MGE?

Post » Sat Jan 16, 2010 5:05 pm

I'm thinking of using MGE in my next game of Morrowind. I've seen some screenshots that blew me away, and now that I have a decent system that can handle the graphics, I thought i'd take advantage of it. Will MGE be non-compatible with any other mods, if any?
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat Jan 16, 2010 6:37 am

I highly doubt it. After all, MGE isn't an ESP or ESM plugin, it's a DLL addition to the game (I know absolutely nothing about the workings so feel free to correct me)
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Sat Jan 16, 2010 3:27 am

I knew it wasn't an esp or esm, but sometimes mods like that tend to do some crazy things on occasion.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sat Jan 16, 2010 3:19 pm

I seem to vaguely recall a few incompatibilities, due to bad meshes or something to that effect, but I have never encountered one.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sat Jan 16, 2010 8:23 am

MGE has its own, integrated version of the Morrowind Script Extender (MWSE) - this has been used in some of the more intricate mods to improve scripting capabilities, although the original MWSE loader is seldom used nowadays since pretty much everybody uses the MGE and just takes advantage of its built-in extender. Not sure if this is a separate development branch that has diverged from the original, though it's likely - actually, seeing how it sees a lot more development than the original MWSE, it may as well be considered the official, standard, and most up-to-date version.

Regardless, I think I've heard somewhere that older modifications may use deprecated (or at the very least, inefficient) functions and calls that have been superceded in more recent versions, but we'll have to wait for Timeslip get back to us on that as I don't use many script and code-intensive mods.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sat Jan 16, 2010 7:10 am

Does anyone know any particular mods that need MGE?
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sat Jan 16, 2010 11:06 am

Does anyone know any particular mods that need MGE?
Look at Related Downloads and Links in the OP of http://www.gamesas.com/index.php?/topic/1086334-morrowind-graphics-extender-mge/. There are MGE add-ons and link to MGE Mod list. These are mods requiring MGE.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Sat Jan 16, 2010 11:23 am

Ahh, looks like a good place to start. Thanks.




Edit: I might attempt to install MGE in an existing saved game. Obvviously, I plan on backing up my files first. Is it unwise to put this in an existing game? And if it won't cause a problem, will it conflict with any of these mods (for those that have had experience using MGE and any mod in the list)?


