Shelter from Magnus' Blaze 9

Post » Fri May 04, 2012 5:41 am

did you regenerate distant land with this mod activated? If not, that could be the problem.

:facepalm:

Selected the grass esp but not the actual mod. Sheesh and I've been doing this for years.


Thanks
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christelle047
 
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Post » Fri May 04, 2012 12:57 pm

Haha! I'm such and idiot! I always wondered why my fps was killed. See I always had my statics drawn just before the fog so they wouldn't appear randomly. But I never realized that I always kept them at full detail. I always got 16 fps in exteriors and 10 in balmora. Now my game is playable again!
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Charlotte Buckley
 
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Post » Fri May 04, 2012 7:54 am

I have the same issue as you do, also have a HD7000 series GPU (HD7970). Definitely seems to be the culprit.

http://www.youtube.com/watch?v=cFSIyLWfZlY

Did you guys ever figure out any work-around? AMD and their damn drivers...
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Horse gal smithe
 
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Post » Fri May 04, 2012 1:46 pm

[media]http://youtu.be/WmyBL3RU6tc[/media]
When you turn on SSAO appear strange darting shadows.
Zotac GeForce GTX570, Driver 296.10.
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evelina c
 
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Post » Fri May 04, 2012 9:02 am

[media]http://youtu.be/WmyBL3RU6tc[/media]
When you turn on SSAO appear strange darting shadows.
Zotac GeForce GTX570, Driver 296.10.

Supply depth info to Shaders must be checked in the MGEgui for SSAO to function properly.
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Charlotte Buckley
 
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Post » Fri May 04, 2012 4:31 pm

I mean MGE XE. In such a setting MGEXEgui I have not found.
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Steven Nicholson
 
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Post » Fri May 04, 2012 11:59 am

I mean MGE XE. In such a setting MGEXEgui I have not found.
Hmm, you are correct, I don't see the option in MGExe, but what you are seeing is what happens when there is no depth info being passed. I'm at a loss as to why that is happening to you then.
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Darrell Fawcett
 
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Post » Fri May 04, 2012 6:27 pm

Using the latest XE Beta 2, I have found three issues.
  • I can not change my resolution with MGE XE. It does save the values to the registry, but the resolution stays the same. Morrowind's launcher works, but only up to 1280x960.
  • The soft bloom shader causes my screen to stay solid blue. The game runs, but I just can not see a thing. I could care less as the other bloom still works, but something is fishy here.
  • If I enable Pixel Shading in the Morrowind Launcher, I get a few warnings on running Morrowind, but I can play the game as usual. I know that MGE replaces MW's shading, but these warnings had never occured before even with Pixel Shading enabled.
Warnings.txt
Spoiler


Failed to create shader Shaders\TexCoord_4_Offset_A.vso

Failed to create shader Shaders\TexCoord_4_Offset_A.vso

Failed to create shader Shaders\WC_TexCoordGen.vso

Failed to create shader Shaders\FauxEMBM_Displace_2.pso

Unable to load pixelshader file: FauxEMBM_Displace_2.pso
Failed to create shader Shaders\FauxEMBM_Displace.vso

Unable to load vertexshader file: FauxEMBM_Displace.vso
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.


Here is my log, I was not able to find something unusual in it though.

mgeXE.log
Spoiler

MGE XE 0.9.8
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
>> Distant Land init
>> Distant Land init BSAs
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init fixed function emu
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
-- Post shader Data Files\shaders\XEshaders\Eye Adaptation (HDR).fx loaded
-- Shader chain indicates HDR On
-- Shader chain replaces standard Morrowind sun glare
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
-- Distant Land init dynamic water
>> Distant Land init world
>> Landscape Load
-- Landscape textures loaded
<< Landscape Load
>> Distant Land init statics
-- Distant static textures loaded, 1235 textures
-- Distant static texture memory use: 41 MB
-- Distant Land finished loading distant statics
>> Distant Land init grass
<< Distant Land init
>> Distant Land release
<< Distant Land release
-- HUD release



I have tried googling, but the suggestions didn't help at all. Any help is appreciated, thanks.

Also, some additional info:
Win7 64-Bit
Nvidia GTX 580 1.5GB
Morrowind is not installed in 'C:\Program Files (x86)\' to avoid UAC.

Don't hesitate to ask if you need any further information.
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Heather Stewart
 
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Post » Fri May 04, 2012 8:07 pm

The only two things that come to my mind are: are you running the UI as admin and did you load Morrowind completely (either by starting a new game or loading a saved game), exit out, then try to change the resolution in MGE XE? Also, Morrowind itself may need to be run as an admin, but I don't have it installed on my laptop so I can't be 100% sure. I run it as admin on my desktop and never had any issues with it and MGE XE and I also use Windows 7 64-bit with a 460 card.
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Victoria Vasileva
 
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Post » Fri May 04, 2012 4:34 am

Thanks, runnning MW as admin solved my resolution problem though I never had to run it as admin before. The other two issues still persist, however.
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xxLindsAffec
 
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Post » Fri May 04, 2012 2:17 pm

Is it possible too make an animated texture that reflects the room your in, and basically displays the movement that's going on in the room at all times including the player?

how then, could you get it to reflect the player and other NPCs.



