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Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
Part 3 of the thread started by Jinnigan and continued by Etherwind.

Twenty years later, The Elder Scrolls 3: Morrowind continues to maintain a massive community, supported by an incredible network of modders. From shader packs to fortresses, you can find a mod for just about anything, and there’s even a chance the modder is still active online. Morrowind modding has experienced something of a renaissance over the past couple of years thanks to lua scripting and even some machine learning.




(By Ofecks, Meyers-Briggs Testicle, Cream-of-Plenty, KryonikMessiah, and Mr. Crow)

However, with two different installation methods, several different complete graphics overhauls, numerous texture packs, thousands of mods, and an engine that was buggy even back in 2002, getting Morrowind up to date can be a somewhat intimidating experience. This thread aims to help you get Morrowind up and running and looking pretty with (hopefully) as little pain as possible.


Basic Installation
Before you begin:
You will want to move your Morrowind installation out of Program Files or Program Files (x86), and set both Morrowind.exe and Morrowind Launcher.exe to "Run as Administrator." Creating a C:/Morrowind folder (with full control permissions) is the recommended option. DO NOT leave Morrowind in Program Files, otherwise, things won't work and crash constantly and we won't be able to solve your problems and things will get really ugly. I'm DEAD serious, you have no idea how many problems are created just by installing into Program Files without activating admin rights.

You can turn on admin rights by right-clicking on the exe file, selecting Properties, going to the Compatability tab, and checking "Run this program as an Administrator."

Steam users can follow these instructions to move Morrowind to a different folder.

Instructions for Steam installation:
Follow these instructions to the letter or we will laugh at you when you ask for help.
0. Buy and download the game
1. Move your Morrowind folder out of Program Files per these instructions.
2. Open Steam, go to Settings, go to the In-Game tab, and uncheck the "Enable the Steam Overlay while in-game" box.
3. Start Morrowind once, change some graphical settings, then quit (in order to generate some registry files required for certain mods).

Instructions for GOG and CD installation:
1. Install Morrowind, Tribunal, and Bloodmoon in that order. You will need the expansions as many mods require the extended script functions.
2. Install the latest Bloodmoon patch
3. Start Morrowind once, change some graphical settings, then quit (in order to generate some registry files required for certain mods).


Big list of Megapacks, Mods and Extras
Essential Mods and Utilities
(If you're looking for the basics, start with these)
Mod Organizer 2 (Note: you will also want to turn on Admin privileges for this)
MGE-XE (includes MWSE)
Morrowind Code Patch
Morrowind Optimization Patch
Patch for Purists
Expansion Delay
Morrowind Enhanced Textures
Morrowind Script Extender (Note: also comes with MGE-XE above)
MwSE Nightly BuildRequired for some mods below. Check the descriptions on the mod page. Note that this is still in development.
Morrowind Music System Extended (MUSE)
You can download a.zip compilation containing some of these (plus a few other mods) by Upmarket Mango here:https://drive.google.com/file/d/1_5h61Jf5cVtvzU97-OmAuPAl0KtbgS1c/view?usp=sharing%22

Major Overhauls and Modpacks:
OpenMW 0.48.0
An open source implementation of Morrowind, with an eye towards fixing many of the issues in the base game and making it more open to modding. This version is not quite fully featured yet but has enough of the original game to be considered playable. Bug reports and feature requests can be submitted via the website. Do note that you must own the base game and .esm files in order to use OpenMW.

Since OpenMW uses a different executable and engine than the base game, modding for it is slightly different and some mods/utilities may not work at all. Hannibal wrote a guide to modding OpenMW which you can find here.

Morrowind++
A fairly thorough setup guide which includes quite a few optimizations, walkthroughs for some of the addons in the essential section, and a decent starting modlist. Note that while the Requirements section railroads you into choosing the GOG.com version, the rest of the guide works just fine with Steam (or CD) as long as you follow the Steam directions above.

The STEP Guide: Morrowind
A very in-depth optimization and mod guide by the creators of the well-known STEP project. You don't need to follow all of the instructions and links in this guide (unlike some other STEP guides), but should definitely pay attention to section 1 as well as section 3 (once you're done choosing your mods from section 2 and this list).

The Chocolate Pack

Malsgrein posted:


In 2010, I set out to compile a number of the best Morrowind mods–mods that added to or enhanced the world without breaking its immersion or original style. I compiled the mods into a packaged I called ‘Oggumogoggum’s Morrowind Mod Compilation’, and I released it on the Something Awful Forums.

Chocolate Pack is the continuation of that effort, incorporating more changes and updates to the mods included in the pack. This pack compiles the best of twelve years of Morrowind modding.


Tamriel Rebuilt
A massive effort by a team within the modding community, Tamriel Rebuilt aims to recreate mainland Morrowind as faithfully to lore and vision of the game as possible. The pack will eventually include its own main quest (separate from the vanilla main quest), side quests, cities/towns, and much more. The team estimates the province to be roughly half complete, with the other half containing placeholder assets. Our very own Atrayonis and Meyers-Briggs Testicle are very active in the project and periodically posts updates or answers questions regarding the current progress and future plans.

Main Website:https://www.tamriel-rebuilt.org/

Installation Guide:
https://www.youtube.com/watch?v=TvKoRflsg4Q

Main Download: Main mirror Mirror 1
Tamriel Data (required): Main mirror Mirror 1 (standard resolution) Mirror 2 (high resolution)

