[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Thu Dec 08, 2011 1:12 pm

Are you using Vurt's original AI mod or the II version? The second version doesn't have the shiny mushrooms anymore.
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Joey Avelar
 
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Post » Fri Dec 09, 2011 12:52 am

Nope KINGPIX have removed the Vurt's mushrooms of MGSO because theses are not so lore-friendly ^^

But you can install after the Vurt's mod via PES and you will have your mushrooms :D
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jessica breen
 
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Post » Thu Dec 08, 2011 10:29 pm

Nope KINGPIX have removed the Vurt's mushrooms of MGSO because theses are not so lore-friendly ^^

But you can install after the Vurt's mod via PES and you will have your mushrooms :D


Ah, now that clarifies it. I thought I was doing something wrong. Thanks. Not so lore-friendly? That's ironic. His other trees are somewhat less lore friendly than his mushrooms and yet they are included in the compilation. For me, the crowning achievements of all Vurt's trees are the Ashlands trees and the mushroom/parasol trees. They are a world into themselves.
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vicki kitterman
 
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Post » Thu Dec 08, 2011 2:08 pm

Ah, now that clarifies it. I thought I was doing something wrong. Thanks. Not so lore-friendly? That's ironic. His other trees are somewhat less lore friendly than his mushrooms and yet they are included in the compilation. For me, the crowning achievements of all Vurt's trees are the Ashlands trees and the mushroom/parasol trees. They are a world into themselves.

Actually I didn't include them because I really didn't liked those mushrooms... (absolutely no offence, matter of tastes).

There are still some exams left to me, then I'll be back with updates! :D

See ya!
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Pants
 
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Post » Thu Dec 08, 2011 3:17 pm

KINGPIX => I have created, improved, replaced somes textures/meshes (meshes mainly by Tronvillain) in MGSO so these are more lore-friendly ^^ and I think that the result is: :tes:

All the new adds mods are the agreement of their authors.

So I can send to you the news textures/meshes/mods?
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Zoe Ratcliffe
 
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Post » Thu Dec 08, 2011 2:29 pm

Hi there, first off let me say this mod is a fantastic addition to morrowind. It made me get the game off the shelf for the first time in years and start playing again :) However I am having a problem, the mod works fine but i'm getting EXTREMLY low fps outside (only 20 or 30 fps), it seems to even off at 20 or 30 depending on where I am looking outside (exactly 20 or 30, no deviation) and with distant land turned off it goes between 30 and 60 fps depending on where I look. I'm using the highest settings on OBGE which shouldnt be a problem because I have a ATI 5870 with 1gb VRAM and a core i7 CPU. I'm thinking OBGE is throttling my fps at the 20 or 30 mark for some reason since it sits exactly on these values but can't be sure, does anyone know what might be happening/if there is a setting which I have turned on that will cause even a high end system to struggle? (I'm running at 1920x1200 resolution)

Thanks for any help in advance :)
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Oyuki Manson Lavey
 
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Post » Thu Dec 08, 2011 5:59 pm

You'll need to play with the settings and experiment.

The game is old and far more CPU demanding than GPU. Despite your rig!

Try also a lower res. 1600*900 or that something in that range!

It's a pain, but Morrowind is a granny dolled up by MOGS to look like an race-queen.

:obliviongate:
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Valerie Marie
 
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Post » Thu Dec 08, 2011 11:34 am

The game is old and far more CPU demanding than GPU. Despite your rig!

Even so, with an i7 CPU he should get better performance (imho).

DarthRic: I was surprised by the initially low performance of MOSG as we, but solved it by using a different MGE version (rev 178 at the moment). The default MGE version was very pretty, but awfully slow for me, even with distant land turned off. However, my rig is much older than yours, so we may have different bottlenecks in our setups.
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Josh Sabatini
 
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Post » Thu Dec 08, 2011 4:46 pm

Even so, the game doesn't really use the multi cores effectively.
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Chantelle Walker
 
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Post » Thu Dec 08, 2011 4:08 pm

Even so, the game doesn't really use the multi cores effectively.

Shouldn't matter, an I7 single threaded is still overkill.
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Marie
 
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Post » Thu Dec 08, 2011 12:41 pm

>I7 single threaded is still overkill.

Not really.
I have an i7 3.4 GHz overclocked to 4 GHz (and I've gone up to 4.4 but don't want to wear the CPU out too fast!).
My frame rate is generally bottlenecked by CPU. My slightly overclocked ATI XFX Radeon HD 5770 1 GB is only 85-95% load usually according to MSI Afterburner utility (a very useful utility, in case you didn't know!).