_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Better Heads.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_008_ abotWaterLife.esm
_009_ MW_Children_1_0.esm
_010_ The Undead.esm
_011_ GIANTS.esm
_012_ MCA.esm
_013_ Book Rotate.esm
_014_ indybank.esp
_015_ House of Mannequins v1.0.esp
_016_ Well.esp
_017_ Gladiator.esp
_018_ AtmosphericSoundEffects-3.0-Tribunal.esp
_019_ Animal Behaviour.esp
_020_ dh_furn.esp
_021_ dh_furn_stores.esp
_022_ dh_homes.esp
_023_ dh_thriftshop.esp
_024_ abotWaterLife.esp
_025_ Telos Rin Graveyard.esp
_026_ Vivec Expansion 2.0.esp
_027_ WildDurzogs_easy.esp
_028_ Clean Tel Uvirith Rebuilt.esp
_029_ Nymeria's Monthly Respawn.esp
_030_ Nymeria's Faster Walk.esp
_031_ Blood Hunters MOD 1.0.esp
_032_ GIANTS Ultimate Control file.esp
_033_ WeatheredSigns.esp
_034_ Exile.esp
_035_ Suran_Underworld_2.5.esp
_036_ Unique Banners and Signs.esp
_037_ Better Bodies.esp
_038_ Elders of Vvardenfell.esp
_039_ Hungers 1.1.esp
_040_ Elders 0 Count NPC add-on (Trib & BM).esp
_041_ Windows Glow.esp
_042_ Red_Eyed_Skeletons_V_1.esp
_043_ Thirsk Expanded.esp
_044_ Key Replacer Trib & BM.esp
_045_ abotWhereAreAllBirdsGoing.esp
_046_ Ald Redaynia Extended.esp
_047_ K_Potion_Upgrade_1.2.esp
_048_ PW_Cait_Moose.esp
_049_ Suran Extended Family.esp
_050_ House of Mannequins - Mistform fix.esp
_051_ Monsterous Variants - Purist.esp
_052_ bones.esp
_053_ Improved_No_Glow_v1-MW_Trib_Blood.esp
_054_ A_flock_of_seagulls.esp
_055_ Cait's Squirrels.esp
_056_ CS_Sound_CoinReplace.esp
_057_ Highly Advanced Clanfears.esp
_058_ Birdies by Cait and Leeloo.esp
_059_ Elders MCA Add-on v2.0.esp
_060_ Mournhold Expanded COM.esp
_061_ Clean Ebonheart Interior Expansion.esp
_062_ DM_DB Armor Replacer-Exp.esp
_063_ Particle Arrows.esp
_064_ Improved Caldera.esp
_065_ Vibrant lights 1.0.esp
_066_ Morrowind Crafting 2-1.esp
_067_ Morrowind Crafting Equipment.esp
_068_ Redaynia Village.esp
_069_ WhiteSuran.esp
_070_ Art Of War Museum.esp
_071_ CR Gnisis Expanded 1.0.esp
_072_ Dwarves! BB.esp
_073_ Dwarves! MCA addon v2.1.esp
_074_ UniqueFinery.esp
_075_ Hla Oad Expanded.ESP
_076_ Clean Ald velothi complete (finally!).esp
_077_ Better Skulls.ESP
_078_ Psy_DaggNecAmulet.esp
_079_ CD_ebonheart.ESP
_080_ Clean Atmospheric Balmora.ESP
_081_ CD_SadrithMoraDocks.esp
_082_ MW_family2_0.esp
_083_ Maar_Gan_Extended.esp
_084_ New_Skaal_Village.esp
_085_ The Neverhalls.esp
_086_ The Khuul Expansion.esp
_087_ Gondoliers.esp
_088_ GnaarMokExpanded.esp
_089_ Stjernen_Village.esp
_090_ Tel Nechim.esp
_091_ Clean Once in a full moons.esp
_092_ Red Mountain ExC.esp
_093_ Town Criers.esp
_094_ Dogs of Morrowind.esp
_095_ abotGuars.esp
_096_ Undeads arise from death 1.5.esp
_097_ llm-medium.esp
_098_ SG_werewolfclans.esp
_099_ Make_sure_you_check_this_esp.esp
_100_ MoreGems for MC.esp
_101_ The_Ebonheart_Well.esp
_102_ THTWG - Framerate Version.esp
_103_ Anya's Directions.esp
_104_ Windows Glow - Tribunal Eng.esp
_105_ Windows Glow - Bloodmoon Eng.esp
_106_ Quieter_UI_Sounds.esp
_107_ DX_WereCrocs.esp
_108_ Vodunius Nuccius Extended.esp
_109_ Z4K_Giants_AddToLev_Patch.esp
_110_ MCA - More Enemies.esp
_111_ Windows Glow - Raven Rock Eng.esp
_112_ Icy_Water.esp
_113_ The Sable Dragon.esp
_114_ icy_water_NOM_patch.esp
_115_ TownSounds.esp
_116_ Cairo Villa.esp
_117_ Book Rotate - Tribunal v5.3.esp
_118_ Book Rotate - Bloodmoon v5.3.esp
_119_ DagonFel_Well_v2.esp
_120_ Clean New Seyda Neen 1.5.esp
_121_ NOM 2.13.esp
_122_ MCA - NOM Patch.esp
*124* Merged_Objects.esp
_123_ Mashed Lists.esp
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sat Jan 16, 2010 7:26 am

It won't conflict with any mods. MGE is just a graphical layer. But speaking of conflicts, I ran that list through MLOX, there are some conflicts and updates you may wanna look.

