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MWSE Team

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NullCascade

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87 comments

  1. nathanj
    nathanj
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    Can you post the 2.1 version here. For whatever reason Bitdefender is labelling nullcascade.com as an attack site and even if I click the "take me there anyway" button it won't let me.
    1. NullCascade
      NullCascade
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      Not practical. 2.1 is in rapid development and there is a new build every night. I'm not going to manually upload it to this site every 24 hours. Try using better antivirus, providing the false positive to them, or using the MWSE-Updater.exe (if you have downloaded 2.1 previously).
  2. ewbadger
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    Hi! Does someone know where I can find the weapon/shield-sheathing mod and the enhanced pursuit mod that I saw NullCascade showing footage of? I am using the latest nightly build of MWSE. Thanks!
    1. NullCascade
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      Those mods aren't publicly released yet. I'll try to remember to link them here when they are.
    2. ewbadger
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      Awesome!
    3. Azulyn
      Azulyn
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      enhanced pursuit mod? Ooh baby.
  3. Azulyn
    Azulyn
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    Spoiler:  
    Show

    So this has been showing up in my log, and I've noticed some the mswe mods are not working. Is it because the way mwse deals with file structures has changed with the new updates?
  4. Pherim
    Pherim
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    Hey, you should change the link to MGE XE in the description to the actual MGE XE page, because that's where the newest versions are now.

    Also, the new Wrye Mash Beta by polemos (https://www.nexusmods.com/morrowind/mods/45439) now supports MWSE LUA mods, as the MWSE folder is now recognized by the installer. Your own mods however are not recognized because the MWSE folder is inside a "Data Files" folder, and the installer only recognizes mods which have their files in the root directory or which have multiple folders with mod files. However, I have made the suggestion to implement support for mod packages with "Data Files" or different sub folders, because quite a lot of mods are packaged in this manner.
    1. NullCascade
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      Thanks, I've fixed the description to point to MGE XE 0.10.1's download page. I may link polemos' fork when v99 gets out of beta.
  5. 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. Iheartgiantrats
      Iheartgiantrats
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      I was wondering about this as well. I tried the new version of MGE XE but the distant land wizard always crashes on my setup, so for now I'm sticking with the older version which always works fine for me. However, I'd still like to try MWSE 2.0 and some of the new mods specific to it...
  6. josephcn401
    josephcn401
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    is this safe to use with a MGSO+REBIRTH setup? also having a problem understanding how this works? i was told to install MWSE 2.1 this is 2.0? and nightly's build MWSE 2.1...……….. is nightly's build MWSE 2.1 all i need or do i download this and nightly's? can someone please help? I'm relatively new to modding! thx
    1. SpaceDevo
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      Yes. You just need 2.1.
  7. Jambo11
    Jambo11
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    How am I supposed to start the game with MWSE?

    Don't the script extenders usually have their own launcher?
    1. SpaceDevo
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      It should start automatically when you launch the game.
    2. Pherim
      Pherim
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      It's part of MGE XE and loads automatically when the game starts with MGE XE installed. You can disable all graphical enhancements if you don't want to use MGE XE.
    3. Loremaster101
      Loremaster101
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      How?
    4. SpaceDevo
      SpaceDevo
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      MGEXEgui > In-Game tab > Options > Disable MGE in-game
    5. josephcn401
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  8. Fargoth17
    Fargoth17
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    So I installed this and then it just instantly crashes. So I removed it and now I can only play for about 3 minuets before getting this error and then a crash. AO_MWSE_GetRef
    It has something to do with Morrowind Acoustic Overhaul. Any ideas?
    1. Fargoth17
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      I think I figured it out, turns out MAO has some scripting plugins that hate MSE or from what I know any script? Anyway all I had to do was delete the MAO scripts. But now I am afraid to put MSE back in, paranoia it will F up again and I will have to fix something else. xD
    2. Fargoth17
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      Yeah I tried it again and it still leads to errors and crashes. :/ MAO just hates this no matter what it seems.
    3. NullCascade
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      Try the nightly builds. MAO has some bad scripting that references garbage memory due to unsafe reference storage. The nightly builds have a crash prevention for this.
    4. calemcc
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      Where can we find the nightly builds?

      Edit: nevermind. I see it on github.
  9. mg79
    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.
  10. 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!
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