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- #Morrowind graphics mod how to#
- #Morrowind graphics mod install#
- #Morrowind graphics mod generator#
- #Morrowind graphics mod driver#
MGE XE and MGE svn 178 are designed to be easily substitutable.
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#Morrowind graphics mod generator#
If the distant land generator crashes, please post your mge3/distant-land-crash-dump.txt. Please report rendering errors with detailed information and a screenshot.
#Morrowind graphics mod driver#
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version. Errors from running MGEXEgui are logged in the mge3 directory. Check there first if it crashes or white screens, it may explain why. Reporting problems Īll errors while running Morrowind are logged to mgeXE.log in the Morrowind directory. Please post your mgeXE.log and a screenshot if you see that occurring. When the shader generator fails, objects will turn a default purple.
#Morrowind graphics mod how to#
I'll have to figure out how to work with them. You may notice dark spots in some cells, these are negative lights placed in the world. Bind the 'toggle lighting mode' function in the macro editor to a key for comparing the difference. It is adjustable, but the linear coefficient will be ignored. You must set your In-game tab > Dynamic lighting coefficients to (4.2, 0, 0.34). Beta testing the lighting requires changes to your settings. The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. This is still somewhat slow compared to standard lighting. Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. HUD mods for previous versions of MGE are unlikely to work. There are some HUD mods for use with MGE XE available from the same download page, mostly upgrades of Yacoby's mods and Vampiric Embrace. Small objects will cast weaker shadows for their size. Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land. Recommended: set timescale to 10 or 15 in the console to slow down the day cycle (or 1000 to speed up). Note: that Morrowind view distance in-game is set to maximum when you first load a game. If you use Crossfire/SLI, turn off "Responsive menu caching" in the In-game tab, to avoid performance reductions as the menu cache is SLI unfriendly.If you are upgrading from MGE you should regenerate distant land with 150 minimum static size (or smaller for more shadow casters). MGE XE requires its own HUD mods to fix design problems with older mods. If you are using HUD mods made for standard MGE, you should deselect them from your load order.If you've never used MGE before, run the Morrowind launcher as admin and set a resolution in the launcher options (to generate Morrowind's first time settings).
#Morrowind graphics mod install#
Install MGE XE to the Morrowind directory.Source: Jac's thread on the official forums Install
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Fullscreen alt-tab is functional (still slow to reload).Scattering exponential fog and better sunsets, thanks to phal.Water shows up in the local map again, previous MGE versions did not allow it to render in the map.New underwater surface effects, with total internal reflection.Support for using shaders with the UI display quality fix in MCP.Windowed mode snaps to the screen edge to act like fullscreen, allowing fast Alt-Tab to work.Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes or the main menu.Grass parts when the player is nearby grass is lit better.Distant land and grass culling is not delayed by a frame any more. Object pop-in at the screen edge no longer occurs.Screenshot enable checkbox now works as expected, since the screenshot code is patched.High quality selection of default shaders included.All objects in Morrowind view distance receive shadows.Source: Jac's thread on the official forums
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