Shelter from Magnus' Blaze 8

Post » Mon May 07, 2012 7:05 pm

I got the following problem with MGE XE 0.9.6:

- When loading a saved game, no problem. When starting a new game, the first cell (the prison-boat) is very very long to load (I can ear the sounds but the screen is black for more than 1 or 2 minute while my HDD is intensively working...),then, when starting the character generation on the dock with the first guard, the game crashes suddenly. It happens each time when the race menu windows is opened, and each time I get the same error message with the same offset:

AppName: morrowind.exe AppVer: 1.6.0.1820 ModName: d3d8.dll
ModVer: 0.0.0.0 Offset: 000119b2

If MGE XE is disabled there is no crash.

- a very good point: billboard trees have no more problem to be displayed. It may have been addressed a long time ago, but I just realized it!
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Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Tue May 08, 2012 2:09 am

It was an early morning fog in Balmora - Foggy

I can't figure out, please could you provide some more reference images and the [Weather Foggy] section in your morrowind.ini.

There's an option to generate distant land for interiors (heavy). What exactly does that do, and the (heavy) refer to?

I'm guessing it's either longer to process with the MGE generating routine, or, more of a FPS hit in game. What advantage would there be for distant land in interiors? To stop the fogging of any large designed interiors?

I also had an idea, most likely not possible, but I'll throw it out there.
Have tiny square models that are distant land versions of light sources, and have them showing in distant land, but not using the lighting of distant land. That way, especially at night, you'll see small bright spots to indicate towns without the need for special lighting of the distant map.
Bit like an inbetween solution that hopefully won't be fps intense or difficult.

It does mean primarily more loading and an fps drop in big interiors with water. It's used for rendering reflections in interiors.

Distant lights are definitely possible, as lights are checked if you include misc objects while building distant land. You can make distant land only models for objects by adding a nif in the same directory called _dist.nif. Lights themselves will resolve to smaller than a pixel at a distance and flicker, so you have to make oversized models. Distant land supports emissive, but it is monochrome only. You should use a 100% emissive material with a texture for colour.

The option 'Height of waves' don't use the original MGE string (cbDLDynRipples), so the translation don't apply.

The label is named lDLWtrWave. In the template I typed lDLWaterWave by mistake, but it exists. I don't like the way the localization works, I must find a way to automatically generate a matching template.
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Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Tue May 08, 2012 6:05 am

I am doing some more testing in Balmora later today so will do some weather changes via the console to see if I can get some pics showing it

The screenshot I posted was a foggy morning in Balmora - I can tell from the bruised colours of the sky that rain had either happened recently or was about to rain - I am still getting a lot of white out on textures in the rain