MLOX
http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Sat Jan 16, 2010 7:08 am

Thanks. I'm going to take a look at the conflicts now. My new game crashed when I stepped out of the ship at the intro. It also crashed on loading a saved game. I was in the Mournhold sewers and used the console to go to Seyda Neen. Once I got there and turned off the console, I got a CTD. I tried it before, and it worked fine. Since i've added LOCH's telescope and the foggy weather esp. I ran through MGE again once I added these things and that's when the crashes started happening. Here's my current load order anyway:

001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch v1.6.4.esm
_005_ Better Heads.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_008_ abotWaterLife.esm
_009_ MW_Children_1_0.esm
_010_ The Undead.esm
_011_ GIANTS.esm
_012_ MCA.esm
_013_ Book Rotate.esm
_014_ indybank.esp
_015_ House of Mannequins v1.0.esp
_016_ Well.esp
_017_ Gladiator.esp
_018_ AtmosphericSoundEffects-3.0-Tribunal.esp
_019_ Animal Behaviour.esp
_020_ dh_furn.esp
_021_ dh_furn_stores.esp
_022_ dh_homes.esp
_023_ dh_thriftshop.esp
_024_ abotWaterLife.esp
_025_ Telos Rin Graveyard.esp
_026_ Vivec Expansion 2.0.esp
_027_ WildDurzogs_easy.esp
_028_ Clean Tel Uvirith Rebuilt.esp
_029_ Nymeria's Monthly Respawn.esp
_030_ Nymeria's Faster Walk.esp
_031_ Blood Hunters MOD 1.0.esp
_032_ GIANTS Ultimate Control file.esp
_033_ WeatheredSigns.esp
_034_ Exile.esp
_035_ Suran_Underworld_2.5.esp
_036_ Unique Banners and Signs.esp
_037_ Better Bodies.esp
_038_ Elders of Vvardenfell.esp
_039_ Hungers 1.1.esp
_040_ Elders 0 Count NPC add-on (Trib & BM).esp
_041_ Windows Glow.esp
_042_ Red_Eyed_Skeletons_V_1.esp
_043_ Thirsk Expanded.esp
_044_ Key Replacer Trib & BM.esp
_045_ abotWhereAreAllBirdsGoing.esp
_046_ Ald Redaynia Extended.esp
_047_ K_Potion_Upgrade_1.2.esp
_048_ PW_Cait_Moose.esp
_049_ Suran Extended Family.esp
_050_ House of Mannequins - Mistform fix.esp
_051_ Monsterous Variants - Purist.esp
_052_ bones.esp
_053_ LOCH_Telescope (fullscreen).esp
_054_ Improved_No_Glow_v1-MW_Trib_Blood.esp
_055_ LOCH_Brass_Telescope_(1.1).esp
_056_ A_flock_of_seagulls.esp
_057_ Cait's Squirrels.esp
_058_ CS_Sound_CoinReplace.esp
_059_ Highly Advanced Clanfears.esp
_060_ Birdies by Cait and Leeloo.esp
_061_ Elders MCA Add-on v2.0.esp
_062_ Mournhold Expanded COM.esp
_063_ Clean Ebonheart Interior Expansion.esp
_064_ DM_DB Armor Replacer-Exp.esp
_065_ Particle Arrows.esp
_066_ Improved Caldera.esp
_067_ Vibrant lights 1.0.esp
_068_ Morrowind Crafting 2-1.esp
_069_ Morrowind Crafting Equipment.esp
_070_ Redaynia Village.esp
_071_ WhiteSuran.esp
_072_ Art Of War Museum.esp
_073_ CR Gnisis Expanded 1.0.esp
_074_ DN_1st_Person_Helm1.1.esp
_075_ Dwarves! BB.esp
_076_ Dwarves! MCA addon v2.1.esp
_077_ UniqueFinery.esp
_078_ Hla Oad Expanded.ESP
_079_ Clean Ald velothi complete (finally!).esp
_080_ Better Skulls.ESP
_081_ Psy_DaggNecAmulet.esp
_082_ CD_ebonheart.ESP
_083_ Clean Atmospheric Balmora.ESP
_084_ Time Display.esp
_085_ CD_SadrithMoraDocks.esp
_086_ MW_family2_0.esp
_087_ Maar_Gan_Extended.esp
_088_ New_Skaal_Village.esp
_089_ The Neverhalls.esp
_090_ The Khuul Expansion.esp
_091_ Gondoliers.esp
_092_ GnaarMokExpanded.esp
_093_ Stjernen_Village.esp
_094_ Tel Nechim.esp
_095_ Clean Once in a full moons.esp
_096_ Red Mountain ExC.esp
_097_ Town Criers.esp
_098_ Dogs of Morrowind.esp
_099_ abotGuars.esp
_100_ Undeads arise from death 1.5.esp
_101_ Distant Land Fix for MGE.esp
_102_ llm-medium.esp
_103_ SG_werewolfclans.esp
_104_ Make_sure_you_check_this_esp.esp
_105_ MoreGems for MC.esp
_106_ The_Ebonheart_Well.esp
_107_ MGE_Foggy_Weather.esp
_108_ THTWG - Framerate Version.esp
_109_ Anya's Directions.esp
_110_ Windows Glow - Tribunal Eng.esp
_111_ Windows Glow - Bloodmoon Eng.esp
_112_ Quieter_UI_Sounds.esp
_113_ DX_WereCrocs.esp
_114_ Vodunius Nuccius Extended.esp
_115_ Z4K_Giants_AddToLev_Patch.esp
_116_ MCA - More Enemies.esp
_117_ Windows Glow - Raven Rock Eng.esp
_118_ Icy_Water.esp
_119_ The Sable Dragon.esp
_120_ icy_water_NOM_patch.esp
_121_ TownSounds.esp
_122_ Cairo Villa.esp
_123_ Book Rotate - Tribunal v5.3.esp
_124_ Book Rotate - Bloodmoon v5.3.esp
_125_ DagonFel_Well_v2.esp
_126_ Clean New Seyda Neen 1.5.esp
_127_ Distant Land Interior Fix.esp
_128_ NOM 2.13.esp
_129_ MCA - NOM Patch.esp
_130_ Merged_Objects.esp
_131_ Mashed Lists.esp