Tamriel Rebuilt mods and addons
Note:Some of these mods may be out-of-date due to the switch to Tamriel Data. Make sure you downloaded the file patcher along with the Tamriel_Data files.
Music Addon pack
Dummy Maps: A compatability mod for other mods to work with the Sacred East release.
Graphic Herbalism Addon - by Atrayonis: An addon for Graphic Herbalism which extends Oblivion/Skyrim-style plant harvesting to flora added by TR
Tamriel Rebuilt Groundcover: Adds grass to the Tamriel Rebuilt landmass.
Starfire Over Telvannis: Places NPCs from Starfire's NPC Additions into cities and towns.
Secret Bridge: A secret bridge, hiding in plain sight, from Tel Mora to Firewatch.
Chargen Revamped - Expanded Lands: An alternative start mod. Don't like the Imperial prisoner canon? Now you can be something else instead!
Talos Cult Revised: Revamps the Talos Cult shrine in Gnisis with TR assets.
House Mods:
Goon-Made Mods:
Tribunal Rebalance and Bloodmoon Rebalance - by Mortimer: Modifies the stats of creatures and NPCs so it's more viable to fight them at the level you typically finish the vanilla main quest, rather than getting instakilled the moment you enter the Mournhold sewers or Hirstaang Forest.
Uvirith's Legacy - by Stuporstar and others: A must-have mod for House Telvanni which greatly improves the Stronghold to include more rooms, NPC's, a new travel system, quests, and more.
Properly Smoothed Meshes - by Stuporstar: Replaces many of the misc meshes in the vanilla game, but unlike many other replacers this one uses modeling best practices
Graphic Herbalism - by Stuporstar and others. Oblivion/Skyrim-style looting of plants, where the plant disappears when you harvest it and 'grows back' over time. Note: Requires MWSE.
The Tea Mod - by Stuporstar: Why worry about all that prophecy stuff when you can sit down with a nice cuppa? This mod adds over 30 teas and 6 coffees to the game, plus tons of tea-related content.
Get Fezzed - by Stuporstar: Spread the joys of fez wearing to all inhabitants of Morrowind! Includes Shrinkwand, a wand which makes things smaller, teensy, wee, or even "frappe."
Books of Vvardenfell - by Stuporstar: Adds 50 lore-friendly guides and other books to the game written mostly by actual NPCs.
Propylons - by Stuporstar and others: Modifies the Master Index official plugin so you can teleport to Caldera from anywhere
Blank Chargen - by Stuporstar: Completely "wipes out" the character generation sequence, giving you the freedom to start your character however you'd like, without having the main quest forced on you.
Quickloot - by Meyers-Briggs Testicle: Quickly remove items from containers without a need to bring up the whole inventory screen.
Wolverine Hall Overhaul - by Meyers-Briggs Testicle: Puts the guilds in separate, larger buildings in the keep, adds a jail and barracks.
Wandering Umbra - by Meyers-Briggs Testicle: Randomizes the location of Umbra (once per new character) to one of 10 different locations.
One of a Kind - Daedric Weapons - by Meyers-Briggs Testicle: There is now only one copy of each daedric weapon in the game. Edits leveled lists/spawns and changes the reward for finding Vassir-Didanat mine to an ebony weapon.
The Morrowind Randomizer - by Meyers-Briggs Testicle: Randomizes the location of 49 legendary items in the game. They can be in chests, on NPCs, or in the wild, including some new locations. NOTE: Not compatible with One of a Kind - Daedric Weapons
Beware the Sixth House - by Meyers-Briggs Testicle: Rebalances Sixth House content and monsters to make them more challenging
Vivec Waistworks Expansion - by FlocksOfMice: Improves the bland waistworks sections of Vivec by adding more shops, restaurants, and other things. It is largely compatible with other Vivec mods.
More Deadly Morrowind Denizens - by FlocksOfMice: adds spells, enchantments, and items to 230+ NPCs in the game to make them much more difficult.
Better Heads (Pluginless) - by The Furious Pirate: A version of Better Heads which doesn't require a plugin to work. You just unpack the files to your Morrowind directory and you're good to go.
Hall of Heroes (Expanded) - by Naky: An old (first) house mod. Naky welcomes any improvements to it.
Spell Renamer - by Inverness: Adds the school and relative cost of each spell to the beginning of its name, allowing for easier sorting. Add the .py file to the Mopy folder to install, then double-click it to run.
Museum House - by Musical_Daredevil: A small house in Balmora meant for showing off all your loot. It features changeable display racks and pedestals for different sizes of items.
Deadly Combat Exhaustion - by Proletarian Mango: When the player or other actor's stamina drops below 1, hits on them will land every time.


Recommended Mods:
Special Thanks to Meyers-Briggs Testicle for providing many of these recommendations.
Note: DO NOT use Morrowind enhanced. It's incredibly buggy and can cause in-game crashes.

Additional Content:
Morrowind Comes Alive: A somewhat [in]famous megapack which places over a thousand unique NPCs around the world.
Morrowind Rebirth: Another megapack which adds more NPCs, towns, armor, and other things with the goal of making Morrowind seem less empty.
Starfire's NPC Additions: Randomly generates NPCs in settlements and the wilderness in order to add more people to the game.
Passive Healthy Wildlife: Makes non-diseased creatures more passive so they won't attack unless provoked.
The Farmer Mod Start your own farming business by purchasing fields and farmhands to grow your small plot of land into a large plantation.
Morrowind Abodes: A collection of six house mods, each mod placing a house in a different city (including Ald-Ruhn, Balmora, and Vivec).
The Guar Whisperer: Gives you the ability to tame Guar, breed them, use them as pack animals, and give them many different commands.

Utilities and Unofficial Patches
Morrowind Code Patch
Morrowind Optimization Patch
Anthology Solstheim: Moves Solstheim to where it is actually located on every official map. Warning: This mod is incompatible with pretty much any mod which alters the exterior of Solstheim.
Sophisticated Save System: Adds a highly customizable autosave system and modifies the vanilla quicksave and hard save systems.
Morrowind Music System Extended (MUSE): A system for more customization of music, allowing you to add your own tracks and determine the conditions for when they play.

Graphic Enhancements:
MGE-XE: A program which adds LOD, shadows, shaders, macros, and a ton of other features.
Morrowind Enhanced Textures: Increases the texture resolution by 4x, created via an upscaling algorithm. More details in the description
https://www.nexusmods.com/morrowind/mods/47469: An alternate version of Morrowind Enhanced Textures. Some people prefer this one instead.
Weapon Sheathing: Equipped weapons appear on your back.
UI ExpansionAdds several modern funtions to the UI, like searching and responsiveness
Better Dialogue Font - A higher-res version of Morrowind's font.
AOF's Waterfalls and AOF's Potions: Changes the textures for waterfalls and potions to much better ones.
Taddeus' "On the Rocks!" series: Replaces the meshes and textures of every rock and boulder in the game. Includes bump maps and AO.
Darknut's weapon textures and armor textures - Note: These link to the 1024 versions. There are also 512 versions available at Great House Fliggerty.
Darknut's creature textures for Morrowind, Tribunal, and Bloodmoon
Distant Lights: Modifies MGEXE so it renders lights in the distance (Note: Requires MGEXE, obviously)
SWG's Skies - A number of different Hi-Res skies
Vurt's Hi-res skies (Note: this is an addon for SWG's skies, not a standalone mod)
Better Books
Moonstar Crosshair
Glow in the Dahrk: Windows glow at night
Vvardenfell Visages- pluginless version by The Furious Pirate, based on the original by Telesphoros: A face and hair replacement mod which updates the original models and textures while staying true to the originals.
Creature VFX Restoration: Particle effects for monsters
Correct UV rocks: Corrects visible seams and other texture mapping issues on rocks that become more apparent with higher-res textures.