The ini settings are from Vurt's Sunshaft ini

Spoiler
[Weather Cloudy]
Sky Sunrise Color=075,066,055
Sky Day Color=065,078,088
Sky Sunset Color=049,039,035
Sky Night Color=005,005,005
Fog Sunrise Color=133,122,082
Fog Day Color=165,155,144
Fog Sunset Color=255,154,105
Fog Night Color=005,005,005
Ambient Sunrise Color=041,038,031
Ambient Day Color=088,088,088
Ambient Sunset Color=80,036,015
Ambient Night Color=010,012,016
Sun Sunrise Color=164,147,089
Sun Day Color=128,128,128
Sun Sunset Color=026,014,022
Sun Night Color=039,046,061
Sun Disc Sunset Color=255,189,190
Transition Delta=.015
Land Fog Day Depth=.72
Land Fog Night Depth=.72
Clouds Maximum Percent=1.0
Wind Speed=.2
Cloud Speed=1.5
Glare View=1
Cloud Texture=Tx_Sky_Cloudy.tga
Ambient Loop Sound ID=None
[Weather Foggy]
Sky Sunrise Color=187,170,140
Sky Day Color=184,211,228
Sky Sunset Color=010,007,008
Sky Night Color=000,000,000
Fog Sunrise Color=100,75,70
Fog Day Color=090,090,090
Fog Sunset Color=068,057,042
Fog Night Color=015,009,009
Ambient Sunrise Color=020,022,024
Ambient Day Color=089,090,090
Ambient Sunset Color=041,035,035
Ambient Night Color=022,023,028
Sun Sunrise Color=115,110,87
Sun Day Color=111,131,151
Sun Sunset Color=102,84,78
Sun Night Color=008,006,006
Sun Disc Sunset Color=223,223,223
Transition Delta=.035
Land Fog Day Depth=1.0
Land Fog Night Depth=8.9
Clouds Maximum Percent=1
Wind Speed=0
Cloud Speed=.25
Glare View=0.0
Cloud Texture=Tx_Sky_Foggy.tga
Ambient Loop Sound ID=None
[Weather Overcast]
Sky Sunrise Color=197,190,180
Sky Day Color=184,211,228
Sky Sunset Color=050,43,46
Sky Night Color=001,001,001
Fog Sunrise Color=153,092,031
Fog Day Color=184,211,228
Fog Sunset Color=020,018,018
Fog Night Color=021,026,036
Ambient Sunrise Color=072,075,078
Ambient Day Color=080,090,95
Ambient Sunset Color=039,035,034
Ambient Night Color=026,26,031
Sun Sunrise Color=087,125,163
Sun Day Color=107,144,153
Sun Sunset Color=085,103,157
Sun Night Color=003,003,003
Sun Disc Sunset Color=128,118,118
Transition Delta=.015
Land Fog Day Depth=.70
Land Fog Night Depth=.70
Clouds Maximum Percent=1.0
Wind Speed=.2
Cloud Speed=1.5
Glare View=.05
Cloud Texture=Tx_Sky_Overcast.tga
Ambient Loop Sound ID=None
[Weather Rain]
Sky Sunrise Color=071,074,075
Sky Day Color=82,82,86
Sky Sunset Color=074,073,073
Sky Night Color=014,015,016
Fog Sunrise Color=084,077,064
Fog Day Color=116,120,122
Fog Sunset Color=067,067,067
Fog Night Color=012,012,020
Ambient Sunrise Color=037,044,051
Ambient Day Color=041,046,051
Ambient Sunset Color=031,035,038
Ambient Night Color=016,017,020
Sun Sunrise Color=128,119,97
Sun Day Color=110,128,145
Sun Sunset Color=120,126,131
Sun Night Color=000,000,000
Sun Disc Sunset Color=128,128,128
Transition Delta=.015
Land Fog Day Depth=.8
Land Fog Night Depth=.8
Clouds Maximum Percent=0.66
Wind Speed=.3
Cloud Speed=2
Glare View=0
Cloud Texture=Tx_Sky_Rainy.tga
Using Precip=1
Rain Diameter=600
Rain Height Min=200
Rain Height Max=700
Rain Threshold=0.6
Rain Entrance Speed=7
Rain Loop Sound ID=Rain
Ambient Loop Sound ID=None
Max Raindrops=4000
[Weather Thunderstorm]
Sky Sunrise Color=035,036,039
Sky Day Color=067,071,078
Sky Sunset Color=038,033,029
Sky Night Color=09,010,012
Fog Sunrise Color=066,061,050
Fog Day Color=097,104,115
Fog Sunset Color=038,033,029
Fog Night Color=010,010,010
Ambient Sunrise Color=020,020,020
Ambient Day Color=090,090,090
Ambient Sunset Color=020,020,020
Ambient Night Color=013,013,013
Sun Sunrise Color=091,099,122
Sun Day Color=000,000,000
Sun Sunset Color=096,101,117
Sun Night Color=000,000,000
Sun Disc Sunset Color=128,128,128
Transition Delta=.030
Thunder Frequency=.4
Thunder Threshold=0.6
Thunder Sound ID 0=Thunder0
Thunder Sound ID 1=Thunder1
Thunder Sound ID 2=Thunder2
Thunder Sound ID 3=Thunder3
Land Fog Day Depth=1
Land Fog Night Depth=1.15
Clouds Maximum Percent=0.66
Wind Speed=.5
Cloud Speed=3
Glare View=0
Cloud Texture=Tx_Sky_Thunder.tga
Using Precip=1
Rain Diameter=600
Rain Height Min=200
Rain Height Max=700
Rain Threshold=0.6
Max Raindrops=4000
Rain Entrance Speed=5
Rain Loop Sound ID=rain heavy
Ambient Loop Sound ID=None
Flash Decrement=4
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Hussnein Amin
 
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Post » Mon May 07, 2012 11:50 pm

It does mean primarily more loading and an fps drop in big interiors with water. It's used for rendering reflections in interiors.

