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.
Just a heads up from somebody who has loved MGE XE since the beginning....
If you aren't already aware, and you are considering grabbing this, be sure to check out the MGE XE Unofficial Fork (released July 2025). It essentially eliminates all out-of-memory issues! The new fork also works extremely well with DXVK; my Morrowind (with 450+ mods) has never been so smooth and stable.
Hello I've just downloaded this mod, and I can't seem to be able to open it, the only other mod I have is the Code Patch Could someone help me fix this?
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.
Hello. I've been using MGE XE since 2019, what a great mod! I recently found Morrowind FPS optimizer whose one feature that enables Truform tesselation via dgVoodoo2 is very interesting. Might I ask you to add a tessellation feature into MGE XE as well ? I know MGE XE possesses far better-looking garaphic mod than anything else but it'd be great if you'd add the tessellation support to it.
I have noticed two minor bugs, one of which is definitely MGE XE, and the other maybe..
The definite: Shadows in the environment disappear at the far edges of my frame, no matter what I set the FOV to.
The maybe: Left arm/pauldron/hand/legs don't seem to have shadows cast on them: they are as if sunlight is hitting them, even when the rest of the body is in shadow.
Quick question, does anyone know if I need the latest version of this to generate distant land in the newest version of Tamriel Rebuilt? I can generate distant land perfectly fine for Vvardenfell and the parts of the mainland added in older versions of Tamriel Rebuilt, but no matter how many times I run the generator the newest region is mostly just a bunch of floating rocks, trees and buildings from a distance.
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.
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!
2287 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.
If you aren't already aware, and you are considering grabbing this, be sure to check out the MGE XE Unofficial Fork (released July 2025). It essentially eliminates all out-of-memory issues! The new fork also works extremely well with DXVK; my Morrowind (with 450+ mods) has never been so smooth and stable.
I've just downloaded this mod, and I can't seem to be able to open it, the only other mod I have is the Code Patch
Could someone help me fix this?
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.
I've been using MGE XE since 2019, what a great mod!
I recently found Morrowind FPS optimizer whose one feature that enables Truform tesselation via dgVoodoo2 is very interesting.
Might I ask you to add a tessellation feature into MGE XE as well ? I know MGE XE possesses far better-looking garaphic mod than anything else but it'd be great if you'd add the tessellation support to it.
The definite: Shadows in the environment disappear at the far edges of my frame, no matter what I set the FOV to.
The maybe: Left arm/pauldron/hand/legs don't seem to have shadows cast on them: they are as if sunlight is hitting them, even when the rest of the body is in shadow.
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.
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.