Gameplay Enhancements:
BTB's Game Improvements: A combination of several mods which change and rebalance many different game systems including birthsigns, races, alchemy, and spell effects. It makes the game much harder to break and provides a bit more of a challenge than vanilla Morrowind.
SUPER Adventurers 3: Rebalances leveling mechanics (i.e. skill gains and monsters) and adds a while bunch of additional content, including NPCs, weapons, armor, and clothing.
Run Faster: Does exactly what it says on the tin. Choose the file with the speed you want and enjoy the fact that it no longer takes you hours to go from one end of town to the other. It also modifies NPCs' speeds, which some people don't like.
Galsiah's Character Development (w/ fixes): Changes the leveling system so your attributes go up as your skills do, rather than choosing at level-up.
MADD Leveler: Does mostly the same thing as GCD with a few differences that some people prefer.
Linora's Leveling Mod: If you're like me and don't feel like messing around much with leveling, this mod is for you. All it does is give you x5 multipliers on level-up for any major or minor skill you raised by at least one point.
Multiple Teleport Marking Mod: Allows you to mark up to 12 different places and recall to any one of them via a pop-up menu.
Melian's Teleport Mod: Allows for an unlimited number of mark locations.
Fair Magicka Regen and Natural Healing: Regenerates magicka and health, based on several variables.
Speed and Stamina: Changes how stamina works and when it's drained, plus raises some movement-based things a bit.
Perfect Placement: Adds Oblivion/Skyrim-style object moving, except 100x better because it also has snapping.
Playable NPC Classes: Allows you to pick any of the formerly inaccessible NPC classes during CharGen.
Improved Followers: Makes escort missions less terrible by speeding up followers, having them forgive you if you accidentally hit them, and teleportation if you get too far away. Make sure you also download Guar Followers Fix to take care of a couple bugs with Rollie and Corky.
Next Generation Combat: Incorporates many mechanics of later Elder Scrolls Games, such as 100% chance to hit
Sexual Harassment Remover: Removes or alters dialogue and several quests throughout the game to remove sexual harassment. A full description of all changes is available in the mod description.[/url]
Expeditious Exit: Resolves crashes on exiting the game by forcing it to close even more.
Fix those bastard rope fences: Fixes the collision on rope fences so you don't get glued to them if you so much as brush up against them.
Delayed DB Attack: A simpler version of Expansion Delay above, which just removes the attacks.
Smart Companions: Allows you to give commands to companion NPCs, including looting and lockpicking/probing.

Quests:
Great House Dagoth: Adds the Sixth House as a playable house with both quests and ranks.
Rise of House Telvanni: Help House Telvanni rise to political dominance and forever alter Morrowind's political landscape. Be sure to also download Meyers-Briggs Testicle's fixes.
Twin Lamps: Ever wanted to do more with the abolition movement than just free a few Khajiits? This mod adds 15-20 new quests with branching paths and the possibility of ending slavery on Vvardenfel.
Morag Tong Polished: Modifies the Morag Tong questline by giving it a "much needed touch-up"

Mod managers:
Mod Organizer 2: A really popular mod organizer for many games (not just Morrowind.) It handles a lot of stuff for you and makes installing a ton of mods less work than it used to be.
Wrye Mash: Another widely used manager. It does practically everything, from sorting load orders to checking dependencies to even allowing you to change file dates.
MLOX and TES3Cmd: Highly recommended, MLOX allows you to sort your load order and check for conflicts between mods. TES3Cmd allows you to fix problems you find and clean mods via command line.
TESTool: A conflict checker which comes with a handy "just fix it" button if you want a less complicated (but less thorough) fix.
TESPCD: A more manual version of TESTool.
Nexus Mod Manager: Released by the Nexus sites, it allows you to sort, reorder, and check for updates to mods for Morrowind and any other Nexus games (including Skyrim and Fallout).

Note: Make sure to install Mash in your Morrowind Directory, or else it won't find anything even with the correct file paths.

Links to more mods
BTB's Morrowind Mod List: BTB created a website with a list of suggested mods and graphics replacers with full descriptions, instructions, links, and screenshots of each one.
Knotstheinane's Mod List: This blog also has a complete guide to getting Morrowind running, as well as numerous links to different mods.
Meyers-Briggs Testicle's Best Mods of 2019 list

Musical_Daredevil fucked around with this message at 02:13 on Aug 11, 2023

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Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
FAQs and Common problems

Morrowind for Skyrim/Oblivion Players
At its core, Morrowind is an RPG. Your character is very dependent on its stats and what you pick during character generation can completely determine everything that happens afterwards for quite a while. While Oblivion and Skyrim gave you a 100% success rate for everything with only the magnitude affected by skill, all events in Morrowind can fail, as determined by a combination of a random number generator and your skills, with a chance to fail even at 99%. You will need to grind, train, and balance your character a lot more than the other games before you become a whirlwind of destruction.

Remember that despite many attempts to bring it up to date, this is still a game from 2002, before Radiant AI, shaders, voice acting in dialogue, and many other things which make Oblivion and Skyrim what they are.

