Having an issue with Vurts animated groundcover on MGSO 2.0.

Post » Wed Sep 05, 2012 12:04 am

Hi, sorry if this isn't the correct forum to post this in. I'm having a bit of a problem with Vurts groundcover on MGSO 2.0. The game runs beautifully at 1080p with the max settings chosen but for some reason the groundcover just flickers in and out of being on MGE XE. I have a 7970m. As I pan the camera around the grass sort of flickers in and out of being. My girlfriend is having the same issue on her 650m so it has to be something we are doing in the installation process of the mod. Any ideas? We've tried uninstalling everything and redoing everything numerous times to no avail.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Wed Sep 05, 2012 7:27 am

Try http://morrowind.nexusmods.com/mods/41102

If that doesn't work http://forum.rpgitalia.net/topic/17051-animated-grass-flickering-problem/ seem to have got MGE to work with ATi cards by going for http://www.gamesas.com/topic/1240985-morrowind-graphics-extender-mge/

[Edit: typo]
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Wed Sep 05, 2012 3:57 pm

Any tips on switching with the MGE XE I currently have to .99 or to MGE 3.8.2?
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Wed Sep 05, 2012 8:35 am

You should just be able to overwrite the files for MGE XE, just regenerate distant land after you've done so. I did that and had no problems, but I'm using an nVidia 460.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Wed Sep 05, 2012 6:03 am

MGE XE didn't fix it. I'm going to try MGE 3.8.2. That won't overwrite MGE XE though so how should I go about switching?
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Sep 05, 2012 1:46 am

Upgrading MGE XE should just be a case of extracting the 0.99 archive over the top of your existing version

Hrnchamd has uninstall instructions in the MGE XE readme so "Delete MGEXEgui.exe, d3d8.dll, dinput8.dll, and mge3." and then extract the MGE archive

If you want to be thorough then manually go through and manually delete:
Spoiler

d3d8.dll
dinput8.dll
MGE XE Info.txt
mge3 <------folder
MGEXEgui.exe
mwedit <------folder
MWSE.dll
SlimDX.dll
Data Files\meshes\f\terrain_bc_scum_01_dist.nif
Data Files\meshes\f\terrain_bc_scum_02_dist.nif
Data Files\meshes\f\terrain_bc_scum_03_dist.nif
Data Files\meshes\i\in_lava_1024_01_dist.nif
Data Files\meshes\i\in_lava_1024_dist.nif
Data Files\meshes\i\in_lava_256a_dist.nif
Data Files\meshes\i\in_lava_256_dist.nif
Data Files\meshes\i\in_lava_512_dist.nif
Data Files\meshes\i\in_lava_oval_dist.nif
Data Files\meshes\x\ex_longboat01.nif
Data Files\meshes\x\ex_longboat02.nif
Data Files\meshes\x\ex_mh_palace_courtyard.nif
Data Files\meshes\x\ex_mh_palace_tower.nif
Data Files\meshes\x\ex_mh_palace_tower02.nif
Data Files\meshes\x\ex_mh_palace_wall_01.nif
Data Files\meshes\x\ex_mh_palace_wall_02.nif
Data Files\meshes\x\ex_mh_pavillion_gate.nif
Data Files\meshes\x\ex_mh_pavillion_gate_02.nif
Data Files\meshes\x\ex_mh_pavillion_wall_e.nif
Data Files\meshes\x\ex_mh_pavillion_wall_w.nif
Data Files\meshes\x\ex_mh_wall_01.nif
Data Files\meshes\x\ex_mh_wall_02.nif
Data Files\meshes\x\ex_mh_wall_gate_01.nif
Data Files\meshes\x\ex_mh_wall_tower_01.nif
Data Files\shaders\CellTexBlend.fx
Data Files\shaders\XE Common.fx
Data Files\shaders\XE Depth.fx
Data Files\shaders\XE FixedFuncEmu.fx
Data Files\shaders\XE HUD.fx
Data Files\shaders\XE Main.fx
Data Files\shaders\XE Shadow Settings.fx
Data Files\shaders\XE Shadow.fx
Data Files\shaders\XE Shadowmap.fx
Data Files\shaders\XE Water.fx
Data Files\shaders\XEshaders
Data Files\shaders\XEshaders\Bloom Fine.fx
Data Files\shaders\XEshaders\Bloom Soft.fx
Data Files\shaders\XEshaders\Depth of Field.fx
Data Files\shaders\XEshaders\Eye Adaptation (HDR).fx
Data Files\shaders\XEshaders\SSAO Fast.fx
Data Files\shaders\XEshaders\SSAO HQ.fx
Data Files\shaders\XEshaders\Sunshafts.fx
Data Files\shaders\XEshaders\Underwater Effects.fx
Data Files\shaders\XEshaders\Underwater Interior Effects.fx
Data Files\textures\MGE
Data Files\textures\noise64.tga
Data Files\textures\noise8q.tga
Data Files\textures\MGE\water_NRM.dds
Data Files\textures\MGE\world_detail.dds
mge3\English.lng
mge3\MGE XE Default Statics Classifiers.ovr
mge3\MGEfuncs.dll
mge3\Polish.lng
mge3\Template.lng
mwedit\customfunctions.dat
mwedit\Gsixtension.esp

[Edit: bit slow and don't delete the Data Files folder]

[Edit2: Crikey. Must learn to review what I post more thoroughly...]
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Wed Sep 05, 2012 4:50 am

Okay awesome, definitely a step in the right direction. The grass is no longer flickering!

Is there anyway to make MGE look as good as mge xe though?
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed Sep 05, 2012 2:08 pm

I would report your issue in the http://www.gamesas.com/topic/1407565-shelter-from-magnus-blaze-11-mge-xe/. Hrnchamd was able to fix the nVidia fog bug when using Bloom, maybe he can fix the flickering grass as well. As for your question, I doubt it because MGE is no longer being developed and MGE XE adds in new lighting as well as different versions of shaders, like Bloom. Dragon32 might have an answer because he's more knowledgeable about MGE than I am, I stopped using it when I saw what XE could do.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Wed Sep 05, 2012 2:53 pm

So unfortunate because of how beautiful MGE XE was. Maybe I'll put Morrowind on hold until it gets worked out on mge xe. It was funny though seeing my framerate jump from ~50fps in MGE XE to around 300 in MGE.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am


Return to III - Morrowind

cron