[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Mon May 07, 2012 7:15 pm

Could you please explain to me how to generate like, 1 more cell of distant land, or like 100 feet or whatever it is? I don't want to kill my rig, but I want it to be so far back that I don't see it generating right in front of my face..
That's not exactly how it works. There's a difference between generating distant land, and rendering it in the game. You don't generate a specific number of cells, you generate the entire world. You start the distant land generation wizard (or whatever it's called), and then you select all the mods you use. This ensures that MGE will generate distant land for buildings and landscapes added by mods too. Then you click on continue.

You can change the texture and mipmap size if you want, but the default is usually alright. It depends on how powerful your PC is, if it's very good you could probably handle somewhat higher settings. When you get to the distant statics part of the generation process, try setting the statics size to 150. This is the minimum size statics have to be before being rendered by MGE. So the smaller number you pick, the more small objects you'll see. 150 is fine if you want MGE to render most buildings and large rocks.

It's only after all this that you decide how many cells you want MGE to render, on the distant land tab. A draw distance of 5 cells allows you to see a lot more, but not the point where you can see the whole island.
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Mon May 07, 2012 10:50 am

That's not exactly how it works. There's a difference between generating distant land, and rendering it in the game. You don't generate a specific number of cells, you generate the entire world. You start the distant land generation wizard (or whatever it's called), and then you select all the mods you use. This ensures that MGE will generate distant land for buildings and landscapes added by mods too. Then you click on continue.

You can change the texture and mipmap size if you want, but the default is usually alright. It depends on how powerful your PC is, if it's very good you could probably handle somewhat higher settings. When you get to the distant statics part of the generation process, try setting the statics size to 150. This is the minimum size statics have to be before being rendered by MGE. So the smaller number you pick, the more small objects you'll see. 150 is fine if you want MGE to render most buildings and large rocks.

It's only after all this that you decide how many cells you want MGE to render, on the distant land tab. A draw distance of 5 cells allows you to see a lot more, but not the point where you can see the whole island.
I did everything you just said, closed MGE, opened MW, and absolutely nothing has changed. I'm still seeing the land being just "created" right before my eyes when I walk closer.
I even uploaded a video to youtube and it's almost done processing now, showing you what I'm talking about. I walk backwards, things disappear seamlessly, as if a bubble surrounds my character and everything in that bubble is being shown, and what's on the outside is just white
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Mon May 07, 2012 5:06 pm

And here is a video of what I'm talking about. http://www.youtube.com/watch?v=b10rSE4O2UEis my MW after installing this mod and setting up MGE.

I really hope it's not supposed to do that.

EDIT:
ok, I actaully got it working. I figured out that everytime I remove the water texture folder, it completely turns MGE off. Is there NO way to go back to the default water while running distant land and MGE? I want distant land..I just don't want this FPS hitting water.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Tue May 08, 2012 2:14 am

Is there NO way to go back to the default water while running distant land and MGE? I want distant land..I just don't want this FPS hitting water.
Nope. But depending on which version of MGE you're using (what version is it?) you can turn some of the reflections off for a FPS boost.

What are your PC specs? The water shouldn't hit your FPS that hard unless your PC is pretty old. Distant land probably has more of an impact.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Mon May 07, 2012 12:56 pm

I am trying to run mlox.exe yet every time it crashes and gives me this message

Spoiler
mlox.exe 0.57 [mlox-base 2010-10-25 11:39:07 (UTC)] (sv/cp932)
Python Version: 2.5
wxPython Version: 2.8.7.1

Traceback (most recent call last):
File "mlox.py", line 1797, in
File "mlox.py", line 1707, in main
File "mlox.py", line 1585, in start
File "mlox.py", line 1571, in anolyze_loadorder
File "wx\_controls.pyo", line 1709, in SetValue
UnicodeEncodeError: 'cp932' codec can't encode character u'\xe5' in position 69: illegal multibyte sequence

Can anybody tell me what I am doing wrong, I have tried reinstalling the game three times now and I still get this every time?
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Mon May 07, 2012 11:58 am

Nope. But depending on which version of MGE you're using (what version is it?) you can turn some of the reflections off for a FPS boost.