  • Magic does not regenerate constantly. Your character will need to rest or drink a potion for it to come back. Several of the birthsigns at CharGen give magicka multipliers, which you will want to use if playing a purely or mostly magic character.
  • Combat is much more of a clickfest than later games. Weapons have a chance to hit or miss and spells can be cast or fail based on your skills. Early on, you may even die once or twice just because the RNG said so. Again, it will take some time before you become a whirlwind of death. Sadly, there are no mods which can fix this.
  • While characters in Skyrim are much more fluid and can do practically anything at low skill levels, characters in Morrowind tend to stick to skills based on the bonuses they gain at CharGen, until they gain enough money to train everything to 100 (which will eventually happen).
  • Starting with Oblivion, Bethesda liked to populate their games with as much stuff as possible, even out in the wilderness. Vvardenfell is much more desolate and uninhabited, with long travel distances between civilization and quest goals.
  • Speaking of travel distances, there is no fast travel via map. While many other fast travel options do exist, each one of them goes to only a few limited locations and you may still need to travel quite a distance afterwards to get to where you need to go. Here is a complete guide to fast travel on Vvardenfell
  • There is no magical compass. You'll have to find your quest objectives on your own and NPC directions are often pretty vague. The UESP made a map of absolutely everything in Morrowind, which you can use if you get lost.
  • Going out into the wilderness is just as perilous as the other games. If you find a mod to deal with Cliff Racers (there's quite a few if you look), outdoor travel will get a lot less difficult. Dungeons are a bit of a gamble, as there can be anything from a few rats to atronachs inside.
  • NPCs do a lot less in Morrowind, almost nothing really. All they do is travel on a pre-arranged grid of nodes within the cell they're placed in. Dialogue is not voiced and is instead given through dialogue boxes, which give a lot more information more quickly. NPCs never go to bed or lock their doors, so if you want to go shopping at 4 in the morning, no problem.
  • There is no such thing as trespassing. There are only hostile NPCs. If they strike first (or if no one else sees you), there's no bounty.
  • There's no physics system. Once objects are placed in the world, they stay in place, even if you remove the object under them. NPCs won't pick things up either.
  • Component pieces of armor can be equipped and unequipped individually. As you find loot, you could end up with a bonemold cuirass, a glass left pauldron, a chitin right pauldron, Netch Leather Boots, Daedric greaves, and ebony gauntlets. Clothing and armor can be worn at the same time.

Here is a more complete list of all the differences between the games.

Who is the mysterious person in black armor that keeps attacking when I rest?
That is a Dark Brotherhood assassin, part of the Tribunal expansion. If you are fine dealing with them, their armor is worth quite a lot. If not, there's a mod to remove them until later.

My computer is a ten-year-old netbook that barely gets 1FPS when I run MGE. Do you have any cool downloads for me too?
The Morrowind FPS Optimizer would help you significantly. You can use it to adjust Morrowind's settings outside of what you're normally able to do and, like the title suggests, make Morrowind run better.

The sun turns black whenever you look at it.
ATI cards can have trouble rendering the sun correctly. There’s a fix here.

Everything looks all white/all black/all gray aka "I start the game and all I see is a black screen"
There are quite a few causes of this. Here are the most common ones:
  • Skipping the opening cutscene when you start a new game. There's no fix other than watching it all the way through. Don't worry, it's not that long.
  • Forgetting to disable the Steam overlay. It's in the Steam properties menu.
  • Not setting something to administrator mode. Double check that both MGE and your Morrowind executable are set this way.
  • Heavy shader/LOD use. Try waiting a few minutes and see if things start showing up. If not, try disabling shaders and distant land in MGE.
  • A rogue mod or shader. Try checking mgeXE.log or Warnings.txt to see if something went wrong there.

MGE crashes on startup
Two files generated by MGE-XE, dinput8.dll and d3d8.dll, sometimes get corrupted. Try deleting them and then running Morrowind once to regenerate them. If that doesn't work, you may have to reinstall it.

Can't open the console/take screenshots.
MGE-XE disables the default method for doing these. You will need to set specific keys for these functions using the macro editor (under the "in-game" tab in MGE-XE).

Error message saying Failed to load snowflake: meshes\bm_snow_01.nif".
First, double check that you didn't install Morowind into "Program Files" and its set to "Run as Administrator" and NOT "read only." Then, check your Morrowind.ini file to make sure that the following lines of code are present:

[Archives]
Archive 0=Bloodmoon.bsa
Archive 1=Flora Glow.bsa
Archive 2=Tribunal.bsa

If that doesn't work, reinstall Tribunal and Bloodmoon (some recommend disconnecting from the internet and disabling any anti-virus software while doing this). CD users may also want to directly copy the "Data Files" folder (or the .nif file) from the Bloodmoon CD into the folder on their computer.

Odd shapes and discoloration in the sky at night
If you're using SWG's skies, you also need the fix. (v3).

Sounds randomly play at full volume no matter where the slider is set
There are two solutions for this. The first is to enable the relevant bugfixes in the Morrowind Code Patch (which are applied automatically). If that doesn't work, try changing the sound from hardware accelerated to software accelerated in the in-game options menu.

Bethesda's sad relationship with alt-tabbing
Just like Skyrim, Morrowind doesn't work very well with Alt+Tab. In order to minimize the game this way, you'll need to have another window/program open in the background which Windows can alt-tab to. There's a chance that the game will crash if you do it, though.

Ways to increase FPS:
There are a few tips to increasing FPS, however some systems go slowly (15-25fps) no matter what fixes are attempted, due to the engine's odd way of handling hardware.

One thing to do in order to determine what's causing your biggest framerate hits is to bind MGE-XE's toggle functions (i.e. LOD, AA, HW shader) to different keys in the macro editor (under "In Game"), toggle them on or off, and watch what your framerate does. LOD is (obviously) the biggest, but AI functions will probably be your biggest ones in town, since the engine has to process a lot of different things with a (relatively) large number of NPCs. Make sure you have both "Display Messages" and "Show FPS" enabled in MGE-XE or you won't be able to measure it.

Known but unsolved problems:
Sometimes the game stops for a couple minutes, especially on startup or moving from an indoor cell to an outdoor one. If the game seems dead when loading something, wait a couple minutes first to be sure it actually is.

Heavily modded versions have also been known to crash at regular intervals in-game, with some being unable to play for longer than 30 minutes. Reinstalling might help solve this, or it might not. As mods and software improve, this problem may go away in the future, but for now there's no known fix.

In addition, Morrowind often crashes on exit as well. This seems to be caused by MGE, but is relatively harmless.

If you know you did everything correctly and STILL have a problem:
There are many people here in the thread more than willing to assist you in getting everything working. If you do post a problem here in the thread, make sure you give us more information than "X is crashing" so we have a good idea of what's wrong and how to fix it. The suggested things to include are: OS, hardware (Processor & Video Card), Morrowind version (either Steam or CD), a screenshot of the problem or quote of the error message, a description of when the problem occurs, and what you've tried so far to fix it. Many of the programs listed in the OP have multiple forum threads and websites elsewhere online, you may want to try searching for your problem before asking it here as the developer might have a solution for it. Also, do be aware that some error messages can generate other ones, so if you get more than one error message make sure you post it.


