Shelter from Magnus' Blaze 5

Post » Tue May 17, 2011 4:02 pm

I've been tracking down a couple items and I've narrowed them both down to MGE XE 0.8....I encounter neither with the same mod loadout with it turned off, or with regular MGE on

1 - 1-2 minute load time after the last "loading" bar finishes. I can sit and watch on my 2nd monitor Morrowind just eat up memory very very slowly until it finally opens the world and the game runs. Interestingly enough, it doesn't happen while re-loading in-game, only the initial save load does it

2 - extreme washing out of skin while any light source is hitting me. Its extremely evident when you strip your char. Mine becomes a bright white blob, such that you cannot see any details. Its almost as if the skin is becoming a light source. When I stand in a shadow, it goes away. Indoors, if I"m next to a light source (like a fireplace), the side being hit by the light has this excessive lighting going on, while the side not exposed to the light source looks fine. The culprit - the Bloom Soft shader. Bloom Fine doesn't do it.
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Wayland Neace
 
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Post » Tue May 17, 2011 7:58 am

#1 is a normal case of the game loading Distant Land, it's not an error.
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Lucky Boy
 
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Post » Tue May 17, 2011 4:33 am

My distant land loads pretty quickly - a few seconds. Two cells, minimum mesh detail, minimum texture detail.
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Kara Payne
 
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Post » Tue May 17, 2011 5:15 am

Do you have the latest version installed? It fixes that and blends distant water better.

I have MGE XE 0.8, is that the latest?
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Mrs Pooh
 
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Post » Tue May 17, 2011 1:15 am

The latest version mentioned here appears to be 0.8.17, is that what you have?
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Bigze Stacks
 
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Post » Tue May 17, 2011 8:40 am

The link in OP is latest, though it says 0.8, Hrnchamd always replaces the old versions with the newest upon uploading. The .rar archive will be named with the correct version when you DL it. It is also stated in the file details on TES Nexus

Just hit up the link and re-download to ensure you have the latest release.
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Nicole Elocin
 
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Post » Tue May 17, 2011 2:00 am

>Does this mean that mods that use MGE's pipe to manipulate shaders and such will not work?At least one example is that "Ownership Indicator" will not have any visual effect.

That is unfortunate indeed. That would then rule out 99% of the MGE mods that I use....and shadows just aren't worth that to me. :shakehead:

Yeah ownership indicator is the only thingn keeping my main install back at regular MGE. Can it be reimplemented without the MGE calls Flig?

No, it's not possible. Sending the data via the MGE pipe is the only way to get the conditions from the engine and send them to MGE. The closest you could get would be my non-MGE (but MWSE reliant) http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1086 But that's not exactly the same...it's rather a spell you cast instead of an always-on indicator.
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Kaylee Campbell
 
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Post » Tue May 17, 2011 2:02 pm

The closest you could get would be my non-MGE (but MWSE reliant) http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1086 But that's not exactly the same...it's rather a spell you cast instead of an always-on indicator.


Tried it....its not really workable. I typically steal anything that isn't attached, so I like to know when I"m going to have to fight somebody upfront (heh)
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OJY
 
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Post » Tue May 17, 2011 2:37 am

That is unfortunate indeed. That would then rule out 99% of the MGE mods that I use....and shadows just aren't worth that to me. :shakehead:


No, it's not possible. Sending the data via the MGE pipe is the only way to get the conditions from the engine and send them to MGE. The closest you could get would be my non-MGE (but MWSE reliant) http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1086 But that's not exactly the same...it's rather a spell you cast instead of an always-on indicator.


Unfortunately, it seems that MGEpipe was rather messy. I know it hurts to have some of those functions taken away, but I've decided that I can take the hit; not just for shadows and better shaders (amongst the whole laundry list of improvements as seen in the first page), but also for the ability to get and set GMST values at runtime. A powerful weapon indeed...
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Alex Vincent
 
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Post » Tue May 17, 2011 12:32 am

HUD additions and event-changed shaders are 75% of the reason I use MGE. :shrug:

Where does it say this changes GMSTs in game? If it does, that seems to be something important to include in the OP. But on the topic of those, it seems to me that changing GMSTs is something that would be better suited for scripting...as in something that MCP ought to support. :poke:

Edit: I've found the GMST reference file at the TESNexus download site (egads...videos forced on us before downloading now!?!?!?!) I must have missed something. What is this for?

Edit again: Okay, I've found the info about GMSTs. Definitely something that imo ought to be mentioned in the OP on these subsequent threads.

