MGE XE
Started by
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, Nov 23 2011 09:39 PM
266 replies to this topic
#251
Posted 08 September 2014 - 12:05 AM
Thanks for the response. I feel like an idiot. After TFC didn't work, I didn't even think to try the TM command because I assumed the console commands were all different from Skyrim.
#252
Posted 11 September 2014 - 06:57 AM
Holding down 'tab' key, vanity mode is enabled in vanilla morrowind. Also, mouse wheel controls the zoom and moving the mouse pans the camera view.
If you have MCP, you can activate 'Vanity camera lock' which makes long pressing 'tab' key as a way to toggle vanity mode.
PS:SInce you are using MGSO, I suggest you go through this post at the official forum. Lists all known issues and fixes and also lists the updated mods and as such.
Edited by hollaajith, 11 September 2014 - 07:02 AM.
#253
Posted 13 September 2014 - 03:54 PM
"Script XE-Weather Apply, Trying to run RunFunction index greater than function count."
any fix?
any fix?
#254
Posted 14 September 2014 - 02:30 AM
I sometimes see this in my warnings text. but I don't see anything happening at all so I just ignore it. I suspect however that it has something to do with XE sky variations or the region fixes mods that I have. note I also have MGSO and that could also be the problem but as I said, it doesn't do any damage.
#255
Posted 16 September 2014 - 07:10 PM
I have a question cencerning both MGE and MGE XE. As I understand Morrowind is a game that depends heavily on the speed of a single processor, so having multiple cores doesnt help. My question is: do these programs unload some of the stress from the cpu and load it into the gpu? for example if I were to install MGE XE but disabling all the fancy graphics, leaving it as vanilla as posible, would I get a better or worse performance than running vanilla alone considering I have a dedicated gpu?
#256
Posted 17 September 2014 - 05:21 PM
I get fps drops in Balmora. from 60 to 35-40. Sometimes I get locked 30 fps in outdoors
I was using this version of MGE XE, then switched to Beta, because this version was showing 120 fps instead of limited 60
Balmora FPS remains on 60 if I disable shadows via macro key
My system: i5 2500k, 8GB Ram, GTX 760OC
Game is installed on D disk
MGEXE Settings:
AA: 2 or 4
AF: 8 or 16
Vsync: ON
Mipmap LOD bias: -1.00
Shaders: None
Fog Mode: Depth pixel or Range Vertex (tried both)
Distant Land: 2 for vanilla feel (tried on 20 and it had same fps hit)
Distant land Wizard: default textures/meshes/statics
High Quality Fog: Off
Dynamic Ripples: Off
Dynamic Solar Shadows: ON
Per-Pixel Shader Off
I dont use any NPC, Landscape or Architecture textures, only Weapons, Armor, Characters, Misc
Full modlist is here: http://pastebin.com/5Pk7w013
I was using this version of MGE XE, then switched to Beta, because this version was showing 120 fps instead of limited 60
Balmora FPS remains on 60 if I disable shadows via macro key
My system: i5 2500k, 8GB Ram, GTX 760OC
Game is installed on D disk
MGEXE Settings:
AA: 2 or 4
AF: 8 or 16
Vsync: ON
Mipmap LOD bias: -1.00
Shaders: None
Fog Mode: Depth pixel or Range Vertex (tried both)
Distant Land: 2 for vanilla feel (tried on 20 and it had same fps hit)
Distant land Wizard: default textures/meshes/statics
High Quality Fog: Off
Dynamic Ripples: Off
Dynamic Solar Shadows: ON
Per-Pixel Shader Off
I dont use any NPC, Landscape or Architecture textures, only Weapons, Armor, Characters, Misc
Full modlist is here: http://pastebin.com/5Pk7w013
Edited by Hyldenking, 17 September 2014 - 05:30 PM.
#257
Posted 18 September 2014 - 09:49 AM
Distant Statics are based on the state of the game at the point at which they are generated and remain unchanged until they are regenerated again. They are completely independent of anything that actually happens in the game and everything is shown in the default state. So no matter whether you have finished the main quest or not, or which character you are using, the distant statics are always the same ingame. If you want the ghostfence not to show up in distant land, you need to use an exception list, which is a txt file that needs to be added to the static override list in the distant statics tab of the distant land wizard. In it you can specify meshes which you wish to get a different treatment during distant statics generation than the default one. For example, if you want a certain small static to be still displayed in a very far distance. You can also set them to ignore, so they won't show up at all.