Quick tips for improvement performance:
1. Turn off VSync / VWait. I think the tearing is not barely noticable on modern LCDs. 29 fps with miniscule tearing artifacts is a lot better than 20 fps.
2. If you have a newer OS like Win 7: Choose Properties on your Morrowind Icon, and under Compatibility, choose Disable visual themes, Disable desktop composition, and Disable display scaling on high DPI settings.
3. This is kinda a last resort since some of these mods are great. Try shutting off certain CPU-hungry mods in case you have them. IIRC, this includes Animated Morrowind I / II / Expanded, Better Music System, Starfire / MCA, Atmospheric Sound Effects, Cait's Critters Unleashed. Fireflies Invade Morrowind will brutalize your frame rate.
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Darlene Delk
 
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Post » Thu Dec 08, 2011 3:23 pm

I guess it depends if you have the Sandy Bridge version or not. An i7 2600k would be overkill imho.
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Ella Loapaga
 
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Post » Thu Dec 08, 2011 6:16 pm

I guess it depends if you have the Sandy Bridge version or not. An i7 2600k would be overkill imho.


That's nice. I'm using i7 2600K, sandybridge ASUS P867 Pro, and a moderate 4 GHz overclock and IMHO it's not enough. I only get 30 fps in Balmora typically; 60 fps would be better.

The good thing is if you have a few GB of RAM (I use 16) the game stays entirely in memory for days/weeks and loads super fast. No more "cell loading" interruptions.
And no need for a SSD.
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tiffany Royal
 
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Post » Thu Dec 08, 2011 7:34 pm

I have a question that has arisen out of trying to map out my own incompatibilities.

Why was lights 300 removed from this?

Which esp from the Lighting Mod are included with this? and why?

thanks for any help
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Batricia Alele
 
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Post » Thu Dec 08, 2011 11:19 am

Hey, thank you, this is so great, I was afraid to restart MW because just thinking of the time it would take to get my mods up to speed gave me shivers.

However I can find no compatibility info, does it conflict with Traveling Merchants, Less Generic NPC Project and other great stuff like that?

Also, I'm pretty sure you already answered that, but do you have any eta on the Gameplay overhaul?
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carley moss
 
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Post » Thu Dec 08, 2011 2:58 pm

>Why was lights 300 removed from this?

I'm curious too.
I'm using that mod and I think it has a few bugs, maybe that's why? Specifically, I can lift huge braziers as if they were nothing. I can also grab lights off of random walls and then wear them in my hand but they burn out instantaneously. Maybe these problems come from a different mod though.
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Jason White
 
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Post » Thu Dec 08, 2011 2:31 pm

TLM too comes with a life-timer for fires and torches...and one of the known conflicts. Along with ownership-flags to certain light-sources.
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RAww DInsaww
 
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Post » Thu Dec 08, 2011 1:01 pm

Along with ownership-flags to certain light-sources.

This is an option if you get the modular version. I have recently installed it for interiors only and find it just about perfect for my taste.
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Yvonne Gruening
 
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Post » Thu Dec 08, 2011 6:02 pm

Hey, thank you, this is so great, I was afraid to restart MW because just thinking of the time it would take to get my mods up to speed gave me shivers.

However I can find no compatibility info, does it conflict with Traveling Merchants, Less Generic NPC Project and other great stuff like that?

Also, I'm pretty sure you already answered that, but do you have any eta on the Gameplay overhaul?

I use both Traveling Merchants and most of the LGNPC and they work perfectly fine with it.
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Annika Marziniak
 
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Post » Thu Dec 08, 2011 7:25 pm

Psymon => in the v1.3 of MGSO these plugins:

- TLM - Ambient Light + Fog Update.esp
- TLM - External Lights Ownership.esp
- TLM - Light Sources (Clearer Lighting).esp
- TLM - Light Sources (Lanterns).esp
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michael flanigan
 
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Post » Thu Dec 08, 2011 7:16 pm

That's nice. I'm using i7 2600K, sandybridge ASUS P867 Pro, and a moderate 4 GHz overclock and IMHO it's not enough. I only get 30 fps in Balmora typically; 60 fps would be better.

The good thing is if you have a few GB of RAM (I use 16) the game stays entirely in memory for days/weeks and loads super fast. No more "cell loading" interruptions.
And no need for a SSD.
Even with an i7? Dang dude....but then again it is Balmora. Balmora is known to be the heaviest fps hitter in the game I believe.
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cheryl wright
 
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Post » Thu Dec 08, 2011 11:26 am

What mod do I have to uncheck to remove the new heads? Jiub scares me right now.
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Lindsay Dunn
 
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Post » Thu Dec 08, 2011 6:22 pm

What mod do I have to uncheck to remove the new heads? Jiub scares me right now.


Same here. Not because it scares me but because I want to use another head pack. I wonder why KINGPIX didn't make the head pack optional. The BB mod is one of the very, very few that is a "must" but BH? I don't really think so.
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Nicole M
 
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Post » Fri Dec 09, 2011 1:59 am

Same here. Not because it scares me but because I want to use another head pack. I wonder why KINGPIX didn't make the head pack optional. The BB mod is one of the very, very few that is a "must" but BH? I don't really think so.

An option will be included in the next patch.
Anyway the heads are pluginless, if you want to install new heads simply install them !
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Karine laverre
 
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Post » Thu Dec 08, 2011 10:02 am

An option will be included in the next patch.
Anyway the heads are pluginless, if you want to install new heads simply install them !


Great! Don't forget in your next patch to add the new version of Texture Fix. Thanks.
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Cassie Boyle
 
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