95 comments

  1. zarif981
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    Thinking of doing some testing with RTX Remix for Morrowind and was wondering if you have tried your mod with Nvidia's solution as of yet? Here is a video of some of the tests the Discord RTX remix community is running btw. https://www.youtube.com/watch?v=j9FZwzPRT4M
    1. HasphatAntobolis
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      I have tried, but since Remix doesn't work with MGE or OpenMW as far as I know, I don't know how to inject these into the game while RTX Remix is on. I don't know how that video got the PBR material into Remix. 
    2. gOKU1983
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      IIRC I believe that ALG46(the author of the video) stated on Beyond3D forum in the RTX remix thread that at the time they used a custom method to inject MGE EX into remix that involved a few steps. not many users could duplicate this method they detailed.

      ^This was some time ago and things have changed however,MGE XE can be now used currently with a alternate d3d8.dll that's in the Morrowind project channel of the Discord RTX remix community . It works and can be used with Your mod which could/can provide a great starting point to remix's replacement workflow..
    3. HasphatAntobolis
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      for sure. I have been mainly modding skyrim VR for years, but if I could get remix working with MGEXE 10.1 version, then I could it would inject the PBR materials into it, and all of the features would work, which I cannot say for OpenWM, which cannot use any of the occlusion files and makes the specularity too prominent. The only thing is whether the alternate d3d8.dll will have the same features as 10.1 MGEXE, which was the only one that ever actually worked with PBR materials. Come to think of it, I have not even seen if that was ever explored again by Hrnchamd. I 'm gonna do some research and get back to you. 
    4. gOKU1983
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      Right on.

      Might be worth mentioning as well ; I assume any version of the d3d8.dll including the PBR version could be compiled in the same way rfuzzo did to get the current version working with distant land and remix. compiling dll's and messing with the shaders though is  beyond My wheelhouse.

      Hrnchamd has been MIA for a while I think. I'm hopeful though at some point He'll return and get MGEXE and remix more compatible or integrated fully . It would truly destroy OpenMW.
    5. HasphatAntobolis
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      I forgot I was drunk last night and started trying to get the latest RTX stuff going. I will post an update if I can get it to work. I also don't know about editing dlls, but if I can get the source code off github, I have cmake, and can maybe cobble it together. Would be nice to have a recent version of MGE that does the pbr injection, or a separate dll that does it, and nothing else. That would be the way to go. Just inject the PBR materials, but let RTX remix do the lighting. In fact, a version that did everything like draw distance improvements and injecting PBR, but one that does not invoke any shaders would be the best. That way it would not conflict with RTX remix. Maybe it could be done. Someone way smarter than me would need to do that. 
  2. Namwob3
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    I know this is me being dumb but does anyone know how to fix overly reflective texture that looks almost glittery?
    1. HasphatAntobolis
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      If you're using Open MW turn off specularity or delete the corresponding spec file for the texture.
  3. SamFisher91
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    Can these work with Zesterers shaders in Open MW? If so, are there any extra steps involved. His shader also "activates" the pbr stuff. Wondering if this would work with overwriting it with other texture replacers that come with normal maps. Also, does the main file "PBR mod" consist of all the optional files below or do we need every file from this page and have to overwrite one another in a certain way 
    1. GamoXis
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      I already tried this mod with zesterers shaders and it works very well.
    2. SamFisher91
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      That's great to hear!
    3. HasphatAntobolis
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      Sorry for taking so long, been modding Skyrim VR for about a year. Yeah, it will work with Zesters as you've already been told. the main file is all of the other ones in one big download, but people said they couldn't get the whole big file without it being corrupted, so for them I split it into smaller files. Turns out the Skyrim VR modding continuity is pretty toxic, so I figure screw them, and I'm thinking about making a serious update to this one after several years. It will take a long time, so keep an eye out. 
  4. DetailDevil
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    Thank you! These textures are amazing. 
    1. HasphatAntobolis
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      Yeah, thanks. I have been modding Skyrim VR lately, so I haven't been playing much Morrowind.  Though I did get the OpenMW VR going.  Tell me more about this OpenMW PBR shader.  Nah, nevermind I will find it. 
  5. DetailDevil
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    ATTENTION: If you use OpenMW and want to use these textures go to the OpenMW discord, look for the pinned message of Dexter (=Vtastek) in #shaders and download the Vtastek pbr shaders there for OpenMW 0.47. There is also an option for Zesterer's shader now which can be used for the newer versions of OpenMW.
  6. PrinceOfPomp
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    What kind of specs are we talking about in terms of power to run this? 

