[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Mon May 07, 2012 3:19 pm

Just to add to the above... the problems seem to be at their worst in the Bitter Coast region and Balmora.

I'm definitely not an expert, but I have spent my fair share of time messing with MGE XE. Just to offer my 2 cents... The only things I can think of that would hinder performance on the level you describe (besides incompatibilities or some egregious install error) would be that you have either A) checked the grass to load in the Data Files launcher for the game or B ) you have selected multiple versions of grass for distant land, effectively rendering grass twice. For the former, simply uncheck them. For the latter, make sure you only use one instance of grass for each region/grass area. If that's not it, recheck your settings again, and then once more. I've re-generated distant land at least 30 times so far, and I'm not done tweaking it.

Also, my problems seem to not be remedied by any other fixes, and I'm under the assumption that my processor may simply not be able to handle the extremes of MGE. I have a quad core, but it runs at 3.0ghz, which is pretty close to yours. However, I do not get 10 second stutters..

Try disabling the most resource-intensive shaders, check boxes, etc. If you can't run MGE at the lowest settings absolutely possible, it may be a problem with the version compatibility for you. It also helped me to run MGE, but disable distant land, just to make sure the shaders and MGE itself works ok.

I hope something up there helps you. I know how frustrating it is to be so close to playing a beautiful Morrowind, but being stuck on the last part :)
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Tue May 08, 2012 2:08 am

There are settings to avoid in order to reduce slowdown :
- Bind AI to view distance (in Misc panel of MGE)
- Detailed shadows (in Morrowind Configuration).
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Mon May 07, 2012 1:45 pm

Thanks for the tips guys.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Tue May 08, 2012 2:35 am

A quick video showing off 2.0: http://www.youtube.com/watch?v=pCEc7SA0rWY
Just about 2 minutes long ;)
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Tue May 08, 2012 12:11 am

looks really nice.

I have been waiting for this to go to v2.0, and I hope my system can handle Morrowind looking as good as it does in the video.
I tried using MGE XE a few days ago and the shadows were not looking like the statics they were cast from, (Vality's Bitter Coast Addon.esp)

I really can not wait for this to be released,. Morrowind never looked so good, and I need a break from Skyrim
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Tue May 08, 2012 1:06 am

Yeah, XE's shadows have problems with trees like Vality's bittercoast ones.
That's because of the system used to make the model itself!
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Mon May 07, 2012 2:15 pm

Just how dark did you make the dungeons? In that scene in the dungeon your guy was carrying a torch and I still couldn't see anything. :P
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Mon May 07, 2012 9:04 pm

Just how dark did you make the dungeons? In that scene in the dungeon your guy was carrying a torch and I still couldn't see anything. :P
That's something I'm working on at the moment, maybe it's a bit dark.
But fraps always has that issue to make everything darker, in-game it's more playable :\
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Mon May 07, 2012 10:42 am

Yeah, XE's shadows have problems with trees like Vality's bittercoast ones.That's because of the system used to make the model itself!

If there is a possibility of getting a package list of the contents of v2.0 that would be an awesome teaser

I am not sure I am going to stay with Vality's Trees as Vurt's are looking pretty nice to me right now

Just how dark did you make the dungeons? In that scene in the dungeon your guy was carrying a torch and I still couldn't see anything. :P

I was wondering the same thing
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Mon May 07, 2012 6:47 pm

Maybe it's the mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9250 ^^
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Mon May 07, 2012 10:52 pm

Maybe it's the mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9250 ^^
It is, I have to tweak it a bit anyway
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Mon May 07, 2012 1:32 pm

Never been a very big fan of darkness mods in Morrowind myself, Morrowind's lighting system and the way torches illuminate areas as you walk usually doesn't look very good.

But maybe I've been using the wrong combination of ini tweaks and lighting mods.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Mon May 07, 2012 12:02 pm

That's something I'm working on at the moment, maybe it's a bit dark.
But fraps always has that issue to make everything darker, in-game it's more playable :\

If I may offer some advice, "darker dungeons" is something that can be quite divisive in an all inclusive mod precisely because tastes vary widely. Personally if I ever feel like messing with the gamma to see something, I know a line has been crossed. :wink_smile:

May I suggest including a quick explanation in the install guide to give the end user some customization of this specifically? I assume its probably got its own ESP which can be safely deleted or tweaked, but just throwing it out there.

If it cant be changed easily, then I'd err on the side of caution and visibility when in doubt.
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Mon May 07, 2012 10:39 pm

Where are the actual download links for this mod? I installed my Morrowind after a couple of years seeing this but the links don't work as the forum seems to have moved. Can't find them in the new forum, d'oh!
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Mon May 07, 2012 5:06 pm

Where are the actual download links for this mod? I installed my Morrowind after a couple of years seeing this but the links don't work as the forum seems to have moved. Can't find them in the new forum, d'oh!
Uh. First post of this thread... Or am I misunderstanding?
User avatar
Prue
 
Posts: 3425
Joined: Sun Feb 11, 2007 4:27 am

Post » Tue May 08, 2012 12:42 am

He's right, I'll edit the link now, since the forum has been moved on another server.
I'll put a redirect too.
If I were you I would wait the new version :D
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Mon May 07, 2012 12:07 pm

If I were you I would wait the new version :D
And when is it out?
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Mon May 07, 2012 4:59 pm

And when is it out?
In about 2 weeks.
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Mon May 07, 2012 9:47 pm

Hey man, I'm having a problem with the water textures near the Temple canton of Vivec loading when I'm doing the Mission to Vivec mission for the MQ. I'll get consecutive error messages, then my game will just CTD.

My settings on the MGE part of your mod are on medium, my resolution is 1280x768, draw distance for distant land is only 12, and all three boxes in water reflection are checked (if that even helps).

Any solution would be appreciated!
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Tue May 08, 2012 3:13 am

Ugh, which MGE are you using?
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Mon May 07, 2012 12:50 pm

Version 3.8.0
User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Mon May 07, 2012 6:19 pm

Go into Data Files\Textures\Water and delete water** (2).dds (all the files with "(2)" in their names).
This will be fixed in 2.0, obviously :)
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Tue May 08, 2012 1:21 am

Hi there,

I have a quick question (might seem stupid but I haven't got around that mod yet)...I read that Overhaul 2.0 will be much easier to install which is great but doesn't it require previous patches like previously? I was about to install 1.0, then 1.1 etc...but if I can just wait for the 2.0 to get everything running then I'll save myself some time waiting for it! Thank you in advance!
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Mon May 07, 2012 6:50 pm

Go into Data Files\Textures\Water and delete water** (2).dds (all the files with "(2)" in their names).
This will be fixed in 2.0, obviously :)

That makes sense for why I got the same series of messages twice. I'll have to check it out when I get home, as I'm waiting to take my last exam at college, but if it works, awesome.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Tue May 08, 2012 3:02 am

Hi there,

I have a quick question (might seem stupid but I haven't got around that mod yet)...I read that Overhaul 2.0 will be much easier to install which is great but doesn't it require previous patches like previously? I was about to install 1.0, then 1.1 etc...but if I can just wait for the 2.0 to get everything running then I'll save myself some time waiting for it! Thank you in advance!
v2.0 will be the only thing that you'll need ;)
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

PreviousNext

Return to III - Morrowind