File information
Last updated
Original upload
Created by
HrnchamdUploaded by
HrnchamdVirus scan
Tags for this mod
Activity logs
This page was last updated on 11 November 2024, 8:57PM
- Changelogs
-
-
Version 0.18.0
- Borderless window mode positioning is selectable.
- Fixed incorrect rendering and compositing of alpha blended objects in certain cell conditions. In distant interiors without water, alphas were not appearing where the alpha object was drawn over distant objects.
- The distant land generator will ignore Mod Organizer 2's auto-generated invalidation BSA.
- MGEXEgui should report errors in DirectX initialization instead of silently exiting.
-
Version 0.17.0
- 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.
-
Version 0.16.3
- Remove FOV change introduced in 0.16.2. It was causing incorrect rendering of hands when not using per-pixel lighting mode.
-
Version 0.16.2
- Added a D3D8-to-9 proxy only mode, for compatibility with RTX Remix. It does not do any distant rendering or shaders.
- The FOV setting now works even when "Disable MGE" and "Proxy D3D8To9" options are used.
- Tuned fog offset with exponential fog to be more consistent over different draw distances. Fog offset settings now have a range 0-200.
-
Version 0.16.1
- Fixed sky reflection in water. After the 0.16 change to sky rendering, the sky reflections did not update to match the sky correctly.
- Better logging information of which shader core mod is incompatible when there is a core shader issue.
- Improved visibility of status text and error display.
-
Version 0.16.0
- Added a "Reduce texture memory use" option, enabled by default. This keeps textures in VRAM only and not system memory, reducing the biggest use of RAM and making out-of-memory crashes less likely.
- Reduced memory usage of distant landscape generation when including isolated landmasses placed far from the main game. This should fix some out-of-memory errors during generation.
- Added sun shadow detail setting, which defaults to high detail. Shadows also fade out more cleanly at the edge of the casting area.
- Improve sky rendering. Added a separate shader for clouds. XE Mod Sky core mods need updating to work.
- Fixed sparkling of stars in the night sky, without impacting moon texture detail.
- Tweak sun disc appearance in Sunshafts shader.
- Removed LOD bias from renderer and MGEXEgui. LOD bias is no longer useful with high resolution textures.
- Generation will warn and skip cells placed far outside of the land generation area, instead of stopping with an exception.
- Removed 16x AA mode, as nearly all graphics cards no longer support that specific mode.
-
Version 0.15.3
- Fixed (rare) missing transparency on distant objects with complex model properties. Distant land regeneration is required.
- Minor fix for vertex colours on distant statics.
-
Version 0.15.2
- Catch when Morrowind's adapter (video card/monitor output) selection is no longer valid and reset to default.
- Fixed distant texture scrolling effect not working for some custom models.
- Fixed distant land generator freezing/crashing on models without normals.
- Fixed dynamic visibility for Firemoth quest boats.
-
Version 0.15.1
- High quality atmosphere mode now has added skylight customization through the API. It affects the both the sky and the atmosphere haze colour, which allows unnatural weathers to be created. It will be accessible through a new version of Weather Adjuster.
- High quality atmosphere minor fixes to colour blending.
- Reverted LOD selection for generating distant statics to previous method.
- Distant land generator now detects missing land texture records and shows warnings, instead of stopping generation.
-
Version 0.15.0
- Dynamic distant visibility. Quest-related statics in the distance now update visibility during gameplay events, without requiring manual regeneration. The affected objects must be specified in the override files used by the distant land generator, all base game quests are included in the defaults. Export a statics file from the generator and read it to see the details.
- Per-pixel lighting mode has added shader pre-caching to reduce stutter at the start of a session.
- Distant version of the ghostfence has a minor scrolling effect added.
- Reduced peak memory usage when initially loading the game.
- Additional MWSE script commands added for screenshots and lighting.
- Tweaked LOD selection for generating distant statics.
- Fixed (again) splash screens showing a thin line of background color pixels on the top edge.
