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Timeslip

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  1. when i put the .esp's for the weapon mod kit and its patches in the data folder when i read the readme it said i had to use fo3edit to make a merged patch for the five patches for compatibility with the five add-on dlc's for fallout 3 using fo3edit. when i made the merged patch it showed in the checklist for fallout 3 edit but not fallout mod manager. do you know why this is happening? if so could
  2. Merry Christmas and a happy new year!
  3. I think you came up with an asume tool for Oblivion. I use it all the time. But i do have one request, has any one tryed to make a tool that can clean out your texture & mesh folders from deleted modes. Thank you for a great mode
  4. If you've uninstalled mge, then it cant be causing your problems. It is worth checking that it's been completely uninstalled though; check your morrowind folder, and if the files 'd3d8.dll', 'dinput8.dll', 'dsound.dll' or 'MGEgui.exe' exist then delete them.
  5. The last version to support morrowind without the expansions was 3.0.3. This is version 3.3.2. iirc, the version on PES is still 3.0.3, so get it from there.
  6. The DX9 checkbox was removed in MGE 3.1. There's no longer a DX8 mode, so it's effectively always checked. If the shaders aren't showing up, make sure the 'hardware shader' checkbox is checked, as well as 'update shader variables' and 'supply HDR info to shaders' if applicable.
  7. There are graphics card/driver dependent bugs in fogging. It works fine on ATI cards, but with your nvidea card you may have to turn fog off completely if you want to use distant land. It's supposed to look like the screenshots on the download page - in balmora none of the houses should be fogged, but at a distance of around 15 cells away everything is fogged completely. Make sure fog mode is set to depth pixel, because either of the vertex modes conflict with distant land. The distant land textures are standard DTX1 dds textures. The cell meshes are just raw vertex data. (3 floats for the position, 3 floats for the normal, 2 floats for the texture coords. There's a grid of 65*65 verticies) The world mesh is a bit more complicated because it also contains the index buffer data and 2 ints to tell MGE how big the mesh is. It's much faster to load raw data than it is to load a .x or .nif. There's no way to add distant buildings and stuff atm, but MGE is open source, so you can add it in yourself if you like. People mostly use nifskope for editing nifs, but you could always try posting your utility somewhere where it would get seen. Not many people will visit this thread. :)
  8. Just leaving a quick note to say that I do check this thread, so feel free to post. :) If anyone wants to make any bug reports, please give your graphics card and driver version, the dll you were using, any relevent MGE settings and some step by step instructions for how to reproduce the bug.
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