Mlox told me since I was using MGE 3.6 or higher, I should disable "Distand Land Fix for MGE", which I did. I also notice there's "Distant Land Interior Fix" as well. The version of MGE i'm using is 3.8, and Mlox also mentioned it automatically turned off interior distant land (or something like that). I wonder if I should also not use this .esp? Anyway, i'm going to look at that site now.


Edit: @ vtastek: You metioned you saw some conflicts and updates when you ran that order through Mlox. I didn't use Mlox when I initially installed MGE, I just loaded the save game to see if it was working, which it was. I ran this new load order through Mlox and got this message:

| ! Version 3.6.0 of MGE added weather, wind and interior detection. This means that distant land is always off in interiors, including Mournhold, and that MGE's fog distance changes in response to the weather.
| ! If you are using 3.6.0 or a later version you should disable harlanrm's "Distant Land Fix for MGE.esp"
| ! (Ref: http://morrgraphext.wiki.sourceforge.net/Change+Log )

As you can see, I don't have the "Distant Land Fix for MGE.esp' in my list. But i'm still curious about that other interior fix.
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Sat Jan 16, 2010 9:54 am

I tried removing that other interior fix, and the game had some serious issues. It slowed to much more than a crawl and as I moved around, the scenery turned bright red, and people disappeared and reappeared. It seems interiors are fine. It's when I walk outside that it crashes.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Sat Jan 16, 2010 6:54 am

_127_ Distant Land Interior Fix.esp

http://yacoby.silgrad.com/MW/Mods/DLinteriorFix.htm

It is outdated. You don't have to use it.

Mlox needs a little update on that name. :) or not. (I need glasses)

(Get rid of evil GMSTs, they are truly evil, it is not an exaggeration!)

also
_101_ Distant Land Fix for MGE.esp
_107_ MGE_Foggy_Weather.esp
both outdated.
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Sat Jan 16, 2010 2:18 pm

Ok. As far as the GMST's, do I check every mod? I know there's 72 evil ones. Is this correct?
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Sat Jan 16, 2010 6:33 am

I checked it is only hold it replacer, it has some dirty references. I use tesame myself. But this one is fully automatic. :D
http://yacoby.silgrad.com/MW/Mods/escog.htm

I'm pretty novice on this too. It is a little instinctive process, you have a simple weapon mod, and it has also records about AI settings. When you see them you recognize them easily. Delete and save the mod.