Here you find a pre-configured statics list by abot which I use myself: http://abitoftaste.altervista.org/morrowind/index.php?option=downloads&task=info&id=23&Itemid=50&-My-MGE-XE-distant-statics-list-add-on
It contains this section:
: to be enabled before main quest
: x\ex_gg_fence_s_01.nif=building reduction_40
: x\ex_gg_fence_s_02.nif=building reduction_40
: x\ex_gg_fence_s_03.nif=building reduction_40
: x\ex_gg_fence_s_04.nif=building reduction_40
: x\ex_gg_fence_s_h_01.nif=building reduction_40
: to be enabled after main quest
x\ex_gg_fence_s_01.nif=ignore
x\ex_gg_fence_s_02.nif=ignore
x\ex_gg_fence_s_03.nif=ignore
x\ex_gg_fence_s_04.nif=ignore
x\ex_gg_fence_s_h_01.nif=ignore
The ":" before a line means that this line is ignored, so it is already configured for use after the Main quest, as the ghostfence is already set to ignore. If you want to start a new character and have it displayed again, you need to remove the ":" before the lines in the first section and put them in front of the lines in the second section.
Remember to regenerate distant statics after changing the exceptional statics list.
Here you find a pre-configured statics list by abot which I use myself: http://abitoftaste.altervista.org/morrowind/index.php?option=downloads&task=info&id=23&Itemid=50&-My-MGE-XE-distant-statics-list-add-on
It contains this section:
: to be enabled before main quest
: x\ex_gg_fence_s_01.nif=building reduction_40
: x\ex_gg_fence_s_02.nif=building reduction_40
: x\ex_gg_fence_s_03.nif=building reduction_40
: x\ex_gg_fence_s_04.nif=building reduction_40
: x\ex_gg_fence_s_h_01.nif=building reduction_40
: to be enabled after main quest
x\ex_gg_fence_s_01.nif=ignore
x\ex_gg_fence_s_02.nif=ignore
x\ex_gg_fence_s_03.nif=ignore
x\ex_gg_fence_s_04.nif=ignore
x\ex_gg_fence_s_h_01.nif=ignore
The ":" before a line means that this line is ignored, so it is already configured for use after the Main quest, as the ghostfence is already set to ignore. If you want to start a new character and have it displayed again, you need to remove the ":" before the lines in the first section and put them in front of the lines in the second section.
Remember to regenerate distant statics after changing the exceptional statics list.
#258
Posted 27 September 2014 - 07:01 PM
How can I make MGE show game UI in screenshots again?
#259
Posted 03 October 2014 - 11:06 AM
This mod looks excellent, and I would love to run it, however it seems it is just not meant to happen for me.. MGSE XE 0.9.10 causes a CTD on new game or loading from previous game and I have no idea why, I am using MGSO 3.0, and running mlox tells me that load order is ok.
mgeXE.log appears as follows:
MGE XE 0.9.10
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
mgeXE.log appears as follows:
MGE XE 0.9.10
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
#260
Posted 18 October 2014 - 05:58 PM
Sadly it can't work with any "serious" script, I came to this because I tried mgso 3, and then decided to add a few serious scripts to see how it works, well it just doesn't :
- GCD scripts (Galsiah's character devlopment) makes the game to hang very quickly : start a new game, choose breton / witch hunter / any sign. Wehn you exit from the last office and arrive in Seyda need, you get the message at the bottom of the screen "GCD initialized". At this point if you are trying to cast one of the starting spells, like bound dagger, the game just hangs during the casting, obliged to kill it using the task manager
- zooming bows just doesn't work, it works well with mge 3.8.
So... ! It seems it works while you only watch, but not with the scripts, so it's impossible to have a serious game in these conditions, too bad !
- GCD scripts (Galsiah's character devlopment) makes the game to hang very quickly : start a new game, choose breton / witch hunter / any sign. Wehn you exit from the last office and arrive in Seyda need, you get the message at the bottom of the screen "GCD initialized". At this point if you are trying to cast one of the starting spells, like bound dagger, the game just hangs during the casting, obliged to kill it using the task manager
- zooming bows just doesn't work, it works well with mge 3.8.
So... ! It seems it works while you only watch, but not with the scripts, so it's impossible to have a serious game in these conditions, too bad !



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