk again
      openmw = avatar the last airbender only just reborn and thus has yet to develop it's awesome element bending powers, but already capable of advanced air, water and earthbending techniques. ultimately it is the firebending style that it has yet to master

      you don't need to blindly conform to the old way of doing things, especially since nothing is stopping anyone to enjoy both iterations at the same time, as mod managers make it extremely portable. there is no need to make these divisions and rifts between players
    10. lefttounge
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      Tl;dr

      Stop wall texting, in fact why is you still talking?
      I said what I said, and I'm done talking about it
    11. regabart4020
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    12. SeanNaut
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      We all like morrowind. Feels like we can call it a day if we don't s#*! on eachother.
    13. Confessoru
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      okay I'm sorry I didn't actually realize the OP was not genuine. but my post is still relevant to whomever wants to better know the history of morrowind modding
    14. Sonja
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      let me break it down for you in even more simpler terms
      vanilla morrowind + mge xe + code patch = morrowind on life support, reanimated
      and being constantly pumped with adrenaline directly into its ash filled
      veins just so it could walk again
      openmw = avatar the last airbender only just reborn and thus has yet to develop it's awesome element
      bending powers, but already capable of advanced air, water and
      earthbending techniques. ultimately it is the firebending style that it
      has yet to master

      @ Confessoru,
      your post, the part I quoted, in particular, epitomises why OpenMW fans are so very disliked in a lot of places. As I said, I respect what the OpenMW devs have achieved to date (entirely rebuilding an engine is no mean feat), and I absolutely love the concept...
      What I neither respect, nor love, however... are the project's rabidly, disingenuous, evangelical, and generally unpleasant fanbots..fanboys.

      Now, with that out of the way..
      Just imagine what could have resulted if the talented people at OpenMW, rather than engaging in a shlong waving contest ... had joined forces with the talented LUA developers, and made the new engine MWSE/Lua compatible....
      We'd have an amazing version of Morrowind right now... that's what.
    15. Mifty
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      uninstall it? why?
      better make a copy of Morrowind vanilla folder, in order to keep separate saves and settings, and use it only for openMW, and another one, with MGE-XE, MCP and MWSE installed. you can add Wrye, too, but is better to run Morrowind through MO2>Wrye: in this way, you can have all the advantages of MO2 and Wrye, with a minimal amount of disadvantages.
      now, you can have all the Morrowind mods, in different instances, of course, and see yourself what you like most.
  4. metabetalligata
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    So, I don't know if I'm being dumb or not, but I can't seem to find the thing to "generate distant lands"

    Its not there in the MGEXE gui, and its also nowhere within Morrowind's folder where I installed mge to.

    Any help? Looking to play this again but I really want to use MGE while I play it.

    EDIT: probably worth noting that I used the "installer" version.
    1. Jovile
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      It's under the Distant Land Tab when running MGE XE. (Top Left between [Graphics] and [In-Game])

      If you are running MO2, you HAVE TO disable Archive Invalidation in BOTH settings and the profile you are using or Morrowind-Invalidation.BSA will throw up errors while running the Distant Land Generator.

  5. 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.
    3. FloppaFriday
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      Ever found the solution?
  6. TwoArmedMan15
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    I'm trying to use this for the first time in a very long time. (Last time I modded Morrowind was in circa 2013...) Anyways,  the game loads but I have no menu options (no new game, options, credits, etc.) and I'm getting a weird "cannot locate Enchanting 'hair shirt'" error on start up. I've tried Googling this issue, and the only things I find are Steam forum posts from 8 years ago and they were not at all helpful. Has anyone else encountered this error recently?
    1. TwoArmedMan15
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      The menus not displaying were do to me having an incompatible font mod. I got that fixed.

      However, I'm still getting the "cannot locate Enchanting 'hair shirt'" error message at every game start. It seems to be related to my merged objects plgin created with TES3Merge. Has anyone else had issues with TES3Merge?
  7. 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.
  8. 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.
  9. 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 :)
  10. 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.
  11. 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