What are your PC specs? The water shouldn't hit your FPS that hard unless your PC is pretty old. Distant land probably has more of an impact.
My rig isn't old, it's just not built for gaming. And the water IS what's causing my FPS drops, because it's the same in WoW. When I turn ANY water detail on at all, my FPS drops by over 20. but when I turn it to the basic no reflection water with no ripples or anything, looks like cardboard, my FPS goes back up to 60. And that's with ultra view distance and static objects. Why wouldn't there be an option to turn the water detail off? I don't understand that.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Mon May 07, 2012 3:31 pm

Hey, experienced Morrowind modder here. I was wondering, I usually pick and choose my mods like the olden days, but with this install I've decided this would be so much simpler. Now my questions are, I just re-installed MW last night, I've already used the code patch and 4gb enabler, installed MGE and MGE XE, and have already installed the LGNPC mods. At this point, will it be okay for me to install this overhaul or should I restart? I have no save games yet.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon May 07, 2012 5:27 pm

It'll be less messy, if you start off by installing Morrowind and the Overhaul first, then add other mods you fancy.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Mon May 07, 2012 10:45 am

Alright, and second question. Once the install is finished I can install MGE XE right? I prefer it to regular MGE greatly.
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Mon May 07, 2012 2:55 pm

Alright, having a major problem with 1.3. The Code Patch will not install: Could not find Morrowind.exe. Make sure Morrowind Code Patch is installed in the same directory as Morrowind.
Patch failed to apply. And secondly, with the MGSOO options menu, hovering over any option to select it will provide an error regarding the preview image, and then crash.

Help please! :(


EDIT: Wow, I'm an idiot. I didnt have the Morrowind directory specified. Sorry guys, but yeah, can I use MGE XE once this is done?
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue May 08, 2012 2:39 am

I am trying to run mlox.exe yet every time it crashes and gives me this message

Spoiler
mlox.exe 0.57 [mlox-base 2010-10-25 11:39:07 (UTC)] (sv/cp932)
Python Version: 2.5
wxPython Version: 2.8.7.1

Traceback (most recent call last):
File "mlox.py", line 1797, in
File "mlox.py", line 1707, in main
File "mlox.py", line 1585, in start
File "mlox.py", line 1571, in anolyze_loadorder
File "wx\_controls.pyo", line 1709, in SetValue
UnicodeEncodeError: 'cp932' codec can't encode character u'\xe5' in position 69: illegal multibyte sequence

Can anybody tell me what I am doing wrong, I have tried reinstalling the game three times now and I still get this every time?
It is a unicode problem, I assume. Look for non-standard letters é; à; ?; a; ?; ?; ?; ń; ?; ?; ?; ?; in your mod names(plugin files). And rename them.

.....
Sorry guys, but yeah, can I use MGE XE once this is done?
I use MGE XE with Overhaul. You will have to choose between shadows or fancy water though.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Mon May 07, 2012 1:50 pm

I am having some strange things happen with Morrowind...

I installed Morrowind Overhaul as directed step by step, first made sure my Morrowind was updated to the latest version and had Bloodmoon and Tribunal also updated and activated. Then I installed the patches to Morrowind Overhaul, first 1.1, then 1.2, then 1.3.

My system has 4 GB RAM, Windows 7 Home 64-bit, Intel Core 2 Duo 3.00ghz, dual Nvidia GeForce 8800GTX videocards in SLI. I have the 285.38 drivers installed. I haven't tried reinstalling DirectX 9, but if that is necessary I'll begrudgingly do it (kinda find it a pain in the butt to do so).

Initially everything ran fine. I disabled SSAO because it slowed the heck out of my system. I also lowered the Distant Land to 15 cells and disabled exponential fog. Generally though I'm using high-fi water with that neat water-foam effect and water waving. I have bushy trees everywhere and things were fine.

Then again, when I started I was in the Ashlands. When I started west after crossing the Dwemer bridge heading toward Balmora, the game slowed down dramatically and eventually lots of bright white, cyan, magenta and yellow pixels appeared on the screen and crashed my system. A couple of times, this caused a complete lock up and I had to do a hard restart. Indoors there seem to be no performance hit. Another effect I've noticed is when entering outdoors, the vegetation seems to be completely absent and certain objects would flicker with a slight red tint to them. Almost all the time the display driver would be listed as crashing.

