Povuholo's Morrowind 2010 - Graphics and Sounds

Post » Tue Apr 12, 2011 6:15 am

New thread with the full list: http://www.gamesas.com/index.php?/topic/1155980-povuholos-tomorrowind-a-mod-recommendations-list-for-today/!
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Heather Stewart
 
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Post » Mon Apr 11, 2011 8:58 pm

A great list for beginners to set their game up.
Good job!


(added link in my Mod Rec thread)
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Carlos Rojas
 
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Post » Mon Apr 11, 2011 6:03 pm

Nice!

I will certainly use some those!
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Chloe :)
 
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Post » Tue Apr 12, 2011 7:20 am

Nice list, but some more alternatives would be nice. I guess they are personal reccomendations. I might make my own graphical list, and try and be a bit more complete with some opinions, recommomendations and notes. Also , your pictures of Connaries are a bit cherry picked, maybe you should show some of the worse areas (Imperial buildings grazelands telvanni cough).
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Sxc-Mary
 
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Post » Tue Apr 12, 2011 5:09 am

How high fps do you usually have outdoors?
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James Rhead
 
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Post » Mon Apr 11, 2011 9:19 pm

Nice list, but some more alternatives would be nice. I guess they are personal reccomendations. I might make my own graphical list, and try and be a bit more complete with some opinions, recommomendations and notes. Also , your pictures of Connaries are a bit cherry picked, maybe you should show some of the worse areas (Imperial buildings grazelands telvanni cough).

About Connary's: True, I don't have any good shots of those areas though. The grazelands are covered with grass so you can't really see them well, and I'm already using a different Telvanni replacer. I just picked a couple of general shots I made in the past, maybe I should make a few specifically as examples.

As for alternatives, I haven't used many different graphics packs so I don't know much about all the alternatives. It is indeed a personal list.


How high fps do you usually have outdoors?

20-30.
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Ally Chimienti
 
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Post » Tue Apr 12, 2011 2:02 am

Thanks for updating the Graphics and Sound list. They get old fast.
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Bedford White
 
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Post » Mon Apr 11, 2011 7:53 pm

Povuholo what about this retexture for the Bitter Coast by Spewboy, they look really good in game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8102
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Pixie
 
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Post » Mon Apr 11, 2011 9:13 pm

Thanks for this, really interesting & useful list... there's several mods there I seem to have completely missed, plus quite a bit of useful info (particularly re. MGE) too. Anyway bookmarked.... :foodndrink:
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Mel E
 
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Post » Mon Apr 11, 2011 11:10 pm

Povuholo what about this retexture for the Bitter Coast by Spewboy, they look really good in game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8102

Those look great. I can't believe I've never heard of this guy before, he's got some othe nice works. I'm downloading this as soon as I get a spare minute.
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Taylor Bakos
 
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Post » Tue Apr 12, 2011 3:16 am

Those look great. I can't believe I've never heard of this guy before, he's got some othe nice works. I'm downloading this as soon as I get a spare minute.


Yeah he has several really good ones indeed. :)
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Naazhe Perezz
 
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Post » Tue Apr 12, 2011 2:50 am

Povuholo what about this retexture for the Bitter Coast by Spewboy, they look really good in game.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8102

I don't think I've seen that one before. I'm using Connary's right now, but I'll add this one to the list too.
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Len swann
 
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Post » Mon Apr 11, 2011 11:20 pm

Woah. I just discovered http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5370 Bitter Coast ground textures as well. Oh the choices! I think I might start compiling a more complete list to add recomendations on these kind of choices.

The same guy also has a Daedric Ruin retexture that I might try out if you're interested.Now I wish people would start making more ground textures for areas outside the Bitter Coast, I think ground and rock textures are the biggest gap in replacers at the moment.
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Georgine Lee
 
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Post » Tue Apr 12, 2011 2:48 am

@povuholo
Couple corrections about MGE:
I cannot reproduce the movie playback issue you mention with SVN 178 - there is a setting if selected that will skip the two opening movies ('bethesda logo.bik' & 'mw_logo.bik'); MGEgui >> 'Input' tab >> 'Skip the opening movie' checkbox - if that's checked then you won't get the opening movies. I've tested this both in windowed and fullscreen modes, with the bik files directly off the CD and with them copied to the '...\Data Files\Video' folder, and the intro movie on starting a new game always correctly plays. I'm running WinXP32 sp3, it might be an issue just with 64-bit systems or a DVD/CD playback issue on your system.

Distant Land Setup Wizard - world mesh detail does make a difference, the higher the setting the more accurate the distantland mesh will align with the actual terrain. However, it's best to let MGE decide the detail quality by selecting 'Auto' which will be based on the size of the game world due to land adding plugins and graphics memory.


