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vtastek

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  1. Either way the author gets to verify it. And the author should have the final say. What's the problem? If nexus wants to just automate it for their own sake, it should be two clicks most, a mail link, and an approve button. Probably other, more convenient communication methods will be used for details, no need to complicate the process here. Even two clicks will be seen as too much of a hassle, it will prevent like half the mods from being ported.
  2. Later games indeed send you to collect x, kill y, fetch z quests but that's not the problem with those quests. The problem is, I don't feel accomplished after doing them. Playing Morrowind, you will realize this difference but it will not be apparent immediately. Because... The difference... Well, everything is connected in Morrowind. Doing quests informs and shapes your experience of the world and exploring the world informs and shapes your experience of the quests. The mundanity of certain guild quests is deliberate, it makes guilds realistic, also makes epic quests feel more epic in relation. There will be choices when applicable. The choices can be hidden, try to break the game and see if it can keep up! I remember my first time with Morrowind very vividly, 30 minutes off the boat, I uttered "Let's see how smart you are Morrowind!". Best gaming experience of my life. I also remember thinking how much more smarter the sequels would be. :facepalm:
  3. Same here. Vanilla Morrowind and Seyda Neen starts from 11-16. Balmora is even worse. When was this, you can run Morrowind with 200 FPS? I mean which hardware and OS? Do you remember?
  4. Morrowind's water was the best when it was first came out, and it was by far the best. MGE is a rendering engine so we can do whatever we want with it. Also the distant lod system let's us to do perfect reflections. See, disadvantages are turning into features. On the bright side, Oblivion's graphics are shader based, but they are all ASM without comments. We have to figure out what they do, and there are a good number of shaders there. It is very hard to figure out those ASM codes but when we do we can do some nice looking water. Real waves would be impossible, that needs to change engine codes too with shader codes. PS. Water caustics, it is actually not that hard. But it would need sun visibility and sun intensity variables or it will display always.(if someone wants to write a script, it could help too) Also making it procedural can be a non-performance friendly approach and beyond this modder's skills at this time. But I'm sure we can have animated textures in a new OGE update. PPS. Do you know that MGE can go much further? Developers actually downgrade the graphics to match Morrowind's. :P
  5. This is a very old version of MGE. The new host place for project is sorceforge now and it is very different from this one with tons of bugs fixed and added new features. Please seek for help in official BGS Forums. Search for a MGE thread, it is always in development so you will find in first 2 pages likely. I think nobody checks here. (You're lucky that I checked! :)) I will give you links for sourceforge page, and current MGE thread, here. http://forums.bethsoft.com/index.php?/topic/1086334-morrowind-graphics-extender-mge/ http://sourceforge.net/projects/morrgraphext/ And wiki http://sourceforge.net/apps/mediawiki/morrgraphext/ Please at least read the FAQ in official thread. Or you can use wiki to learn about MGE features. All prerequisites are especially needed. They are common system updates that other advanced games ask you to install too, like directx, .net, vc2008 redistributable. And MGEGui checks those before running. You better have them. :) Directx 9 is not a part of Directx 10-11. So you have to install it even you have Directx 11. All links provided are for latest versions, so you are not getting some distant rare files but the latest software out there. :) One common problem is, when users try to run MGE without going into game first. Before installing MGE, make sure to run game at least once. This will create Morrowind's registry settings which MGEgui checks with directx, .net when first run. If you have x64 Windows, there is a registry conflict that makes it harder for MGEgui to find those settings, you have to run Morrowind as administrator once and also after installing MGE, run MGEgui as administrator too. Otherwise you will only get a simple crash. After running MGEgui, it only tooks 10 minutes to set it correctly which is just selecting your graphic options such as resolution, AA, AF and creating distant land. Distant land creation is pretty straightforward. Start with default values. You can find additional information for shaders and MGE mods in the wiki. There are excellent grass mods that requires MGE, which you can find in PES and nexus. Also when to report bugs and problems use Official threads(I said that, ;)), you may find latest features from there. Include your specs, as video card model(Geforce 7200,(MGE won't run with it!)) and operating system(windows 7 x64). That is all.
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