-
Version 0.14.3
- Fixed white pixel sparkling of distant subpixel objects at night (e.g. tree branches and thin fences).
- Added gamma correction reset button to video options.
- Adjusted main menu video background code to allow mods to run first, so that video randomizing mods can work again.
- Fixed haggle macros inconsistent behaviour. The Shift modifier is now always supported.
- Fixed splash screens showing a thin line of background color pixels on some edges of the screen when multisampling is used.
-
Version 0.14.2
- Supports borderless windowed mode even when MGE XE is disabled.
- Fixed incorrect per-pixel lighting rendering of modded multi-texture effects (such as darkmap or glowmap) in rare situations.
-
Version 0.14.1
- Fix main menu video background mods failing to play.
- Updated French localization, thanks to Redondepremière.
- Help button now points to nexusmods.
-
Version 0.14.0
- Distant land loads before the main menu, instead of the first time you load a game. This allows earlier script access to MGE XE functions.
- MGE XE settings can now be controlled in-game through MWSE. It's available on the Mod Config options page, and opens a separate window. The rendering will update in real-time as you change options, so that you can compare the difference.
- Shaders can now have category annotations which are designed to help sort shaders into the correct rendering order. If the shader has a category specific within it, the category name will appear when a shader is added to the active list, and that shader will auto-sort into place.
- Added an API interface to allow MWSE to control MGE XE, including runtime shader loading and variables support. See MWSE docs for details.
- The very far static distance no longer rounds to the nearest integer on load/save.
-
Version 0.13.7
- Distant land generator now selects the LOD detail at 1 cell distance from models that contain LOD nodes.
- Fix distant land generator crash when handling some configurations of LOD nodes.
-
Version 0.13.6
- Distant land generator has improved compatibility with systems using languages with multi-byte character encodings (such as Shift-JIS). For these systems, it should be much less likely to fail generation or to generate corrupted distant land.
- Distant land generator now selects the lowest detail LOD from models that contain LOD nodes (mods like Morrowind Optimization Patch).
- Prevented special wireframe and stencil effects from affecting shaders and other effects rendering.
- Fixed a rendering issue with some texture decals generating incorrect lighting and extra shadows on the object they are applied to.
-
Version 0.13.5
- Small change to distant land generation to avoid distant rendering issues in end game interior cells.
- Distant land generator should no longer generate toolbar related exception pop-ups.
- Updated GUI resolution selector. Largest resolutions appear first. It should display the intended warning if the resolution could not be changed.
-
Version 0.13.4
- Fixed some distant interiors cells not rendering as distant. An issue with the distant generator output could cause the game to fail to load some distant interiors in some cases. Regenerate distant land for this fix.
- Minor fix to per-pixel lighting. Checks how many UV sets are actually used before failing with purple rendering output and a warning. Some models have >4 UV sets for no reason.
-
Version 0.13.3
- Fixed excessive heavy fog in storms, blizzards, and foggy weather, particularly if using short draw distances. Storms now have a minimum visibility distance comparable to vanilla.
- Minor fix to per-pixel lighting. Supports up to 4 UV sets in NIFs, and logs a warning if there are more than it can handle.
-
Version 0.13.2
- Fixed an issue with exponential fog which caused near rendering to be all black, when the effective draw distance is high (clear weather, draw distance > 16 or high custom fog start distance).
- The lantern of the chargen boat no longer appears in reflections when the boat is gone.
- Tuned sunrise/sunset slightly to reduce banding from over-saturation.
-
Version 0.13.1
- Actually updated French localization, thanks to Redondepremière. Accidentally did not get included in 0.13.0.
- Fixed nearly all distant landscape heightfield artifacts, which were appearing as terrain glitches. Land bias changes are no longer required.
- Reworked HDR shader to functionally brighten dark scenes, while having minimal effects on bright scenes. Adapts to brightness quickly, but dark vision takes more time to adapt to. Should make dark areas of the game more playable.
- Changed sky scattering to transition from sunrise colours to a blue sky more quickly after sunrise. Updated distant land fog to blend better with near fog, which was noticeable with shorter view distances.
