I haven't really done much in the way of looking around so far, so I have no idea if it's affected anything.
I think it's to do with Darknut's GDR, his models have non-standard texture paths.
Do you need specific tests at the moment?
Please could you post some screenshots of the problem and your distant land settings.
-Objects with alpha sometimes show up as pure white if they are fogged, possibly they are being fogged by MW's vanilla fogging system?
-Seems to be within the vanilla MW 'max draw' range, as they look fine at a distance so long as you are not too close, and don't look bad once you get 'close enough
-Reflections are sometimes subject to the same strange 'whiteness' but only at certain distances
-As with other versions of MGE XE, it is sometimes possible to see underneath landscape and objects from the water reflections; this has been made quite a bit more obvious by the introduction of waves
-Strange blue anomalies on some trees in distant land, but only from certain angles. Might not be blue, I apologize. I'm color blind. Looks blue to me.
-Water shader seems to 'play faster' when the player is strafing, this is easiest to see at the edges. Might just be an optical illusion.
Thanks for the report. I know there's a fog problem there still, but the easy fix seems to break interior fog colours. Still working out what's wrong. I'll also try to fix the reflection clipping.
I find it funny that MGE XE is often more bug-free than the so called "stable" version of MGE, at least for my trees and groundcover mod.. I get emails from people every now and then saying that the trees doesnt render properly or that there's some strange phenomena with the groundcover mod. My standard reply has become "use MGE XE instead", seems to work every time and people are happy it looks even better than before.
Hey vurt!
Do you have "use best attack" turned on in Morrowind options? That will override which attack is input by MGE.
I mention MGE because I could use MGE in the way I described without problems, because I did use MGE in countless games before now and because I have made the assumption that that could be done in MGE XE.
I see the toggles for "Enable Shaders" and for "Use Distant Land" (I have not selected either). I thought that if I don't select them, then MGE XE will not apply shaders and not generate distant lands graphics. FWIW, I did not toggle the generate Distant Lands button either because AFAICT, why? - if I'm not going to use them in the game and have set nothing up to generate statics, why does that impact the game. When I read the log message, it says cannot load World Texture for Distant Lands. That confuses me because I have not toggled the button "Use Distant Lands" but the log message would suggest that it's trying to build images based on Distant Lands.
There are too many distinctions as to what things really mean to invent a new word for every new concept. The shaders in the log file are the technical (HLSL) ones used to render the land surface and distant statics, while the bloom, hdr, etc are post-process shaders, which are what people casually refer to. You can see there are no shader loaded entries in the post-process setup block. The distant land section isn't being rendered when you turn it off, but it would make the toggle distant land button unusable in game if the file didn't exist, so it errors early by default. Shadow casting and water reflections are also dependent on distant land, so it's non-trivial to have everything turn off smoothly.
At least distant land doesn't act as you would expect, though. I'll have to do something about that.
Your HD 4290 is somewhat underpowered. I'd advise draw distance 2.0, and turning off dynamic ripples, high quality fog, blur reflections, and set caustics to 0.