Distant lights are definitely possible, as lights are checked if you include misc objects while building distant land. You can make distant land only models for objects by adding a nif in the same directory called _dist.nif. Lights themselves will resolve to smaller than a pixel at a distance and flicker, so you have to make oversized models. Distant land supports emissive, but it is monochrome only. You should use a 100% emissive material with a texture for colour.
Thanks for the info.

So, if I understand correctly, the _dist.nif is still controlled by the size settings (150/300/600) for rendering purposes in distant land, just MGE will use this existing _dist.nif instead of making it's own?
So, a suitably large mesh that won't look too odd from "close distance" will need to be found. How does one set a texture to 100% emissive (or any %) on the mesh? I can only do simple retexturing and nifskope work :D
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Becky Palmer
 
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Joined: Wed Oct 04, 2006 4:43 am

Post » Tue May 08, 2012 5:08 am

So, if I understand correctly, the _dist.nif is still controlled by the size settings (150/300/600) for rendering purposes in distant land, just MGE will use this existing _dist.nif instead of making it's own?
So, a suitably large mesh that won't look too odd from "close distance" will need to be found. How does one set a texture to 100% emissive (or any %) on the mesh?
Yeah, you should set the meshes to be visible at very_far with a static override file. Emissive is set in a NiMaterialProperty node, set the emissive colour to white.
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Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Tue May 08, 2012 12:59 am

Here are some pics showing the hills surrounding Balmora as they change from http://img577.imageshack.us/img577/2291/fogb.jpg to http://img859.imageshack.us/img859/8008/clearu.jpg to http://img687.imageshack.us/img687/5767/rainne.jpg - and here is an image of my http://img39.imageshack.us/img39/5486/settings.jpg

For shaders - I use in the following order

SSAO fast
DOF
underwater effects
Underwater interior effects
Sunshafts
Bloom soft
HDR

Am using the latest release version
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gemma king
 
Posts: 3523
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Post » Tue May 08, 2012 12:06 am

Here are some pics showing the hills surrounding Balmora as they change from http://img577.imageshack.us/img577/2291/fogb.jpg to http://img859.imageshack.us/img859/8008/clearu.jpg to http://img687.imageshack.us/img687/5767/rainne.jpg - and here is an image of my http://img39.imageshack.us/img39/5486/settings.jpg
I see. There is definitely something altering the near fog from the normal setting that MGE XE uses. By default, in foggy weather it should be fogged for areas right next to you, but it stays clear for a good distance instead. At the transition to distant land you therefore see a big discrepancy. It might be FPS Optimizer extending the fog range incompatibly.
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Chris Guerin
 
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Joined: Thu May 10, 2007 2:44 pm

Post » Tue May 08, 2012 1:04 am

I see. There is definitely something altering the near fog from the normal setting that MGE XE uses. By default, in foggy weather it should be fogged for areas right next to you, but it stays clear for a good distance instead. At the transition to distant land you therefore see a big discrepancy. It might be FPS Optimizer extending the fog range incompatibly.

Mmm... I only have MCP and MGE XE running - haven't used Optimizer since - well since MCP came out actually.

I hope you don't mind if I add another anomaly... I noticed that when the moons eclipse I can see through one - can't remember which moon is which but the smaller one seems to go a bit transparent when in front of the bigger one - I've noticed this effect with looking at Bull Netches in the distance that if they pass in front of a tree I can the tree's outline behind them - pretty sure they don't have alpha but I could be wrong.

Anyway if you need me to post a pic of the moons please let me know.
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Tue May 08, 2012 10:57 am

Yeah, you should set the meshes to be visible at very_far with a static override file. Emissive is set in a NiMaterialProperty node, set the emissive colour to white.
Thanks, I'll see what I can do.
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Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Tue May 08, 2012 8:18 am