- Changed automatically set distant statics distances to a minimum of 4 cells, to minimize near pop-in.
- Disable exponential fog if distant land is initially off. Makes sure the water shader has the correct fog mode when distant land is intended to be off.
-
Version 0.13.0
- Adjusted high quality sky scattering to create an overall brighter sky. Aims for a bright and vibrant blue during the day, and a more intense sunrise/sunset.
- Rendering bias for distant land and water improved. Unfortunately this means water shader mods have to be updated to render correctly.
- Exponential fog now uses an auto distance multiplier that fades exactly to the fog colour at fog end distance. The multiplier has been removed from configuration. The auto distance function for near fog is tuned for better near visibility while retaining atmosphere.
- Capture screenshots with or without UI, depending on shift key. Using shift always captures UI.
- Correct issue with SSAO making fogged objects slightly lighter, in good weather with sky scattering, where draw distance was <8 cells.
- Updated grass shader stomp effect to fade out if the player is high above. A little generous on height difference to account for different grass mods.
- Updated French localization, thanks to Redondepremière.
-
Version 0.12.1
- Shader core-mods support added. Instead of overwriting core shaders, shader mod fragments can be placed into the Data Files\shaders\core-mods directory. The game will integrate them into rendering, and if they don't work, will fall back to un-modded rendering instead of breaking.
- Fixed single frame of incorrect fog when changing cells, or after loading a game.
- Distant statics generator is less likely to hang on statics generation.
- Fixed a crash that occurred when the game produced a large amount of particles in a single particle system, and MGE XE wasn't handling it properly.
- Visual C++ 2010 runtime is properly packaged with the installer.
-
Version 0.12.0
- Nearly all crashes related to Alt-Tabbing and changing resolution in-game are fixed.
- Distant landscape texture quality has been improved by a more accurate simulation of Morrowind land rendering. The distant land texture now aligns perfectly with Morrowind land texturing.
- Distant landscape should now be less likely to clip through near statics and appear blocky.
- Distant landscape texture is atlased, so that widely separated landmass mods don't cause distant world detail loss.
- Distant land generator can now detect and generate distant interiors for large interior cells (on by default). Previously you have to manually add interiors to a statics override file.
- Distant land generator now selects at least Very High mesh quality when automatically calculated settings are used.
- Distant interiors rendering improvements. Distant interior "sunlight" matches Morrowind's more closely. Interior fog changes fixes pop-in occurring in interiors without water. For large cells the fog uses the distant interiors setting, for small cells it uses the default Morrowind fog.
- During statics generation, NiCollisionSwitch nodes are handled correctly and won't produce niflib errors.
- Distant land generator minor stability improvements.
- Per-pixel lighting eliminates extra dark shadow rendering artifacts on the joints of characters. With normal lighting, artifacts are reduced but still present. This is ideally addressed by mesh fixes.
- Per-pixel lighting has improved support for effects. Added rendering support for alpha vertex colours used with alpha textures, dark map alpha channel, and projective texturing with NiTextureEffect (maximum 1 projective texture effect).
- Some GUI usability improvements.
- Morrowind icon will no longer randomly disappear from the taskbar when minimized.
- Updated Polish and Russian localizations.
-
Version 0.11.6
- Fixed possible crash when saving PNG screenshots.
- Sunshafts sun disc has its sharpness reduced slightly.
- MWSE will be loaded if not specifically disabled, even when MGE is disabled. This is returning to how it behaved in 0.10.
-
Version 0.11.5
- Neutralized nearly all performance loss caused by changes to rendering since 0.10.1, mainly in dense environments like cities. The frame rate in cities is a significant improvement over 0.11.4, and within -4 to +1% of 0.10.1.
- Saving PNG screenshots now take around 0.1 seconds instead of 1 to 2 seconds.
- Possibly fixed random and rare pixelated rendering appearing in screenshots.
- Fixed frame rate display possibly stuck on 0.