If everything works correctly and you make it through character generation but don't know where to start:
-Talk to the wood elf you see to your left as soon as you exit. Then, go to Arille's Tradehouse and talk to the Nord at the top of the stairs.
-If you have a character with combat skills, head out of Seyda Neen to the right and go to the bandit cave in the hill.
-Follow your orders and go to Balmora. Caius lives in the house at the far northwest corner.
-If you're still stuck, do the things on this list.

Musical_Daredevil fucked around with this message at 12:26 on Jun 1, 2021

Musical_Daredevil
Dec 23, 2008

Need some backup NOW!
So, these mods are nice. How would you like to make your own?
Many different resources exist online to help you become a budding game designer should you chose. What you need to download or install depends entirely on what you want to do.

Basic Modding
No matter how you want to mod the game, you will need to install the Morrowind Construction Set. Relatively recently, Bethesda removed the download link to the Construction Set download from their website, however there are several ways to still get it:

  • CD-GOTY users can just use the provided CD
  • Bloodmoon CD owners can extract it from the Bloodmoon CD using the instructions in this thread.
  • Steam users who own the GOTY version can download it from here and extract the files to \Steam\Steamapps\Common\morrowind, however this version does not work well with Bloodmoon. If you have problems, try downloading the Bloodmoon patch above and hope that it works.

Windows Vista and 7 users will need to download the appropriate help file viewer in order to view the help files in the CS.

Here is a helpful set of tutorials for the Construction Set, courtesy of TESNexus.


Modeling
Actually adding or modifying models from the game requires a lot more programs in order to export the files correctly. Here are the things you'll need:

  • Nifskope (for modifying .nif files directly)
  • 3DS Max, Blender, or Maya (Note: Blender is free and Max/Maya are free to any student with a .edu e-mail address)
  • The .nif plugins for your chosen modeling program, which can be found on the developer forum. 3DS Max users can find them for any version with this installer.

If you want to modify files rather than just create them, you'll also need a program that can read and unpack .bsa files. I recommend This one.

Important Tips for Modding
General
  • Make sure you carefully study where your Morrowind installation is located and the Data Files folder hierarchy so you can easily navigate to either of them from your Hard Drive.
  • You may want to install MSGO (if you haven't already) or another major mod in order to help you confirm which files go where and how the sub-directories are set up.
  • Don't worry if you open up the CS, get overwhelmed, and can't get any ideas for what to do. My first mod was just a set of Daedric armor and a sword with all the stats maxed out. Start small, using the assets already in the game, and then work your way up to bigger things.
  • BSA files are large archive files which contain all of the game assets (models, textures, sounds, animations, etc.). ESM files are the big master files for Morrowind and the expansions. ESP files are plugins, the file format you will use when you create a mod. NIF files are model files, which can contain polygonal, animation, texture, lighting, and physics data. KF files are the animations themselves. DDS files are a type of image format used for textures (most image manipulation programs will need a plugin to be able to import/export them).
  • Make sure you familiarize yourself with at least these two websites: The Official Morrowind Modding Forum and TESNexus. There's also many more if you look around.

Construction Set
  • After familiarizing yourself with the CS, make sure you're also familiar with the articles on this page
  • If you're working on an ESP file that's been previously saved, set it as your active file on the Open dialogue by pressing "Set as Active File." If you forget to do this and save two files for one mod, you can use the "Combine Loaded Plugins" command to fix it if you don't have any other ESP files loaded in the CS.
  • Don't ever modify a container or static object already present unless you need to or unless your mod idea specifically calls for it. Create your own first. You can start with an already created object by opening up its stats from the left hand panel, giving it a new ID, and saying Yes to creating a new object. Modifying an already present object will affect every other instance of that object and could cause major problems, especially if there's more than one copy of it in the game.
  • Speaking of "dirty mods," here's a guide by Cat Mattress on how to avoid having unnecessary GMST changes due to the expansions when modding.

Musical_Daredevil fucked around with this message at 20:52 on Feb 11, 2014

Musical_Daredevil
Dec 23, 2008

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Shinino Kage posted:

Musical_Daredevil:

There's 6 different files for MGE with some being regular and some being MGE XE. Do we need the top four ones, or just MGE and MGE SE, or just the MGE beta?

(Let me just say a quiet 'hurrdurr' 3 files, got 'em. Duh.)

The only one you need is MGE XE. MSGO comes with MCP, and the water texture isn't required. I don't know what the HUD mods are, but I didn't install them when testing the process and everything works just fine.

soscannonballs posted:

The link to the latest Bloodmoon patch doesn't work for me. I have the Morrowind GOTY version with both expansions, do I still need that patch? It is the CD version not the Steam Version.

Wow, looks like Bethesda literally just changed their website. I'll add that and the Ald Redaynia fix to the OP.

Edit: vvvvv You should already have it by the time you get to that step.

Musical_Daredevil fucked around with this message at 02:57 on Aug 13, 2011

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Positronic Spleen posted:

http://morrowindoverhaul.net/forum/index.php?action=dlattach;topic=1563.0;attach=154
Could be for logged-in users only, it was at the very bottom of the post. If it still doesn't work I could try rehosting it.

I tried downloading the Ald Redaynia fix and got a message that I need to be registered. If there's no way to get it without registering, could you rehost it?

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Filthy Monkey posted:

Okay, moving the real time shadows option in-game down from full to nothing completely fixes my slowdown problem. Is that what I should be doing, or is there something else I am missing?

I also turned down real-time shadows (although I do that with every game). If you're fine with how it looks with that setting, go for it. MGE-XE has its own shadows which don't take up as much processing power.

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Filthy Monkey posted:

Captured with FRAPS, encoded with ripbot264. The x264s I upload to youtube tend to look darker than the source video though. The actual H.264 video has good looking gamma. Not sure why that is.

Looks like you've got the same problem I (and a few other people) have when recording Morrowind. For some reason, converting the video from one format to another (i.e. AVI->FLV) makes it really dark and you have to bump up the gamma to compensate. Youtube converts uploaded videos, so its probably happening on their end.

Also, a really quick way to tell whether MGE-XE is running (if you don't know how to enable or can't read the messages) is to bind a key to a function in the "macro editor" XE and see whether it works.

Protip: Be careful when opening MGE after running MGE-XE. I've had weird things happen where key mappings get duplicated and XE stops working and needs to be reinstalled before it works again.