Hey all, so i did a reinstall and everythings working fine. But I just install some of Connary's/AOF's texture replacements and Jasmine 2.7(the companion), and 2 amall quest mods (InseparableSiblings and ofloveandignorance) but now when i run distant land creation it crashes on last process (statics). Btw, i'm using MGE XE 0.9.4
Any ideas?
MGE XE log
Spoiler
MGE XE 0.9.4
MWSE dll injected
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
-- Proxy Mouse OK
>> HUD init
<< HUD init
-- Proxy Mouse OK
>> 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 post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.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
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures/tx_dwrv_trim03.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe00.tga
-- Distant static textures loaded, 1211 textures
-- Distant static texture memory use: 179 MB
-- Distant Land finished loading distant statics
>> Distant Land init grass
<< Distant Land init
>> Distant Land release
<< Distant Land release
-- HUD release
Load list
Spoiler
_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_005_ Bloodmoon Landscape Overhaul 1.1.esm
_006_ Poorly Placed Object Fix.esm
_007_ Texture Fix 2.0.esm
_008_ TR_Data.esm
_009_ TR_Map1.esm
_010_ TR_Map2.esm
_011_ MW_Children_1_0.esm
_012_ Rise of House Telvanni.esm
_013_ Morrowind Advanced.esm
_014_ GDR_MasterFile.esm
_015_ H.E.L.L.U.V.A._Merchant_Containers.esm
_016_ LCV Schedule Markers.esp
_017_ NPC LCV Schedules 03.esp
_018_ Of Love and Ignorance.esp
_019_ VOORHEES_AldIndoril2.esp
_020_ Healers.esp
_021_ Hold it - replacer.esp
_022_ Vurt's BC Tree Replacer II.esp
_023_ New Bodies - Mature.esp
_024_ Creatures.esp
_025_ NPC LCV Locks.esp
_026_ Vivec Expansion 2.0.esp
_027_ Less Lore.esp
_028_ LGNPC_NoLore_v0_83.esp
_029_ SirLuthor-Tools.esp
_030_ Unique Banners and Signs.esp
_031_ P.R.E. v4.0.esp
_032_ Windows Glow.esp
_033_ Key Replacer Trib & BM.esp
_034_ Dagger of Symmachus.esp
_035_ Barabus' fireplaces 2.esp
_036_ abotWindowsGlow.esp
_037_ Statue Replacer - Normal.esp
_038_ werewolfrealism-moononly_changeatwill.esp
_039_ bones.esp
_040_ Shieldfx.esp
_041_ Werewolf_Evolution.esp
_042_ OR_Fang.esp
_043_ OR_ForkH.esp
_044_ Book Jackets - Morrowind.esp
_045_ Book Jackets - Tribunal.esp
_046_ Book Jackets - Bloodmoon.esp
_047_ MWE_Base.esp
_048_ Windows Glow - Tribunal Eng.esp
_049_ Windows Glow - Bloodmoon Eng.esp
_050_ UAR_EbonySarano_v2.esp
_051_ Less_Generic_Bloodmoon.esp
_052_ Windows Glow - Raven Rock Eng.esp
_053_ ARJAN_A_Lords_Men_v2.0.esp
_054_ MWE_MagickaSpells.esp
_055_ Lgnpc_SN.esp
_056_ LGNPC_GnaarMok_v1_20.esp
_057_ Mournhold Expanded COM.esp
_058_ KS_Julan_Ashlander Companion_1.3.esp
_059_ LGNPC_AldVelothi_v1_20.esp
_060_ WA_Signy_Signposts(!).ESP
_061_ New Veloth's Judgement 2.esp
_062_ LGNPC_MaarGan_v1_20.esp
_063_ LGNPC_HlaOad_v1_32.esp
_064_ UAR_Bloodworm_v2.esp
_065_ UAR_ChodalaBoots.esp
_066_ LGNPC_Aldruhn_v1_20.esp
_067_ LGNPC_Aldruhn_v1_22_suppl.esp
_068_ H.E.L.L.U.V.A. Awesome Armor_Completion Set.esp
_069_ Psy_IronMeshImprove_Uniques_BME.esp
_070_ EcoAdjCrime (Tresspass Edit).esp
_071_ EcoAdjMerchantSkills (Disposition Edit).esp
_072_ Vurt's Grazelands Trees.esp
_073_ Starfires NPC Additions ver-1.11.esp
_074_ My Little Pelagiad Mod.esp
_075_ Museum of Artifacts Improved Expanded.esp
_076_ Publicans 1.1.esp
_077_ Bounty Hunters 1.1.esp
_078_ ReptileInseparableSiblings.esp
_079_ Brigands 1.1.esp
_080_ Knock Knock Mod 1.2.esp
_081_ LGNPC_Pelagiad_v1_31.esp
_082_ Camonna Tong's violence 1.2.esp
_083_ MWE_Combat.esp
_084_ NewBlood_MwTbBm1.1.esp
_085_ Scripted_Spells.esp
_086_ Neo's Unique Creatures.esp
_087_ ShockCenturionCompanion_TB_V12.esp
_088_ BetterClothesForTB.esp
_089_ correctUV Ore Replacer 1.0.esp