-
Version 0.11.4
- Fixed broken replacement water rendering when distant land is off. It also now receives fog correctly.
- Fixed "Unable to sort..." exception in the Distant Land generator.
- Fixed system-specific possibility of hanging on the first frame of loading the game.
- Added MWSE weather commands for fog and PPL lighting.
-
Version 0.11.3
- Fixed being unable to start MGEXEgui on a fresh install.
-
Version 0.11.2
- Distant land texture generation stability fixes. Outdated two-stage option removed.
- Dynamic lighting coefficients reset button is now aware of per-pixel lighting defaults.
- MGEXEgui handles modifying morrowind.ini correctly, not writing a BOM when running latest .NET versions.
- Some code quality upgrades. May slightly lower the chance of crashes in-game.
-
Version 0.11.1
- XE Sky Variations mod included, it was accidentally not present in the 0.11.0 package.
-
Version 0.11.0
- Installer added. Optionally downloads MWSE 2.1. Sets registry so that Morrowind settings will not randomly reset.
- 4GB patch applied to MGEXEgui.
- Fixed engine bug which caused slow mouse movement and dropped inputs when frame rate was too high (e.g. in small interiors).
- Fog blending with distant land in fog, rain and storms greatly improved.
- Distant water fogging improved.
- Distant statics generator handles incorrect NIFs better and most hangs are solved, making generation faster.
- Distant statics generator displays current processing NIF to help find bad NIFs.
- Rendering improved to avoid cracks in some modded skinned meshes.
- Distant water horizon blends well at all view distances.
- Dynamic ripples wave border artifacts fixed. Ripple simulation pauses in menu mode.
- Shaders like SSAO/DoF no longer glitch when equipping inventory items in the menu.
- HDR shader has a slightly wider range of brightness adaptation.
- SSAO shaders behave better in fog, and no longer have artifacts on more distant objects.
- Sunshafts shader now has a more consistent sun disc size and brightness.
- Distant land generator texture size limit increased to 8192. Only recommended when using mods with added landmass.
- Multiple component buildings like Vivec cantons will now appear in one piece once in distant land view range, instead of the component parts appearing separately.
- Changed FPS limiter range limit back to 240.
- Auto FOV is now a mode toggle, and on by default.
- No longer gives a renderer error when using 2x or higher vsync in windowed mode.
- Distant land and FFE shaders can be live reloaded by toggling distant land, post shaders can be live reloaded by toggling shaders.
-
Version 0.10.1
- Fixes:
. Distant land generator handles meshes using NiSwitchNode correctly.
. Few more generator crashes fixed.
- Fixes:
-
Version 0.10.0
- Improvements:
. Improved shader settings, now with presets.
. New, more stable version of MWSE included - v2.0 by NullCascade.
. Configurable per-pixel lighting. Allows brightness multipliers to simulate very bright sunlight.
. Grass lighting improved.
. Shaders are reloaded when toggled off and on with in-game macros.
. More screenshot name formats, including character name.
. New MWSE-MGE functions for scripters, check the MGE XE Readme.
Fixes:
. Many crashes with the distant land generator are fixed.
. MGEXEgui is now display-scaling aware.
. Fixed sunglare when per-pixel lighting enabled.
. Shadow rendering optimized.
. Scripted zooming - mouse sensitivity adjusts to zoom level.
