fingers crossed it works... when you've 300 mods loaded and several customizations you never trust the game to not ctd... the paranoia is as real as shellshock
I am participating in a "Thank a Mod Author" campaing with the Tarsh Gaming crew this month. It is a "pay it forward with a thank you" drive. Every day find your favorite author on Nexus and post a note on a mod of theirs that you enjoyed. Then click on their profile and select Give Kudos. Let's be thankful for all the men and women who came before us with mods, guides and shenanigans so that we could enjoy them.
Thank you DassiD and crew for such a beautiful, fun and immersive Morrowind modlist.
I can't find the setting for editing the Per-pixel Lighting in MGE XE Also everything looks really washed out with these settings enabled, doesn't look anything like your screenshots :( and also the Vivec Cantons have this wierd grayish outline around them from a distance
I just ran through the entire Morrowind Step guide and added in these shaders as well and I'm seeing 2 issues. I followed all of the instruction screen shots, including the per pixel light settings (should the per pixel option be selected as well for these light settings I was wondering?)
Issues: 1) The game just seems far too bright at night. If I disable the gammavtdt and ColorMood shaders it seems to go back to a normal level of brightness at night. Is there a way to correct this with the shaders installed? 2) I have the newest version of the files and I am seeing a fairly heavy flickering effect in the sky (the clouds maybe) at any point during the day.
*EDIT* From what I can tell both the ColorMood (with its flickering) and the gammavtdt shaders added the game becomes far too bright overall. The night sky is especially bright with the clouds almost glowing light. Is there something that I'm missing that make these such a recommended addition to the Step guide? My monitor brightness settings are set in a way that nothing else feels too bright at all but these two shaders make parts of the game almost blinding.
Same problem here with the bright nights, even with mods like True Lights & Darkness (which still makes interiors dark, but not the exteriors). Would be nice if there was some kind of shader to make nights a lot darker.
It looks to me like the culprit here of both the far too bright nights and the flickering sky is the ColorMood shader. If I disable that one both of those problems go away for me.
I'm not sure if you saw my edit but it seems to me that both the ColorMood and gammavtdt shaders are what are causing the extra brightness. After disabling both of them the clouds look mostly back to normal and some just extra brightness/washed out look goes away. I really do like the look of these shaders but I can't figure out if there is something I'm doing wrong or some monitor settings that I have way too bright. Other games don't have any brightness problems for me that I've seen.
I can make the nights darker by messing around with NVIDIA's brightness and contrast settings, but I hate having to do that every time I boot up and close Morrowind. My standard monitor brightness is already at 0 with contrast at 50, so having to adjust even more settings for my game is a little ridiculous. I'll try disabling both shaders.
1) Yes, nights are bright in this game. These shader amplify this by being bright to make daylight look nice. What you describe sound a bit extreme compared to what I can observe, but that could entirely come down to display calibration. I suggest playing with the shader flags for colormood and gammavtdt, more specific the flag "Disabled when the sun is not visible". 2) Might be colormood and adaption messing with each other, I'd try to tweak the adaption/hdr shader.
3) Try the BasicMW shaders, they should be more neutral and be less sensitive to display variation. You're welcome to the discord channel if you have any more questions. https://discord.gg/sAXxfad
Thanks for the reply and info! Yeah I really like the shaders and I've been playing around a bit with my monitor brightness/gamma settings but I don't want to tweak those too much as I've never had a brightness issue with other games. I did figure out something that helps make it looks a whole lot better in lowering the in game gamma setting. For some reason I was unable to get into the Video tab of the in-game options with my most recent install/mod setup (the game would crash immediately) in order to change this and it looks like it was some conflict with MCP/MGE XE where I had to disable one of the bug fixes in MCP to get into the Video setting tab. Once I got in I found that I had set the in-game gamma a bit high from a previous playthrough and once lowered it became less bright overall (although still making the clouds a little too bright at night IMO so I still have a little tweaking to do).
With the flickering I was taking a closer look at both of the ColorMood and gammavtdt shaders, enabling each of them alone and it looks to me like both of them on their own have a bit of a flickering effect in the clouds, although ColorMood seems to be the stronger flicker.