_090_ Bloated Caves.esp
_091_ TravelingMerchants_v2.2.esp
_092_ Graphic Herbalism.esp
_093_ WolfCompblack_ver3_0.esp
_094_ constance1_0.esp
_095_ horationpcenhanced12-bm.esp
_096_ LOCH_Felsaad_Revamped.esp
_097_ Graphic Herbalism Extra.esp
_098_ Scrolls of Khartum.esp
_099_ k_sneakattack.esp
_100_ Tel Scelestus.esp
_101_ ExcellentMagicSounds.esp
_102_ almalexia armor.esp
_103_ Thirsk Expanded Family.esp
_104_ DN-GDRv1.esp
_105_ LGNPC_TelMora_v1_30.esp
_106_ LGNPC_Khuul_v2_21.esp
_107_ Master Trainers.esp
_108_ Chariots.esp
_109_ LGNPC_VivecFQ_v2_20.esp
_110_ Armory.esp
_111_ Scrolls and SoulGems 1.1.esp
_112_ Enchanting Desk.esp
_113_ SNR_ThievesStep_Standart.esp
_114_ Living Statues of Malacath.esp
_115_ Less_Generic_Nerevarine.esp
_116_ kiasyd_magick_regenerator_1.4.esp
_117_ Antares' Big Mod 5.6.esp
_118_ Scout's Services - Solstheim - Companion Travel.esp
_119_ MA_snowprincetomb_v3.esp
_120_ LGNPC_TelUvirith_v1_20_UI.esp
_121_ The Neverhalls.esp
_122_ CoM_Fix.ESP
_123_ LGNPC_SecretMasters_v1_30.esp
_124_ NX9_Guards_Complete.ESP
_125_ TR_CensusAndExciseTravel.esp
_126_ Murderous Dreams_Safe.esp
_127_ AtmosphericSoundEffects-3.0-Tribunal.esp
_128_ Less_Generic_Tribunal.esp
_129_ Hla Oad Expanded.ESP
_130_ NX9_Guard_LGTrib_patch.ESP
_131_ BTB - Character.esp
_132_ Ald Redaynia Extended COM.esp
_133_ BTB - Spells.esp
_134_ BTB - Alchemy.esp
_135_ BTB - Equipment.esp
_136_ BTB - Settings (Alternate).esp
_137_ Golden Gold.esp
_138_ JAC_Jasmine.esp
_139_ Better Clothes Complete (BTB Edit).esp
_140_ Animated Morrowind.esp
_141_ Building Up Uvirith's Legacy1.1.ESP
_142_ New Voices.esp
_143_ Vurt's Ashlands Overhaul.esp
_144_ CD_ebonheart.ESP
_145_ Clean Atmospheric Balmora.ESP
_146_ Book of Evocations.esp
_147_ Sleepers, Awake!.esp
_148_ Better Skulls.ESP
_149_ LGNPC_VivecRedoran_v1_61.esp
_150_ Welcome to the Arena! v5.5.esp
_151_ GnaarMokExpanded.esp
_152_ Starfire Over Telvannis.esp
_153_ Undead arise from death 3.5.esp
_154_ MDP - Ebonheart.ESP
_155_ MQE_MainQuestEnhancers.ESP
_156_ MDP - Khuul.ESP
_157_ Vos Expansion.ESP
_158_ MDP - Dagon Fel.ESP
_159_ MTT IV Master.esp
_160_ The Sable Dragon 1.6.esp
_161_ MDP - Gnaar Mok.ESP
_162_ Frostmoth.ESP
_163_ Uvirith's Legacy_Final_2.0.esp
_164_ guarskin_drum_replacer.esp
_165_ LeftGloves_Addon_v2.esp
_166_ Ebonheart, Shack Town.esp
_167_ UniqueFinery.esp
_168_ Illy's Solsteim Rumour Fix.esp
_169_ Khuul Expanded.esp
_170_ South Wall.ESP
_171_ SW_ASE_ADDON.esp
_172_ SW_LivingCitiesofVvardenfell03-13Patch.esp
_173_ Unique Jewelry and Accessories.esp
_174_ Unique Forts - UF - Buckmoth Legion Fort.esp
_175_ Area Effect Projectiles (PAR Edit).esp
_176_ New Gnisis 1.2.ESP
_177_ MW_Adv_Required (BTB Edit).esp
_178_ New Seyda Neen 1.6.esp
_179_ MDP - Maar Gan.ESP
_180_ MDP - Hla Oad.esp
_181_ MDP - Fort Buckmoth.ESP
_182_ MDP - Sadrith Mora.ESP
_183_ New Better Caldera (Trancemaster Edit).esp
_184_ New_Skaal_Village.esp
_185_ True_Lights_And_Darkness_1.0-NoDaylight.esp
_186_ OTR_Coast_Variety.esp
_187_ sm_ForgottenHalls.esp
_188_ Uvirith's Legacy Book Jackets Add-on.esp
_189_ RoHT CoM Addon.esp
_190_ UL v2.0 RoHT v1.52 Compatibility.esp
_191_ Blasphemous Revenants.esp
_192_ BR_Werewolf_Patch.esp
_193_ Better_Sounds.esp
_194_ Hold it - TR&CoM addon.ESP
_195_ Clean MCFC_1.0.esp
_196_ Djangos Dialogue.ESP
_197_ H.E.L.L.U.V.A. Handy Holdables.esp
_198_ imperial chain fix.esp
_199_ Hold it - SF npc addon.esp
_200_ ProperLadies_1.1_HoldItCompat.esp
_201_ Clean_Staff_Agency1pt0.esp
_202_ Uvirith's Legacy CoM Add-on.esp
_203_ UF_HortRobeF001.esp
_204_ Real_wildlife_2b Complete.esp
_205_ UL_Primus_MWSE.esp
_206_ UL_MWSE_patch.esp
_207_ llm-medium.esp
_208_ Talrivian's State-Based HP Mod v.2.2.esp
_209_ Mashed Lists.esp
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Dalley hussain
 