- Improvements:
-
- Author's activity
-
November 2024
-
11 Nov 2024, 8:57PM | Action by: Hrnchamd
Readme file added
-
11 Nov 2024, 8:57PM | Action by: Hrnchamd
Changelog added
'Change log added for version 0.18.0'
-
11 Nov 2024, 8:56PM | Action by: Hrnchamd
File added
'MGE XE Manual Install [version 0.18.0]'
-
11 Nov 2024, 8:55PM | Action by: Hrnchamd
File added
'MGE XE Installer [version 0.18.0]'
December 2023
-
09 Dec 2023, 9:50PM | Action by: Hrnchamd
Changelog added
'Change log added for version 0.17.0'
-
09 Dec 2023, 9:49PM | Action by: Hrnchamd
Readme file added
-
09 Dec 2023, 9:48PM | Action by: Hrnchamd
File added
'MGE XE Manual Install [version 0.17.0]'
-
09 Dec 2023, 9:48PM | Action by: Hrnchamd
File added
'MGE XE Installer [version 0.17.0]'
April 2023
-
23 Apr 2023, 9:24PM | Action by: Hrnchamd
Readme file added
-
23 Apr 2023, 9:24PM | Action by: Hrnchamd
Changelog added
'Change log added for version 0.16.3'
-
23 Apr 2023, 9:23PM | Action by: Hrnchamd
File added
'MGE XE Manual Install [version 0.16.3]'
-
23 Apr 2023, 9:22PM | Action by: Hrnchamd
File added
'MGE XE Installer [version 0.16.3]'
-
22 Apr 2023, 7:29PM | Action by: Hrnchamd
Readme file added
-
22 Apr 2023, 7:29PM | Action by: Hrnchamd
Changelog added
'Change log added for version 0.16.2'
-
22 Apr 2023, 7:29PM | Action by: Hrnchamd
File added
'MGE XE Manual Install [version 0.16.2]'
-
22 Apr 2023, 7:28PM | Action by: Hrnchamd
File added
'MGE XE Installer [version 0.16.2]'
-
16 Apr 2023, 6:34PM | Action by: Hrnchamd
Readme file added
-
16 Apr 2023, 6:32PM | Action by: Hrnchamd
Readme file added
-
16 Apr 2023, 6:32PM | Action by: Hrnchamd
Changelog added
'Change log added for version 0.16.1'
-
16 Apr 2023, 6:31PM | Action by: Hrnchamd
File added
'MGE XE Manual Install [version 0.16.1]'
-
- Mod page activity
-
May 2025
-
04 May 2025, 9:29AM | Action by: grinkelicious
Endorsed
'MGE XE'
-
04 May 2025, 9:24AM | Action by: ToxicVeggiesFTW
Endorsed
'MGE XE'
-
04 May 2025, 7:41AM | Action by: Ed0r3n3l
Tracked
'MGE XE'
-
04 May 2025, 7:31AM | Action by: Ed0r3n3l
Untracked
'MGE XE'
-
04 May 2025, 7:21AM | Action by: TarquiniusDerAeltere
Tracked
'MGE XE'
-
04 May 2025, 7:21AM | Action by: Astorath666
Tracked
MGE XE
-
04 May 2025, 7:14AM | Action by: PetWipples
Untracked
'MGE XE'
-
04 May 2025, 6:49AM | Action by: Ed0r3n3l
Endorsed
'MGE XE'
-
04 May 2025, 6:48AM | Action by: Ed0r3n3l
Tracked
'MGE XE'
-
04 May 2025, 6:37AM | Action by: Venerum
Tracked
'MGE XE'
-
04 May 2025, 6:21AM | Action by: Ed0r3n3l
Untracked
'MGE XE'
-
04 May 2025, 5:37AM | Action by: ejay1588
Endorsed
'MGE XE'
-
04 May 2025, 4:50AM | Action by: TinyWaterbear
Untracked
'MGE XE'
-
04 May 2025, 4:02AM | Action by: ParagonLegion
Tracked
'MGE XE'
-
04 May 2025, 2:45AM | Action by: Noximilien999
Tracked
'MGE XE'
-
04 May 2025, 1:43AM | Action by: rabidseesaw
Tracked
'MGE XE'
-
04 May 2025, 1:01AM | Action by: Dragonovith
Tracked
'MGE XE'
-
04 May 2025, 12:34AM | Action by: jEUNo12
Endorsed
'MGE XE'
-
04 May 2025, 12:02AM | Action by: Velvestone
Untracked
'MGE XE'
-
03 May 2025, 8:14PM | Action by: FluffySquirrell
Endorsed
'MGE XE'
-