[It would function like a mirror, yes. The only difference is, the idea was it would reflect everything that was behind you as if it were facing behind you rather then in front of you. See, I am curious if it is possible basically to make an intricate, infinite-like dimensional-home, where the http://www.gamesas.com/topic/1366393-i-wonder/# or doorways reflect the very room you are in, which allowing you to see yourself, no matter the direction you face.]
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Taylor Thompson
 
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Post » Fri May 04, 2012 7:34 pm

Is it possible too make an animated texture that reflects the room your in, and basically displays the movement that's going on in the room at all times including the player?

how then, could you get it to reflect the player and other NPCs.



[It would function like a mirror, yes. The only difference is, the idea was it would reflect everything that was behind you as if it were facing behind you rather then in front of you. See, I am curious if it is possible basically to make an intricate, infinite-like dimensional-home, where the http://www.gamesas.com/topic/1366393-i-wonder/# or doorways reflect the very room you are in, which allowing you to see yourself, no matter the direction you face.]

Sorry for double post, internet/comp started to glitch and so it apparently decided to double post.
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Emzy Baby!
 
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Post » Fri May 04, 2012 4:37 am

Thanks, runnning MW as admin solved my resolution problem though I never had to run it as admin before. The other two issues still persist, however.
Sorry, I didn't see those. As for #2, I have the same problem and would like an explanation. I just turned Bloom off because of it. Regarding #3: pixel shading is how Morrowind can display water and it is not compatible with MGE XE's water, so I'd suggest just turning it off. I believe there are other water shaders if you don't like the default look.
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Marie
 
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Post » Fri May 04, 2012 11:24 am

How can I make water less murky? I tried editing values in XE Water.fx, but I could not figure it out.

I'm using Vurt's Corals from here http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8378&comment_page=4#Files
and it's very hard to see with the water being so murky!

BTW I am using the underwater shaders and I notice, if I go a foot or two beneath the water and begin to look upward, there is a certain angle where the lighting changes abruptly. I noticed this most easily when I tried "coc "Solstheim, Hirstaang Forest"" and looked upward.
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Scarlet Devil
 
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Post » Fri May 04, 2012 4:42 pm

How can I make water less murky? I tried editing values in XE Water.fx, but I could not figure it out.
You can edit "Below Water Fog" in MGE XE (Distant Land tab).
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Marlo Stanfield
 
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Post » Fri May 04, 2012 11:35 am

Thanks, kirlian voyager. That did the trick.

I have a request for MGE: it would be nice to have an option that turns on a message showing video RAM consumption.

I have searched and searched and never found an external tool to show this, I think it has to be done from inside the program using DirectX.
It might not even be possible in DirectX 9, I dunno.

With this feature, you could more easily figure out whether it's a lack of CPU, lack of VRAM, or something else causing a slowdown.

Edit: it's not just running out of VRAM I'm worried about, but I'm worried that as it fills up, the card is more and more burdened getting the data to internal caches or pixel shading units. My ATI HD5770 has very slow VRAM I think.
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Patrick Gordon
 
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Post » Fri May 04, 2012 5:40 am

Would it be possible to fix the conflict between MGE and Steam Overlay (the black screen)? And what exactly causes the problem?
I would like to add Morrowin form outside Steam to my library, but, as you can't disvale Overlay for non-steam games per game and only globally, it makes it, well, not worth it (disabling and enabling every time in options).
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James Baldwin
 
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Post » Fri May 04, 2012 8:42 am

You can edit "Below Water Fog" in MGE XE (Distant Land tab).

Those options are greyed out and disabled for me. How would I go about making these options editable?
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George PUluse
 
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Post » Fri May 04, 2012 11:15 am

Uncheck the Auto set other distances box in the top right hand of that tab.
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Irmacuba
 
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Post » Fri May 04, 2012 6:38 pm

Thanks. Should have known it was something simple I missed.
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brenden casey
 
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Post » Fri May 04, 2012 5:11 pm

No problem. I wouldn't have had it on the tip of my brain if I hadn't done the same thing, myself. :D
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Courtney Foren
 
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Post » Fri May 04, 2012 5:34 am

Thanks, kirlian voyager. That did the trick.

I have a request for MGE: it would be nice to have an option that turns on a message showing video RAM consumption.

I have searched and searched and never found an external tool to show this, I think it has to be done from inside the program using DirectX.
It might not even be possible in DirectX 9, I dunno.

With this feature, you could more easily figure out whether it's a lack of CPU, lack of VRAM, or something else causing a slowdown.

Edit: it's not just running out of VRAM I'm worried about, but I'm worried that as it fills up, the card is more and more burdened getting the data to internal caches or pixel shading units. My ATI HD5770 has very slow VRAM I think.

Try GPU-Z. I'm pretty sure there's an option in the program to save the data to a log, letting you check how much you used later. If you have two monitors, run the game on one monitor only, while leaving the program up on the other monitor so you can see the usage in real time.
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Kristina Campbell
 
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Post » Fri May 04, 2012 6:57 am

Thanks! GPU-Z seems to work well on Nvidia. I will try it on ATI too.
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Irmacuba
 
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Post » Fri May 04, 2012 10:10 am

Thanks! GPU-Z seems to work well on Nvidia. I will try it on ATI too.
It supports both companies' GPUs. Glad I was able to help. :)
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carley moss
 
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Post » Fri May 04, 2012 8:44 pm

Is anyone else having problems with the internal MWSE function? If so is there a way to fix it, I really want to play MW and use MGE XE.
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Pumpkin
 
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