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Joined: Sun Jun 18, 2006 2:45 am

Post » Tue May 08, 2012 11:19 am

Jasmine adds two houses and a tower all of which use vanilla textures so there shouldn't be a problem there. There is one potted plant with a unique ID, which is a container, but it is very small and probably wouldn't be included in distant statics unless they are set very low in size.

BadCompany, if you have a 64-bit OS, have you used the 4gb patch? I always used to crash during static creation, even when there were no warnings, until I used it.

That's all the help I can give.
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Kim Bradley
 
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Joined: Sat Aug 18, 2007 6:00 am

Post » Mon May 07, 2012 11:55 pm

hmm, dont have 64bit or 4gb of ram. Im using xp sp3 32bit and 2gb ram...thnx for tryin though :smile:


EDIT:
Error signature
AppName: mgexegui.exe AppVer: 0.9.0.0 ModName: mgefuncs.dll
ModVer: 0.0.0.0 Offset: 00146912
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neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Mon May 07, 2012 8:15 pm

Are the mesh / texture replacers packaged in a BSA? From the log MGE XE is searching for "data files\textures/tx_dwrv_trim03.tga" but if they're packed into a BSA it'd just be \textures\tx_dwrv_trim03.tga

I don't think the "/" and not "\" make any difference.

If they are in a BSA then try unpacking it, have a look on PES for BSA Browser (I think that's what it's called), but that needs the Java runtime environment. If you don't have Java there's a command line utility called, again IIRC, BSA Unpacker.

Alternatively, if the replacer had loose meshes then NIF Texture Stripper might well help. I posted some stuff in this thread about using it: http://www.gamesas.com/topic/1332218-problem-with-several-mods-searching-for-wronginexistant-installation-path/

[Edit: typo.