Musical_Daredevil fucked around with this message at 06:26 on Aug 13, 2011

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Red Baron posted:

So I got MGSO up and running except there's no water anywhere and there's weird black "smudge marks" overlayed on the screen. Any idea why there's no water?

Can you get a screenshot? Part of this sounds similar to a problem which popped up in the previous thread (though not with MGSO).

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Red Baron posted:

graphical glitches

It seems that Tufty had the same graphical glitch as the last screenshot, caused by both MGE and MGE-XE having active shaders which fought with each other. See if there are any active effects in MGE you can disable (without causing XE to implode when you run it afterwards).

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Red Baron posted:

I... Don't have MGE XE installed yet. Could it just be bad shaders in MGE?

That would be my guess. It also might be an odd LOD setting.

Filthy Monkey posted:

Are people seriously using the depth of field shader though? It seems to change focuses way too quickly, from blurry to completely in focus.

No, for that exact reason. I personally don't like DOF anyway, though.

Musical_Daredevil
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Morrowind is VERY weird in how it handles hardware overall. You can have a rig which runs Crysis at max settings but chugs in Balmora. And a lot of the time there's nothing you can do about it, that's just the way it is.

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Positronic Spleen posted:

Okay, so I found this: http://www.tesnexus.com/downloads/file.php?id=29388

When I used the terrible alternative programs I had no problem, but this is throwing a fit when I load just the official ESMs:

A quick search says that it's because Bloodmoon was installed before Tribunal. I mean, installed? Aren't they just ESMs that I date into a load order?

edit: Oh ho, it's talking about the PATCHES. Well great, is it going to break my game to install them over the Steam version?

I know this was from a page back, but did you (re)install Bloodmoon and the latest patch and did it work?

Musical_Daredevil
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Owlkill posted:

I had a similar issue - in addition I'm getting an error saying 'Failed to load snowflake: meshes\bm_snow_01.nif'. Any ideas on what could fix this would be much appreciated.

This seems like a relatively common problem. If you've double checked that Morrowind isn't installed into "Program Files," that its set to run as administrator, and that your Morrowind.ini file has Tribunal and Bloodmoon listed under "[Archives]", you may need to reinstall Tribunal and Bloodmoon.

Edit: I added a more detailed explanation to the OP

quote:

I get an error message saying "Failed to load snowflake: meshes\bm_snow_01.nif".
First, double check that you didn't install Morowind into "Program Files" and its set to "Run as Administrator" and NOT "read only." Then, check your Morrowind.ini file to make sure that the lines of code shown in Step 3 of the Morrowind Sound and Graphics Overhaul instructions are present. If that doesn't work, reinstall Tribunal and Bloodmoon (some recommend disconnecting from the internet and disabling any anti-virus software while doing this). CD users may also want to directly copy the "Data Files" folder (or the .nif file) from the Bloodmoon CD into the folder on their computer.

Musical_Daredevil fucked around with this message at 21:17 on Aug 20, 2011

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l33t b4c0n posted:

I just did the Mages' Guild quest to collect dues from some mage hiding out in some backwater cave. Upon getting there she gives me the dues and tells me to get lost. I just love the way as soon as you enter the cave you KNOW something isn't right. When she says not to disrupt her colleagues, that's an understatement. Bitch has got all kinds of freaky magic poo poo in that cave.

I've done that quest more times than I can count, but only went back there once. Once was enough.

Owlkill posted:

Edit: I've managed to (kind of) fix the issue by inserting those lines of code into the .ini (found out how here: http://morrowindoverhaul.net/forum/...hp?topic=1421.0), however when I launch the game now I get a warning message - I forget the exact wording but when I check the 'Warnings.txt' file I get the following:

Looking at those mods in particular, it seems that there's something wrong with your Tribunal installation. Can you check it with Wrye Mash?

Musical_Daredevil
Dec 23, 2008

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I added a section for manual installation of mods (i.e. MCP/MGE) to the OP under "Adding Shaders". Would some brave soul would like to test it and make sure it works?

Edit: ...or that I didn't forget anything?

Musical_Daredevil
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I added Mlox and TESTool right before MGE in that order. Is that where they should go?

Musical_Daredevil
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Fine. I'll keep them where they are now since I'd prefer LOD generation with MGE-XE happen last.

Musical_Daredevil
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Owlkill posted:

I've got Wrye Mash now, how exactly do I check it? I can get a big list of all the mods I've got installed up, with some of them showing yellow - does this indicate that there's issues with them?

Sorta, although that's what I expected to happen. When you click on one of the yellow mods, does it show any dependent files (on the right-hand side) as yellow or red?

Diogines posted:

When doing the MGSO install, following the instructions in the download in the OP, I gon't get the .exe made. Any ideas?

Which .exe? The one for MGE? The overhaul settings?

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Tufty posted:

One of the mods or overhauls changes this. Hold shift and left click to split a stack :)

To expand on this a bit more: one of the mods in the Overhaul reverses what clicking on a stacked item does vs. what clicking on it while holding Shift does. Just clicking on an item when buying/selling/dropping now takes the entire stack, while doing it with Shift brings up the "how many do you want?" dialogue.

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l33t b4c0n posted:

I installed the overhaul and all patches, and Morrowind runs with all the mods and new textures. But MGE doesn't seem to be running, or at the very least some elements aren't working. My resolution won't go above 1600x1200, even when set to 1920x1080 in MGE. Shaders seem to be half-working - I don't know, underwater blur seems to go into effect, but other than that there's no noticeable differences. The worst problem is the water looks totally awful. There's no MGE effects on the water, no caustic effects from jumping in and out, and no ripples when it rains.

Are you also running MGE-XE, or is this with just MGE?

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Positronic Spleen posted:

It also helps to use the intervention spells, teleporting you to the nearest temple (almsivi) or imperial cult altar (divine). Basically, the nearest medium-sized town. Get an enchanted amulet for both, they are incredibly convenient and require no magic skill.

One thing I highly recommend doing (even without a magic-based character) is joining the Mages Guild and doing Edwinna Albert's quests in Ald-Ruhn. At some point, she gives you amulets of Almsivi and Divine Intervention.

In addition, Nalcarya of White Haven in Balmora sells potions of Mark and Recall. Mark, well, marks a location in Morrowind and Recall will take you to wherever you used Mark. You can only have one marked location, but it's available as a potion, spell, or enchanted item (which you can buy or sometimes randomly find).