I tried deactivating all shaders. I tried reverting to older versions of MGE. I turned off AA. I tried everything I could think of. I haven't tried windowed mode. I might go ahead and do that with MGE setting a resolution that is native to Morrowind. One strange effect I also noticed is that MGE does NOT change the resolution even though I tell it to set it to 1680x1050. Morrowind insists on running on 1152x864. I'm about to try windowed mode at 1024x768... nope doesn't work. Morrowind crashed and the entire screen flickered.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon May 07, 2012 6:30 pm

I got it working. I reinstalled Morrowind, then reinstalled Morrowind Overhaul version 1.0. I didn't install any of the patches and most likely will not. This looks beautiful and it works and that is what matters for me. I want to get to playing Morrowind until Skyrim comes out!
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Mon May 07, 2012 6:15 pm

What is the name of the mod that changes Bitter Coast flora meshes to a better ones? Didn't find info in the modlist.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Mon May 07, 2012 7:05 pm

What is the name of the mod that changes Bitter Coast flora meshes to a better ones? Didn't find info in the modlist.
I was looking for info on that a while back also and couldn't find any information regarding where they came from either. Perhaps kingpix made them? :shrug:
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Mon May 07, 2012 2:55 pm

I was looking for info on that a while back also and couldn't find any information regarding where they came from either. Perhaps kingpix made them? :shrug:
Modlist document ->

? Bloodinfested’s Mods
? BC Plant Life Retexture
Retexture for the plants in Bitter Coast.

:)
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Tue May 08, 2012 12:03 am

Oh, I was referring to the smoothed meshes used for some of the BC plants. :whistling:
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Mon May 07, 2012 6:24 pm

Hey :)

I have not touched Morrowind for years, but I decided recently to start playing it again. Someone in the Skyrim section was talking about enhanced Morrowind graphics and pointed out to Morrowind Overhaul.
I had a concern about compatibility so I looked for this thread just to realize there was already #9 versions of it. That's a lot to read to find the info I want :P
So I'm just posting my simple question here.

I just intend to use the following setup:

Morrowind + Tribunal + Bloodmoon fully patched to last version.
Morrowind Overhaul 1.3
Morrowind Script Extender 0.9.4
Melian's Teleport Mod 1.3
All official DLCs.
Morrowind Code Patch 2.0

I worry about the last one in the list. Is it compatible with Morrowind Overhaul? ( I assume all the rest will work fine from what I've read already).
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Mon May 07, 2012 11:40 pm

Yes MCP 2.0 is compatible and is included in MGSO ;)
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Mon May 07, 2012 8:15 pm

Yes MCP 2.0 is compatible and is included in MGSO ;)

Oh, already included. I missed that :facepalm:
Thanks for the info :)
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Mon May 07, 2012 2:30 pm

Upcoming v2.0 includes:

- Super duperrr AutoInstaller I made (automates all the needed steps to install the pack, sets MGE according to the performances of the PC, checks for lack of DirectX, .NET Runtimes, etc.). This means that the installation is really Idiot-Proof (Challenge Accepted! :toughninja: )
- Many, many ,many, many new fixes (thanks a lot to the french community for their huge work on this when I wasn't available :foodndrink: )
- AutoUpdate support
- A separate patch and release of a big pack including the older patches for the new users!
- Release before Skyrim (I hope <.<)

Stay tuned! :celebration:

PS: Totally-translated French version coming soon.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon May 07, 2012 11:38 pm

- Many, many, many, many new fixes (thanks a lot to the french community for their huge work on this when I wasn't available :foodndrink: )
Thanks, it was a lot of work but we were glad to do it. :)

And (many) thanks to Ashiraniir, every meshes (misc items, containers and some statics) that have never been smoothed have now been done, so the items enhancement is now complete. Papill6n is checking UV and other parameters and will send you the pack. Enjoy. :)

PS: Totally-translated French version coming soon.
I can't realize we started this project on February. It was a HUGE work, but it was definitely worth it. :)
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Mon May 07, 2012 8:46 pm

Great news, I eagerly anticipate the release, good job, BTW where are the italian and french equivalent of these forums.
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Mon May 07, 2012 1:54 pm

Great news, I eagerly anticipate the release, good job, BTW where are the italian and french equivalent of these forums.
I've always thought Bethesda just had strictly English forums myself... I've never heard about Bethesda forums in other languages even.

Looking forward to MGSO v2. All these new goodies included in it sound rather awesome. :biggrin:
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Tue May 08, 2012 2:44 am

Great news! BTW there's a new http://www.gamesas.com/index.php?/topic/1086326-wipz-relz-vurts-groundcover/page__st__160 out.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

PreviousNext

Return to III - Morrowind