Also Wrye Mash is very useful, I recommend it. + Code patch and you will never CTD again.

Edit: The trick is GMSTs are not evil. Evil GMSTs are evil. :P If you have a mod that altering cliff racers AI behaviour, it will have a couple of GMSTs. But they won't be evil. But if you have a simple weapon mod, and that mod has those 72 evil GMSTs. Then it is pretty clear that those are evil. I know it as a CS bug. It saves all GMSTs with plugins for some reason. I wonder if it could be patched as Morrowind got patched. I will ask Hrnchamd.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Sat Jan 16, 2010 4:30 pm

I'm not the greatest with utilities. The only function on Wrye Mash I figured out how to use was the mashed lists. I do have the Code patch installed. I removed those 3 .esp's from my folder. I think I may be the one that needs glasses. I said I removed one of them, but it was still in the list. I'm going to try the game again. Hopefully it works.


Edit: Hooray, it works! Now, one last thing about this telescope I have installed. Here's the Read Me:

First, buy it from Arille. Then, go to your inventory and click on
it, and then drag it onto your character's picture in the stat menu,
which will bring up the viewport. If you've assigned your menu key
to the right mouse button, now might be a good time to assign it to
the mouse wheel BUTTON (not the wheel itself, the button) so that
you can toggle the stats & the viewport separately.

You can also assign the telescope to a MGE hotkey, making it
instantaneously toggle on & off without even having to open the stat
menu or drag it onto your characters picture. THis also works for
adjusting the amount of zoom in the viewport, which can be
assigned to the mouse wheel to zoom further in & out.

Now how would I go about assigning these keys using MGE?


Edit: I also had to turn my shadows off. That was giving me the massive FPS hit. The game is up and running now.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Sat Jan 16, 2010 1:54 am

I think most of the old MGE mods are broken now. I tried the telescope mod, but it didn't work for me. I will investigate why they won't work anymore and what can be done. If someone using telescope mod, they can inform us on the matter.

Zooming bows has a crosshair function, zooming function and shaking function. Only shaking is working. I never able to zoom or see a crosshair myself. Maybe it is me.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Sat Jan 16, 2010 12:15 pm

I'm installing a bunch of Vurt's MGE mods. On one of his PES comments, he mentioned he uses Truebloom g6_3, SSAO and Sunshaft to get the really nice pictures he's getting. Can anyone tell me where to find them and give me the basic rundown on what they do? I found Bloom mods but not Truebloom.


Edit: I also thought I read somewhere where someone seemed to be asking for the new version of NOM to be compatible with MGE. It was late, so maybe I read it wrong. Is the current version of NOM that's out now incompatible with MGE?

Another question I have that's not related to the last one. In the instructions for adding Vurt's Groundcover mod, it says to 'tick the mod' after I click the Distant Land Wizard. I know that it's not to be checked when I actually start the game. When they say 'tick', do they mean use the Add button to add the .esp or actually check it in Date Files until I play the game? I'm just a bit confused on th wording.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat Jan 16, 2010 5:22 am

Only grass mods can be called as MGE mods. Tree replacers will be Morrowind mods. But they will play nice with distant land.

Again MGE has no conflicts with Morrowind mods, so NoM will work just right, with MGE and without MGE.

Ticking grass mods, you can use both methods. Just make sure they aren't checked for Morrowind in the end.

PS. Download pkmix.rar from here:
http://mgeshaderlibrary.wikispaces.com/Shaders
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Sat Jan 16, 2010 2:06 pm

I've done it a few times and I understand what it means now. And WOW at that link. I'm brand new at using MGE and I am absolutely amazed at what it does. I find myself feeling disoriented in areas i've been to a hundred times. I will definitely take a look at that.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm


Return to III - Morrowind