<--- misses Firefox's spellcheck]
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Nadia Nad
 
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Joined: Thu Aug 31, 2006 3:17 pm

Post » Tue May 08, 2012 12:46 am

Jasmine's structures use the default textures and I never had any problem with any of them using distant land in either MGE or MGE XE. I'd say it's either Connary's stuff or AnOldFriends. I would delete both and try distant land creation again. Basically, delete all of these files:

Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures\tx_dwrv_wall14.tga
Cannot load texture data files\textures\tx_dwrv_wall13.tga
Cannot load texture data files\textures\tx_metal_iron_rusty.tga
Cannot load texture data files\textures\tx_dwrv_trim03.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures\tx_dwrv_rustpipe00.tga
Cannot load texture data files\textures\tx_dwrv_obsrv12.tga
Cannot load texture data files\textures\tx_dwrv_obsrv11.tga
Cannot load texture data files\textures/tx_dwrv_trim03.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe10.tga
Cannot load texture data files\textures/tx_dwrv_rustpipe00.tga
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Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Tue May 08, 2012 5:38 am

MGE XE does check the BSA's, but not if the mesh texture filepath includes \data files\ I wish people would just stop using full texture paths in meshes!
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Penny Wills
 
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Joined: Wed Sep 27, 2006 6:16 pm

Post » Mon May 07, 2012 9:05 pm

Basically, delete all of these files:
Weird, I went to delete them butI cant find them. A few exist as dds files though, rather than tga :blink:
...and they weren't bsa's either
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pinar
 
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Post » Tue May 08, 2012 7:28 am

Shaders recommendations aren't seen even if i http://img854.imageshack.us/img854/8605/shaderswindow.png the window enormously (monitor resolution is 1920x1080).

The UI designer is still giving me problems with large fonts settings. I'd recommend the ordering to be SSAO > DoF > Underwater Effects > Sunshafts > Bloom > HDR.

I got the following problem with MGE XE 0.9.6:

- When loading a saved game, no problem. When starting a new game, the first cell (the prison-boat) is very very long to load (I can ear the sounds but the screen is black for more than 1 or 2 minute while my HDD is intensively working...),then, when starting the character generation on the dock with the first guard, the game crashes suddenly. It happens each time when the race menu windows is opened, and each time I get the same error message with the same offset:

Interesting offset. It's crashing in the same function as last time, after rendering the depth texture it switches back to normal rendering. It then crashes because the main depth buffer object is no longer there. That's pretty weird. Could you try generating a minimal distant land with Morrowind.esm only?

Mmm... I only have MCP and MGE XE running - haven't used Optimizer since - well since MCP came out actually.

I hope you don't mind if I add another anomaly... I noticed that when the moons eclipse I can see through one - can't remember which moon is which but the smaller one seems to go a bit transparent when in front of the bigger one - I've noticed this effect with looking at Bull Netches in the distance that if they pass in front of a tree I can the tree's outline behind them - pretty sure they don't have alpha but I could be wrong.

Could you try flicking the 'Auto set distances' checkbox on and off (it should reset your draw distance to match the fog range), then checking the 'Weather options...' dialogue. In there, foggy weather fog offset should be set to 30. If the numbers are messed up, hit reset on them. I'll have to investigate the moons.

Hey all, so i did a reinstall and everythings working fine. But I just install some of Connary's/AOF's texture replacements and Jasmine 2.7(the companion), and 2 amall quest mods (InseparableSiblings and ofloveandignorance) but now when i run distant land creation it crashes on last process (statics). Btw, i'm using MGE XE 0.9.4
Any ideas?
Hi. Please post your Morrowid/mge3/distant-land-crash-dump.txt if there is one. It's probably that one of the statics is being incompatible with the distant land generator.
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k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Tue May 08, 2012 3:05 am

Each mesh stores the texture files it uses, the mesh will have "data files\textures\tx_dwrv_obsrv11.tga" defined (for e.g.) if Morrowind can't find "tx_dwrv_obsrv11.tga" but can find "tx_dwrv_obsrv11.dds" it'll use the DDS file. Maybe it even uses the DDS by preference, I can't remember for sure...

Anyway, delete the textures as Jac says (the originals are still in Morrowind.bsa) and give distant land creation in MGE another whirl

If that still doesn't work try NIF Texture Stripper (see the other thread I linked to in my previous post), maybe the filenames used in the meshes are causing MGE XE to bork.

[Edit: Ninja'd by the man who knows what he's talking about]
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Alexis Estrada
 
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Joined: Tue Aug 29, 2006 6:22 pm

Post » Tue May 08, 2012 3:42 am

Could you try flicking the 'Auto set distances' checkbox on and off (it should reset your draw distance to match the fog range), then checking the 'Weather options...' dialogue. In there, foggy weather fog offset should be set to 30. If the numbers are messed up, hit reset on them. I'll have to investigate the moons.