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harrygomm posted:

At some point during the ini tweaking, you're sent to a page from 2007 with the following advice:

Number of Shadows=6 ~Place a cap on the maximum number of shadows Morrowind will render.

Maximum Shadows Per Object=1 ~It's supposed to allow more than 1 shadow per object, but it seems to be a broken feature. Leave this at 1.

Is 6 shadows really the max? I noticed that the buffer setting he recommended were for when < 512MB RAM was common, so I uppsed those to my 4GB settings, so I'm wondering if this is just another thing thats wrong or if I'm misunderstanding it.

I see no reason why you can't make it higher since its just .ini tweaking, but you do it at your own peril. Morrowind's engine can get weird sometimes with its shaders, and it may not play nice at all with some of the installed mods if you set it too high.

Musical_Daredevil fucked around with this message at 22:40 on Sep 4, 2011

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yerrow peril posted:

I managed to fix my problem earlier by simply deleting the install folder and starting over, but now I'm running into a strange problem where MGE will work for all things except changing resolution. I can see the MGE-XE message in the top-left when I load, and all the shaders work fine, but the game is stuck in whatever default resolution I had the game on last. I'm not sure if this is related, but unlike when I used the MGE workaround (I don't any more), morrowind.exe still opens the loader, but pressing play a second time loads the game normally.

Is this a known issue, and is there a solution for it?

This is a known problem, and relatively common depending on the cause. Did you try opening the Morrowind launcher, changing the screen resolution once, exiting, then changing it in MGE?

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harrygomm posted:

I've gotten the game up and running using most of the mods from BTBs page and ran around the starting town a bit. However, my agility is now 25 points lower than it should be and it's colored red. I assumed this meant poison or disease, so I bought the cure poison spell and successfully casting it did nothing. There is nobody selling cure disease, nor any plant/animal matter that I can eat/make into a potion to do the same. No restore agility stuff exists around here easily it seems either. So my question is two-fold. How do I tell if there is an active disease, curse, or poison on me? How do I go about getting my 25 agility back?

Any active spell effects and diseases are listed towards the top of the spells window in your inventory. If you see any red icons there (or in the lower right corner outside of the inventory screen) then you have a disease. The most likely scenario, though, is that someone cast a damage agility spell on you, which won't go away like normal spells will. You'll need to go to a temple shrine or Imperial Cult altar, pay 35 gold, and get an Almsivi Restoration/Restore Attributes spell in order to restore it.

Edit: If you were poisoned, you would definitely know, as your health would be constantly dropping and your screen would flash red.

Edit 2: Restore Agility potions and spells will also solve the problem. I don't know who sells them, though.

Musical_Daredevil fucked around with this message at 05:43 on Sep 11, 2011

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Since the first thread I pitched this to was lame and didn't give me anything, I've decided to post this here instead.

Over the past few months (on and off), I've been working on a museum house mod. I've now completed almost all of the work on it and am looking for some brave volunteers to download it, test it, and give feedback on it.

You can download it here: http://www.megaupload.com/?d=QN07S9NI

The museum house features several rooms, storage, and display pieces solely for showing off how awesome you are (and providing a space for everything creeper can't buy). All of the display pieces (the pedestals, racks, and shelves) can be switched amongst several different sizes depending on what you want to put on it. Here are some screenshots:





Please let me know if you get any framerate problems. There's a lot of scripts running at once and I sometimes got some choppiness when I was testing it.

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ulmont posted:

...if I start I'll never start and I'll spend months twiddling with the appropriate hairstyle mods and whatnot.

And then there's the house mods!

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Disco De Soto posted:

Just thought I would check: I downloaded the MGSO Overhaul and the three patches. Should I extract everything first, overwriting everyting, or should I do it one at a time (extract main file, install, extract patch 1.1 then install, extract patch 1.2 then install etc)?

You install them one after the other (starting with 1.0 and going up). I believe either the instructions say this, or the description on one of the download sites.

sicDaniel posted:

I'm having a strange problem with my fresh Morrowind install: It won't run in fullscreen. I basically followed the "install manually" instructions from the OP. I don't have MGE or even MWSE because my system can't handle those. I exclusively use mods that add content and texture packs (from the OP), TESTool, mlox, codepatch and the exe-optimizer.

My desktop resolution is 1280x1024. I want to run Morrowind in 1024x768 and it runs in a window even with fullscreen activated in the options.

I use a Geforce7300 GS, DirectX 9.0c on Windows7 32bit. I don't even know where to look for a solution, Google doesn't help either, it just gives me some people having problems with widescreen monitors (which I don't have) and their solution doesn't work for me. Any ideas?

I can't speak for the entire thread (Cream of Plenty might know exactly what to do), but you may be on your own for this one if you're running it in Windows 7 without MGE. I would recommend you try Morrowind FPS Optimizer and set your resolution in there.


Fake edit: Oh by the way, while I was looking up sicDaniel's problem, I found this:

ViperArrow on the Bethesda Forums posted:

How to generally increase Morrowind's performance

If you are having problems with frame rates when running Morrowind try doing this, Right click your Morrowind shortcut> Click the compatibility tab> And tick the boxes that say disable desktop compositon, disable visual themes and disable display scaling on high DPI settings> Click apply and enjoy increased performance!

Musical_Daredevil
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sicDaniel posted:

Thanks, Musical_Daredevil. FPS Optimizer didn't make a difference and neither did ViperArrow's advice, but I tried disabling Win7's visual themes manually before starting Morrowind and that works, for some weird reason.

Well that's interesting. Good to know.

Musical_Daredevil
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One thing to do (which I keep forgetting to put in the OP) in order to determine what's causing your framerate to drop is to bind MGE-XE's toggle functions to different keys in the macro editor (under "In Game"), toggle them on or off, and watch what your framerate does. I've found on my personal computer (which is a somewhat decent laptop I use for 3D rendering, so I feel your pain, vulturesrow) that AA only affects it by 1-2 FPS. LOD is (obviously) the biggest, but MWSE and AI functions will probably be your biggest town-dependent ones, since the engine has to process a lot of different things with a (relatively) large number of NPCs.

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Syphilicious! posted:

My poo poo's all hosed up with the Steam version. Not really, it just loads up the launcher each time I click play from said launcher. Doesn't matter if I go into my steam folder and find the morrowind stuff and launch the Morrowind Launcher, Morrowind.exe, or Morrowind.Original. It all brings up the launcher, which launches the launcher again.

