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MWSE Team

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NullCascade

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64 comments

  1. Brandybuck
    Brandybuck
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    This new version appears to require MGE XE. What the heck? Can you please provide a version that doesn't require this. Am downgrading.
    1. SpaceDevo
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      And why would you not want to use MGE XE? There's an option in its GUI to disable the MGE functions anyway, so you can still use MWSE and MGE's resolution options.
  2. mg79
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    Are MGE functions that control mouse movement (SetMouseSpeed or something like that) available?
    1. NullCascade
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      This doesn't add or remove any MGE functions.
    2. mg79
      mg79
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      ok thanks. Is it possible to include some of these functions that aren't included in MGE-XE? Mouse movement is missing.
  3. SuperPCGamer
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    So does this one work with OpenMW?
    1. NullCascade
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      Nope. OpenMW opposes native extensions to the engine, and will not allow them. Projects like MGE and MWSE will never be able to be added to OpenMW in a clean way, we'll have to do hacky things like we currently have to do.
    2. SpaceDevo
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      It's also unnecessary to add script or graphics extenders to OpenMW, since it's open-source and (once it's in a more finished state) can have its scripting language and graphical abilities altered or expanded on, unlike the hardcoded vanilla engine. It's pretty much a WIP replacement for MCP, MGE and MWSE all in one.
    3. NullCascade
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      Yeah OpenMW will be great in 2090. But they don't want MWSE support, and are against pure dehardcoding with native plugin features like most game engines have. The main branch won't be viable for a long time still.

      Until then, we'll march forward! 2.1 is bringing a whole new language to script in, with a couple of mods already on it and more coming in next month's modathon. New game mechanics, event-driven scripting, and custom UIs are viable in the near future.

      I've extended an offer to the OpenMW team to try to make MWSE compatible with OpenMW. They are not interested.
    4. SpaceDevo
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      They're against pure dehardcoding? That seems counterproductive.
    5. Pherim
      Pherim
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      I've also pretty much lost faith in OpenMW becoming a real alternative to Morrowind+MGE XE+MCP (which already includes MWSE through MGE XE) any time soon, and this new reincarnation of MWSE further supports this. I am slowly getting back into modding (and possibly playing) Morrowind at the moment and I am eager to try this out and very much looking forward to what new things it will bring to the table. There are already a number of very interesting new mods for it. Keep up the great work!
  4. Bogdanov89
    Bogdanov89
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    Thank you for making this.
    Can you please explain, according to the install guide if we are only supposed to copy/paste the MWSE.dll file then why does the download also contain customfunctions.dat ?
    Are we supposed to also copy paste that file (with its folder) into morrowind or does it have some other purpose?
    1. NullCascade
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      The customfunctions.dat file is used for modders when compiling MWSE scripts in MWEdit. For the typical user, it isn't necessary.
  5. Sonja
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    I'm extremely tempted to try this, since I'm looking at a couple of mods that list MSE as a requirement. However, I also have Melian's Teleport mod installed, and reading the comments below makes me a bit nervous. I can, of course, back everything up first if I give it a shot... but still.
    So, I'm just wondering if there have been any further investigations into the issue.

    For the record, if it makes a difference, I have:

    * Win 7
    * The original, boxed GOTY version of Morrowind (the one that came with the paper map)
    * MGE XE 0.10.0
    * The most recent MCP

    Cheers for any info!
    1. Greatness7
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      For what its worth, Melian's Teleport Mod works fine on my MWSE 2.0 install. It also worked for the other internal testers that tried it out during development. If you want to be safe you can backup your /mwse/ folder and easily revert back if you encounter problems.

      Worst case scenario, that you do run into issues, an easy fix that should work is to just clear your old marks and re-place new ones.
  6. Corsair83
    Corsair83
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    Excellent work! I just gave this a whirl on a script heavy mod list, and I must say, I noticed the difference right away - very smooth, stable FPS range. I averaged 30-40 FPS with heavy script mods like Bare Necessities and all the bells and whistles texture replacers and so on. For me, that's pretty damn amazing. Very impressive work, Null! I look forward to future updates.
  7. milou80
    milou80
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    what the f***, I gained like 30 fps instantly and actually cap it out everywhere except obviously way overcluttered areas. this is a godsend.
  8. tindari
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    I am also having crash to desktop (CTD) with the teleport mod on a fresh installation and a new save when trying to cast Mark and to write a new location. Similarly, I had crashes when trying to use Almsivi Intervention. (Note that COC <location> commands worked fine from the console, and Mage's Guild, Silt Strider, and boat travel worked fine.

    To work around the Mark/Recall CTD, I had to cast "Teleportation Control" and change my companion settings to say "don't follow me" then "do follow me" and once I did that, Mark and Recall functioned properly.

    Now Mark and Recall intermittently work. Sometimes I get "null" for all of my Mark/Recall locations, and I can't use them until I have closed the MW process and started it fresh from that same save game, where it then populates the Mark/Recall list properly and it functions. This seems to occur most often if I have alt-tabbed back and forth between the game and another window. (I use borderless windowed mode, not true full-screen).
  9. Damius
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    I found a repeatable crash using Melians teleport mod. Any time I use one of its recall points i get a ctd just as the loading screen ends, but oddly enough only with marks made before i installed this version of MWSE. Any new marks seem to be fine.
    1. NullCascade
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      This is odd. Mel's teleport mod is one of the ones we tested extensively, both with old saves and new ones. Are you using a specific version/alternative ESP for the mod?
    2. Damius
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      mel_teleportPlugin_1_3.esp and to the best of my knowledge its not one that's had any tweaks or changes done to it.
    3. Darknut
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      I use Mel's teleport mod ..no issues
    4. beefeater999
      beefeater999
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      I have the same problemon a new game... when I try to mark the game crashes. Is there a script that Melian uses that is not carried in the new version of MWSE? Reverting to a previous version of MWSE solves the problem.
    5. NullCascade
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      @beefeater999: Can you provide your mod list, or further information about your setup? There are a couple of people that have reported it, but also plenty of people that have been using that mod without issue so I'm having trouble pinning it down.
    6. beefeater999
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      my setup is nothing special. MCP 2.4 + MGE XE 0.10.0b24 + Purist Patch + Mor Optimisation patch + Mor Acoustic Overhaul + HD texture mod + Price Balance + Mel Teleport.

      the problem is definitely with Mel Teleport mod...
  10. harimau93
    harimau93
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    so I'm interested in this script performance tools, but it seems my morrowind can't run it. I did all you asked for, get the mge xe version 0.0.10 I think, & morrowind patcher 2.4 I think, installed like you described, but my morrowind just crash on startup. it won't run at all. before this, I was using mge xe 0.95 version i think, it still work, but yah. can't get it run though, with newest beta of mge xe 0.0.10 version, I restored the backup exe, remove the mge xe & this script tool, I can ran morrowind again. although might be my Windows 10 FCU. don't know though.,.. really want to taste this sweet sweet performance.
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