Great list! :thumbsup:
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Marcin Tomkow
 
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Post » Mon Apr 11, 2011 9:59 pm

What shader do you use to get the shadowy effect around objects? and NPCs, Or is your screenshots photoshoped? :P
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Solène We
 
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Post » Mon Apr 11, 2011 6:49 pm

All my shots come straight from the game, no exceptions. That's the SSAO shader. :)

It's a big performance killer though.



Tetchy: Thanks for the info. I'll have a look at the video thing. I do recall it being an issue though, but maybe that was a different test version (Phal's new one, or the shadow build maybe).
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Kayla Oatney
 
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Post » Mon Apr 11, 2011 6:56 pm

Quality, Been searching my behind off for these shaders, You dont happen to have a link do you?, Allso, Dose it matter what order the shaders go in?
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CHangohh BOyy
 
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Post » Tue Apr 12, 2011 8:05 am

Quality, Been searching my behind off for these shaders, You dont happen to have a link do you?, Allso, Dose it matter what order the shaders go in?

MGE Shaders

Shaders that I have used:

knx_SSAO_v09: Very nice effect, but it can have quite a big hit on your performance. As for what it does exactly: http://www.tesnexus.com/imageshare/images/57416-1270647898.jpeg (Those cave textures are Connary's, by the way).
sunshaft_v002a: http://www.tesnexus.com/imageshare/images/57416-1273230944.jpg
GIMP_HDRBloom_v1_3 : A nice, simple bloom/HDR shader with a relatively low performance hit.

Read the MGE documentation on how to activate these. I think they're all included in the SVN 178 download. If not, or if you use a different version that doesn't have them maybe, you can find most of them http://mgeshaderlibrary.wikispaces.com/Shaders?responseToken=ab06df6ad4184c5ed9bce1528960b634.


I didn't really put them in a particular order there, but it does matter, sort of. The MGE thread recommends:

Recommended shader order (for any combination of these shader types):
HDR, SSAO, Depth of Field, Sun Rays, Bloom

Reason:
* HDR adjusts the color balance and contrast. For the other shaders to apply properly, they need to take this into account.
* SSAO adds shadows to the scene. It needs to be affected by DoF and bloom. It is after HDR only because the HDR value would not take the new shadows into account.
* Depth of Field (DoF) comes next, because it blurs the scene. It needs to have the balanced, shadow-added scene to blur, but otherwise needs a raw scene.
* Sun Rays is here because it needs the balanced and possibly blurred scene to draw the rays over, but it needs to be affected by bloom.
* Bloom comes last because it needs to effect both the DoF blur (lights can look different when bloomed before/after DoF) and the sun rays.

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Nauty
 
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Post » Tue Apr 12, 2011 2:40 am

Thats Great Cheers!
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Dean
 
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Post » Tue Apr 12, 2011 5:08 am

Nice list. Some of the mods are new to me, like the skull mod. Although there might be some alternatives listed in it. ;) For example; i use myself for the beastraces the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2609 And for almalexia i use the second replacer from westly, which he called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7039&id=7368 You also might want to put http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3143 as well as hishttp://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7219&id=3583 in your list, but that's up to you.
Overall i think it's a pretty helpful list for the newcomers and for ones who start again after a while.
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Jani Eayon
 
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Post » Tue Apr 12, 2011 12:19 am

HOLY HELL!
:( my computer isn't that powerful buhuhu. I have to use a "2008 morrowind version"
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~Amy~
 
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Post » Mon Apr 11, 2011 10:18 pm

the pictures of how your MGE distant land was setup helped heaps man!.... we sorta have the same setup now...
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gemma king
 
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Post » Tue Apr 12, 2011 12:30 am

I've installed some nice ground textures but it creates a nasty problem; there's a very visible seam where the texture starts to blur. See http://i55.tinypic.com/2vc6t5y.jpg picture. Is there anyway to move the distance further away or make it less noticable in any way?
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Carlos Vazquez
 
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Post » Tue Apr 12, 2011 12:09 am

I've installed some nice ground textures but it creates a nasty problem; there's a very visible seam where the texture starts to blur. See http://i55.tinypic.com/2vc6t5y.jpg picture. Is there anyway to move the distance further away or make it less noticable in any way?

If you are using MGE, you can set the texture Scaling Filter to Anisotropic x4, x8, or x16. That will smooth out the seam; higher numbers mean a smoother transition. x8 works well for me. Alternatively, you can set the Mipmap LOD Bias to -2 or around, but that may cause some nasty-looking speckles to appear on some textures, so I don't recommend it. Both are found on the Render state tab.
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Mariana
 
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Post » Mon Apr 11, 2011 10:52 pm

You should add in any of the reflection/bump mapped armors out there. I believe AnOldFriend made a few that were compatible with darknuts textures as well.
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ZANEY82
 
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