Dec 16, 2018 MGE XE: Vivec Distant Lands Issue - posted in Morrowind Mod Troubleshooting: Yesterday I did a completely fresh install of Morrowind and went through the STEP BasicMW guide. Everythings working great as far as I can tell, but Vivec doesnt seem to be rendering properly. Specifically, the cantons are fading out much too early, while the banners, waterfalls, and some statues arent. Aug 08, 2006 Morrowind Infinite View Distance Mod made by Timeslip, Shon, CMirneye, Vality7, and Kain67. Check it out Morrowind Infinite View Distance Mod made. OpenMW is an attempt to reimplement the popular role playing game Morrowind. It aims to be a fully playable, open source implementation of the game. You must own Morrowind to use OpenMW. You can watch short video-faq or read detailed information on our FAQ page. OpenMW is an attempt to remake the Morrowind - brilliant role playing game. Jul 12, 2015 Draw distance Morrowind with MGE - posted in Morrowind Technical Support: Ive installed Vurts Grass mod to have more vegetation in Morrowind. Unfortunately it looks horrible: What should I do in MGE so my draw distance will be bigger so the grass dont render before the actual ground does?
MGE XE (Morrowind Graphics Extender XE) is a continuation of MGE by Hrnchamd.
Source: Jac's thread on the official forums
Source: Jac's thread on the official forums
Recommended: set timescale to 10 or 15 in the console to slow down the day cycle (or 1000 to speed up). The movement of the sun is very visible.Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land. Small objects will cast weaker shadows for their size.
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. HUD mods for previous versions of MGE are unlikely to work.
Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. This is still somewhat slow compared to standard lighting. The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. Beta testing the lighting requires changes to your settings.
You must set your In-game tab > Dynamic lighting coefficients to (4.2, 0, 0.34). It is adjustable, but the linear coefficient will be ignored. Bind the 'toggle lighting mode' function in the macro editor to a key for comparing the difference. You may notice dark spots in some cells, these are negative lights placed in the world. I'll have to figure out how to work with them. When the shader generator fails, objects will turn a default purple. Please post your mgeXE.log and a screenshot if you see that occurring.
All errors while running Morrowind are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why. Errors from running MGEXEgui are logged in the mge3 directory.
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version. Please report rendering errors with detailed information and a screenshot.If the distant land generator crashes, please post your mge3/distant-land-crash-dump.txt.
MGE XE and MGE svn 178 are designed to be easily substitutable. To go back to MGE:
Replace d3d8.dll with the one from the the MGE svn 178 package.(Optionally) Regenerate distant land, setting the distant static size back to its previous value.
Fully uninstalling:
Delete MGEXEgui, mge3, d3d8.dll and dinput.dll from your Morrowind directory.
Scripting functions added by MGE XE
Nexus download page
MGE XE (Morrowind Graphics Extender XE) is a continuation of MGE by Hrnchamd.
Source: Jac's thread on the official forums
Source: Jac's thread on the official forums
Recommended: set timescale to 10 or 15 in the console to slow down the day cycle (or 1000 to speed up). The movement of the sun is very visible.Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land. Small objects will cast weaker shadows for their size.
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. HUD mods for previous versions of MGE are unlikely to work.
Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. This is still somewhat slow compared to standard lighting. The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. Beta testing the lighting requires changes to your settings.
You must set your In-game tab > Dynamic lighting coefficients to (4.2, 0, 0.34). It is adjustable, but the linear coefficient will be ignored. Bind the 'toggle lighting mode' function in the macro editor to a key for comparing the difference. You may notice dark spots in some cells, these are negative lights placed in the world. I'll have to figure out how to work with them. When the shader generator fails, objects will turn a default purple. Please post your mgeXE.log and a screenshot if you see that occurring.
All errors while running Morrowind are logged to mgeXE.log in the Morrowind directory. Check there first if it crashes or white screens, it may explain why. Errors from running MGEXEgui are logged in the mge3 directory.
When reporting errors, always post mgeXE.log (in a spoiler tag to avoid clutter) and OS, video card details, and driver version. Textlab 1 3 6 – a text transformation tool. Please report rendering errors with detailed information and a screenshot.If the distant land generator crashes, please post your mge3/distant-land-crash-dump.txt.
500 first deposit bonus. MGE XE and MGE svn 178 are designed to be easily substitutable. To go back to MGE:
Replace d3d8.dll with the one from the the MGE svn 178 package.(Optionally) Regenerate distant land, setting the distant static size back to its previous value.
Fully uninstalling:
Delete MGEXEgui, mge3, d3d8.dll and dinput.dll from your Morrowind directory.
Scripting functions added by MGE XE
Nexus download page