What have you tried so far to fix it? Reinstalling?

Also, do you have any mods installed?

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ZeeBoi posted:

OK, so I installed MGSO, updated to the latest version.

How do I deal with the blue artifacting I see around objects and characters when they're against the water?

I had this same problem and IIRC I solved it by installing MGE-XE and the water texture.

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Cantorsdust posted:

Okay, reinstalled and I crash at a new game. I can make it to the main menu, but when I hit "new game" it hangs for a moment, then crashes to desktop. On Vista, using MGE and MGEXE and the 4GB exe if that changes anything.

Can your computer play the Bethesda .bik intro movie (the one that MGE has the option to skip)? My guess is a video card compatibility issue.

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Washout posted:

Is there a mod that just lets me distribute all my points the way I want at each level up? I.e. just gives me 10 points per level that I can put in anything I want? There was one for oblivion that did this and it was the only way I could stand it. I don't want to have to grind skills for attributes. It drives me nuts and is the entire reason why I have never played morrowind.

If you do find one, make sure it gets posted here so I can download it.

Musical_Daredevil
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The particular mod Washout is looking for (or at least I'm looking for) would allow you to put, say, 4 points in Wisdom, 3 points in Strength, 2 points in Agility, and 1 point in Luck at the level-up screen without forcing you to precisely control which skills increase during each level and only pick three. The "always plus five" mod doesn't quite do this (although its less annoying than vanilla), and the console method gets tedious.

I'll have to check, but this sort of thing may be outside of my skills as a modder if it doesn't exist.

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Washout posted:

Is there a new sound and graphics overhaul that self installs and does not require a million steps? Or is the one in the OP still the easiest to install? Honestly it looks like such a pain in the butt I'd rather just toss on better bodies and heads and call it quits. Supposedly there is one out there with a self installer that is really easy, but every time I thought I'd downloaded it, no self installer was to be found.

Oggumoggogum's megapack (under "extras" in the OP) should be what you're looking for. It's basically just a bunch of mods with no installer AFAIK.

Musical_Daredevil fucked around with this message at 04:28 on Nov 10, 2011

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A Fancy 400 lbs posted:

Is there a good pack that's just quests/gameplay/bug fixes and no graphics mods? I just installed on my netbook, so graphics mods probably aren't gonna play nicely.

Good news - the guys who created the MGSO are now creating the MGEO, the Morrowind Game Experience Overhaul. It's like the graphics overhaul, but for gameplay and content. KINGPIX has a thread with the full details on the Bethesda forums.

For the rest of you, KINGPIX recently announced MGSO version 2.0, a less annoying version of MGSO with updated versions of the mods. It includes a "Super duperrr AutoInstaller" to take care of a lot of stuff automatically and "Many, many ,many, many new fixes". There haven't been a lot of other details other than "stay tuned" and this Youtube video.

Magic posted:

gently caress this, I'm waiting on Skyrim to arrive by post, I don't have Oblivion and I only completed Morrowind once and that was without any mods ... I'm reinstalling it right now.

I'm in a similar position. My laptop fans barely work right now and if I try to run anything too intense (like Skyrim or Saints Row 3), I'll probably fry my hard drive (again). :smith:

Musical_Daredevil
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New Version of MGE-XE Out Now

Well, it seems that Hrnchamd decided to come out of the hole he's been hiding in for the past few months yesterday to finally release a version of XE that supports dynamic water from MGE rev 178. There's a ton of other fixes and updated shaders as well. I haven't tested this myself yet, but the feedback looks positive.

Hrnchamd posted:

New features since 0.8
Dynamic water from MGE 178+, water simulation adjusted to be more liquid
Full install package, doesn't require a previous MGE
HDR shader upgraded, opinions please
Settings GUI improved

New features over standard MGE
All objects in Morrowind view distance receive shadows.
High quality selection of default shaders included.
Screenshot enable checkbox now works like others since the screenshot code is patched. Just use PrintScreen, no macro required.
Object pop-in at the screen edge no longer occurs. Distant land and grass culling is not delayed by a frame any more.
Grass parts when the player is nearby; grass is lit better.
Shaders no longer affect the crosshair, nor spill over the screen during cell loading, nor screw with cutscenes.
Windowed mode snaps to the screen edge to act like fullscreen, allowing Alt-Tab to work.
New underwater surface effects, total internal reflection.
Water shows up in the local map again, previous MGE versions did not allow it to render in the map.
Scattering exponential fog and better sunsets, thanks to phal.


Install Instructions:

1. Update to DirectX 9.0c June 2010. (This won't conflict with DX10+.)
2. Install MGE XE to the Morrowind directory.
3. If you are using HUD mods made for standard MGE, you should deselect them from your load order.
4. Run the new MGEXEgui. Read the instructions page. If you are upgrading from MGE you should generate distant land with 150 minimum static size.
5. If you use Crossfire/SLI, turn off "Responsive menu caching" in the In-game tab, to avoid performance reductions as caching is SLI unfriendly.

Click here to download version 0.9

:siren: Edit: I just tried it, and here's my results:







I'm getting much better framerates with this version than normal, even with some features enabled I didn't use before (except when a lot of water is on screen). On the other hand, none of the shaders that come with it made any visual difference whatsoever but gave me a sizeable FPS hit.

Musical_Daredevil fucked around with this message at 07:32 on Nov 25, 2011

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Interociter posted:

Apparently the alchemy set at the top of the tower in Caldera is supposed to be unguarded, but I find Ailendal there around the clock:



Am I supposed to run her out somehow? I'm up for it, if so.

Edit: I guess I had to sleep on it. She was gone when I checked back this (RL) morning.

Is Ailendal a mod-added NPC?

Musical_Daredevil
Dec 23, 2008

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Added this to the OP:

Interociter posted:

The MGSO author has started testing on the 2.0 release, and is asking for testers in this Bethsoft forum thread. I tried it out and the install was simple, plus the results are way better than I had with 1.3 -- better visuals, no glitches or crashes, much faster load times. I guess it's due out for real in a week or two?

I might get in on this myself and see whether the problems brought up here in the thread are dealt with.

[quote!=edit]

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Musical_Daredevil
Dec 23, 2008

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Then it's probably "Animated Morrowind - Expanded" which adds her.

The odd thing is that you have the same mods I do (MGSO), yet I've never seen this NPC and constantly [ab]use that alchemy set.

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