    Powerful as in terms of when Morrowind released, or am I going to need an RTX 3090 to get this to work?
    1. HasphatAntobolis
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      Settings are everything, but whatever you get for framerate, multiply that by 25% and that is your new framerate, so if you get 120 now, expect 30 fps.  I can run it just fine with an RX580 and a 5600X with DDR4 3600
  7. nize2864
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    Hello. Is this compatible with the latest version of MGE XE ? 
    I can't seem to get it to work properly... The lightning changes but textures do not. 
    Vivec textures as shown in images are from this mod right ? 
    1. HasphatAntobolis
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      No.  It only works with the one version that has PBR and is located in the Skunkworks MCP download page linked in the description.  Maybe one day a newer version of MGE will resurrect the PBR alpha, especially because more PCs have the power to run it, and basically every texture has a PBR file now, and some cool new features of MGE are not available in 10.1.1 version.  You can still update mwse for better scripting mods.  
  8. Diomes2
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    Odd post... I don't have a computer that can run this currently (I do, but I really shouldn't be using it for games), but I hope this gets the attention it deserves.

    From the videos you posted this looks well ahead of anything else out there. Just wanted to give you praise for your efforts
    1. HasphatAntobolis
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      Hey thanks.  I am still working on it.  Haven't uploaded an update in a while.  It has ballooned out of control, and now, I'm trying to get TR_Rebuilt done enough that it is just really taking forever.  
  9. DanteTheKing
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    Any way to make compatible with openmw
    1. HasphatAntobolis
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      It kind of works with open MW, but there are several _spec files that do not work correctly. Mainly the files that go with rocks and buildings, although it is worse with some of the rocks. This system is more complex than openMW. It also uses parameters files and specular occlusion files. In many instances to achieve the look I was going for with the MGE XE PBR system, the material file for the given texture can call for as many as five and sometimes six files. OpenMW can only call for the normal and the spec. You best bet is to give it a shot, and see what looks good and what is weirdly shiny. Delete the spec file for shiny objects that shouldn't be shiny.
    2. DanteTheKing
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      None of the normal maps are showing up
    3. DanteTheKing
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      I'm also using tes3mp
    4. HasphatAntobolis
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      I don't think that should have any effect on this. It might though. The easiest way to get this to work with openMW is to go into the ini file and tell it to allow normal maps. Make sure that specs are turned off for landscape textures. You can use specs for the other textures, but you might not like them. The system is designed to work with MGE XE 10.1 with PBR. OpenMW can't make use of all the files. I have tested it with OpenMW, but it was hit or miss. The BC rocks looked just terrible, bit the wall stone 01 looked even better than MGE. Since I don't get a good frame rate with OpenMW, I designed this to work with MGE.
    5. deleted81438858
      deleted81438858
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      Maybe here's something that can help u:
      https://openmw.readthedocs.io/en/latest/reference/modding/texture-modding/index.html
    6. MizterMoonshine
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      I'm using with OpenMW, just search for all _occ and _spec files and delete them and also delete the materials folder, and you are left with only the normals which look great in OpenMW. No PBR support yet but hopefully one day
    7. DanteTheKing
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      figured out what I was doing wrong I had none of the required mods downloaded so there were no textures being replaced
  10. blopflop
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    I have installed this mod and set it up, but several textures are missing when I load up my game, and I can't create new games either, any idea of the cause? 
    1. HasphatAntobolis
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      this adds the normals, specs, and occlusions.  In some cases I have replacement textures.  in most other cases you need the base textures or they will be missing.  It should have no effect on creating a new save, as these are just texture files, and a list of materials.  See the readme for the mods that provide the base textures.  most of the base textures come from MSGO.  I took a clean install of MW, used MGSO3, and then copied out the textures.  Deleted and reinstalled MW, and dropped in the texture folder.  That was I get all of the textures without all of the bugs.  Then I added the named mods in the readme, and built the PBR materials from there.  All of my trees come from Vurt, so I do not have regular files for the trees.  All of the heads are from better heads, so I did not do the vanilla heads. Still working on an update that will replace many of the textures with new ones, and since I am working on the base textures myself, that will fix any future missing textures problems.  Mostly upscaling things from FO3, Oblivion, and borrowing from Skyrim for the newest textures.