I'm still learning a lot about shaders and the order to have them listed and what works with what so I'll keep playing around as well. Thanks for the responses, I really appreciate it and I love how the work you have done makes this game look so great!
**EDIT** OK so with a bit more playing around and learning about shaders and shader order I think I have it down to just the gammavtdt one that is causing some problems. The ColorMood one looks great with how I have things setup now with no flicker that I can see. With gammavtdt if you go into the editor and press the Preview button you can see both the flicker as well as what looks to me to be a slight change in FOV with the shader enabled? I'm not sure why that would change. I bound the button to turn the shaders on/off in game through MGE XE and I definitely see this FOV change and flicker with the gammavtdt shader enabled.
Gammavtdt does make small amounts of flicker, but it's not much at my end. I've uploaded a new bloom shader that's completely free from flicker, you can use that instead of gammavtdt.
63 comments
scene *= 1.0 + 0.015*frac( 17.1*sin( 13.1*floor(12.0*time) ));
Save the file and enjoy.
Great shader otherwise. Once the flickering effect has also been removed, as per below.
Thank you DassiD and crew for such a beautiful, fun and immersive Morrowind modlist.
Also everything looks really washed out with these settings enabled, doesn't look anything like your screenshots :(
and also the Vivec Cantons have this wierd grayish outline around them from a distance
https://www.reddit.com/r/Morrowind/comments/8kejwm/morrowind_2018/
except the per-pixel lighting thing, I still can't find that in MGE
Issues:
1) The game just seems far too bright at night. If I disable the gammavtdt and ColorMood shaders it seems to go back to a normal level of brightness at night. Is there a way to correct this with the shaders installed?
2) I have the newest version of the files and I am seeing a fairly heavy flickering effect in the sky (the clouds maybe) at any point during the day.
*EDIT* From what I can tell both the ColorMood (with its flickering) and the gammavtdt shaders added the game becomes far too bright overall. The night sky is especially bright with the clouds almost glowing light. Is there something that I'm missing that make these such a recommended addition to the Step guide? My monitor brightness settings are set in a way that nothing else feels too bright at all but these two shaders make parts of the game almost blinding.
2) Might be colormood and adaption messing with each other, I'd try to tweak the adaption/hdr shader.
3) Try the BasicMW shaders, they should be more neutral and be less sensitive to display variation. You're welcome to the discord channel if you have any more questions.
https://discord.gg/sAXxfad
With the flickering I was taking a closer look at both of the ColorMood and gammavtdt shaders, enabling each of them alone and it looks to me like both of them on their own have a bit of a flickering effect in the clouds, although ColorMood seems to be the stronger flicker.
I'm still learning a lot about shaders and the order to have them listed and what works with what so I'll keep playing around as well. Thanks for the responses, I really appreciate it and I love how the work you have done makes this game look so great!
**EDIT** OK so with a bit more playing around and learning about shaders and shader order I think I have it down to just the gammavtdt one that is causing some problems. The ColorMood one looks great with how I have things setup now with no flicker that I can see. With gammavtdt if you go into the editor and press the Preview button you can see both the flicker as well as what looks to me to be a slight change in FOV with the shader enabled? I'm not sure why that would change. I bound the button to turn the shaders on/off in game through MGE XE and I definitely see this FOV change and flicker with the gammavtdt shader enabled.
How can I fix this please I followed the guide step by step
MGE XE 0.10.0
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
GPU: NVIDIA GeForce GTX 1060 6GB (23.21.13.8813)
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
>> HUD release
<< HUD release
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
GPU: NVIDIA GeForce GTX 1060 6GB (23.21.13.8813)
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
!! D3D Proxy CreateDevice failure
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> HUD init
<< HUD init
>> Distant Land init
>> Distant Land init BSAs
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init fixed function emu
>> Distant Land init post shaders
>> Post Process shader init
!! Post shader SSAO HQ failed to load texture Data Files\textures\noise8q.tga
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.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\Eye Adaptation (HDR).fx loaded
-- Post shader Data Files\shaders\XEshaders\gammavtdt.fx loaded
-- Post shader Data Files\shaders\XEshaders\ColorMood.fx loaded
-- Shader chain indicates HDR On
-- Shader chain replaces standard Morrowind sun glare
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
!! Failed to load water texture
>> HUD release
<< HUD release