Ok - that set the Draw distance to 5 cells - I checked the fog offset it was set to the defaults I never play with those settings

I went to the same spot in Balmora and set the weather to rain then clear then fog - there's no need to post screenshots as they are similar to the ones posted before - in fog the hills are pure white - the fog now is a lot closer to me than before

Don't spend anytime worrying about it though - I don't want you spending time trying to fix something that only seems to be happening on my set up - at least no one else is mentioning it - so I can live with the look - the rest of the features are just too good for me to not play with

I do have a question about interior underwater reflections though - when I am testing I often go the smugglers cave in Seyda Neen to level up my hand to hand - as I swim down the tunnel between the rat and the annoying Dunmer with the chitin throwing stars I was lookign at the water reflections - they don't reflect the top of the tunnel mesh but rather I could see reflections of what I assume where the ladder walkways in the meshes above - I haven't taken a screenshot but was just wondering how the interior water reflections are supposed to work - what images are they showing?
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Schel[Anne]FTL
 
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Joined: Thu Nov 16, 2006 6:53 pm

Post » Tue May 08, 2012 4:10 am

Well I removed the textures and it still crashes, and there is no distant-land-crash-dump.txt :(
any other ideas?
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Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Tue May 08, 2012 3:48 am

Do any of you guys play on an Alienware M18x laptop? How well does Morrowind perform on it with MGE XE pushed to extreme settings? I've been thinking of buying the M18x with an overclocked i7-2960XM. Although the highest the i7-2960XM has been pushed that I'm aware of is 5.7GHz. The goal is to not just run MGE XE as a stand alone mod but in conjunction with many other intensive mods, as I'm sure most of you do. If anybody would know about what architecture would be best for running extreme-modded Morrowind, it'd be you guys. Thanks in advance.
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Ezekiel Macallister
 
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Joined: Fri Jun 22, 2007 12:08 pm

Post » Mon May 07, 2012 9:40 pm

Ok - that set the Draw distance to 5 cells - I checked the fog offset it was set to the defaults I never play with those settings

I went to the same spot in Balmora and set the weather to rain then clear then fog - there's no need to post screenshots as they are similar to the ones posted before - in fog the hills are pure white - the fog now is a lot closer to me than before

Don't spend anytime worrying about it though - I don't want you spending time trying to fix something that only seems to be happening on my set up - at least no one else is mentioning it - so I can live with the look - the rest of the features are just too good for me to not play with

[snip]
@Illi
Check your MGE.ini file for the following setting:
[Render State]
...
Enable Fog=False
...

That's an old setting from MGE which might be interfering - usually you want that to =True, otherwise fogging within Morrowind's draw distance will be disabled and not blend properly with MGE's fogging.

You can probably just delete that line entry completely since it was dropped from the MGE XE gui a while back and is not present when generating a fresh copy of MGE.ini from MGEXEgui.exe (i.e. by deleting any existing MGE.ini then running the gui). The setting may still be getting passed by legacy MGE code.
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CArlos BArrera
 
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Joined: Wed Nov 21, 2007 3:26 am

Post » Tue May 08, 2012 1:27 am

Tetchy, I deleted that file and had MGE XE make a new one but that line is still there. Mine says "true" though. I did import my Morrowind.ini settings because of my water settings (clear water) if that would make a difference.
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Adriana Lenzo
 
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Joined: Tue Apr 03, 2007 1:32 am

Post » Mon May 07, 2012 7:43 pm

BC, is it still crashing during creation of distant statics?
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Roberto Gaeta
 
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Joined: Tue Nov 06, 2007 2:23 am

Post » Tue May 08, 2012 12:13 am

Interesting offset. It's crashing in the same function as last time, after rendering the depth texture it switches back to normal rendering. It then crashes because the main depth buffer object is no longer there. That's pretty weird. Could you try generating a minimal distant land with Morrowind.esm only?
Test done: I generated Distant Land + Distant Statics using Morrowind.esm only and nothing else. No crash!
Then, I added an animated grass .esp, regenerated distants statics and started a new game: the game crashed as before (during the chargen process outside the boat, same offset).
PS: It's weird, when testing in windowed mod, the game did not crash this time (with Morrowind.esm only, next with Morrowind+animated grass, next with Morrowind+TB+BM+1 landscape mod+animated grass).

Any further test can help?
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Eliza Potter
 
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