So I want to request either a rework of the MWSE pipe functions, or perhaps having a bit of code so I can add the GMST functions to MWSE proper. I really dislike having to choose between features....seems like a major step backwards to me.
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Bones47
 
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Post » Tue May 17, 2011 3:36 pm

Ownership Indicator was a small loss in my view, relative to the biggest benefits of MGE XE: reduced visual glitches and reduced overall crashing.
I miss FPS-based automatic view distance and dynamic waves more than anything.
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Eve(G)
 
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Post » Tue May 17, 2011 1:58 pm

It's not just that mod though....there are many that are not compatible. Ownership Indicator, Encumbrance Bar, Time Display, Close Inspection, Fatigue Bar, The Gambler, Fade to Black, Fliggerty's Almanac, Full Paralysis, Linora's Underwater Shader, Vampiric Hunger MGE Addon...and I'm sure there's more.

I'm just saying that in my opinion those mods I listed are not a trivial sacrifice. :shrug: I don't mean to be difficult or a complainer, but I really would like to be able to take advantage of all features that my friends have created instead of having to pick and choose...we have to do that enough as it is with Morrowind.
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Betsy Humpledink
 
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Post » Tue May 17, 2011 3:27 am

I don't mean to be difficult or a complainer, but I really would like to be able to take advantage of all features that my friends have created instead of having to pick and choose...we have to do that enough as it is with Morrowind.


Okay, just to clear things up: Hrnchamd did say, in one of the earlier threads, that MGE pipe code was WAY too messy to be allowed to remain there. He said he would be working on a (much better) replacement. Just search for "MGE pipe", you'll find that post.

Also, with the number of improvements we've already got with MGE XE, I'm certain dynamic waves and such are only a matter of time. For me, the performance improvement over the regular MGE is too great to miss out on it.

Hrnchamd, there is one more minor glitch: lava pools flicker when the player moves high above them. AFAIR, the same problem was mentioned for swampy pools in Bitter Coast, and it was fixed.
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louise hamilton
 
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Post » Tue May 17, 2011 12:11 am

Thanks for a great mod/MGE "update" Hrnchamd!

2. Deselect mods from your load order that interact with MGE. (Standard MWSE mods will work, HUD mods will not.)


Does it have any detection for this or might I run into problems later on if a certain mod I'm using needs MWSE? (in case it hasn't neccessarely loaded because of my current location in the game)
I have ALOT of mods enabled (using Wrye Mash) and ain't exactly sure which ones need MWSE and which don't.
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Markie Mark
 
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Post » Tue May 17, 2011 12:00 pm

I believe you might have a bit of confusion there...he was stating that MWSE mods are fine. The problem is with MGE mods that add hud elements or change shaders on the fly. There isn't a single comprehensive list of those, so you may need to look through the readmes. Actually, look at a post of mine a few posts up...I listed just about all of the MGE mods that aren't compatible that I could think of off the top of my head.
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Christine Pane
 
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Post » Tue May 17, 2011 5:02 am

Thanks Fliggerty. I'm not using any of the mods you listed, so I'm just gonna cross my fingers and play with MGE XE. (My first playthrough of Morrowind) :biggrin:

I'm having this problem with the leaves on some of the trees not loading at a distance (just the tree itself) and as a "byproduct" of that, some of the tree shadows are missing leaves, even up close. See this screenshot: http://i55.tinypic.com/358464o.jpg
Anyone know a solution to this?

Also, MGE (original & XE) thinks objects on the edge of the screen are closer to the player than objects straight in front of him. Thus objects fade in and out of view depending on which way the player is facing. This is rather annoying. Is there a solution to this?
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Lily
 
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Post » Tue May 17, 2011 3:46 am

It seems that there is significant overlap between where MGE distance land and where Morrowind land ends. It may be invisible if distant land is the same detail and whatnot, additionally it may be invisible if distant land blending is turned on - but it sticks out like a sore thumb to seen distant land meshes poke through...
At least that is what I think it happening...

Blue - nontransparent water - seems to be something constant for indoors.
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Shaylee Shaw
 
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Post » Tue May 17, 2011 7:40 am

Blue - nontransparent water - seems to be something constant for indoors.


This is what I just noticed as well. Was this a problem with the "normal" MGE?

Also, is it normal that whenever I try to reduce view distance I get graphical glitches to the distant land beyond the view limit, that are so strange I can't even describe them?
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Portions
 
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Post » Tue May 17, 2011 7:54 am

Blue - nontransparent water - seems to be something constant for indoors.


Are you seeing this everywhere or just in certain locations? So far everywhere I've gone with indoor water using 0.8.17 (and 0.8.15 prior to that) the water indoors looks similar to exterior water. Though interior water has intermittent reflection problems, such as reflecting items that are below the water as if they were above and occasional artifacts which seem to be caused by this odd reflection behavior.

Feedback regarding the SSAO shaders: after testing both extensively I can say that the SSAO Fast shader definitely increases performance by at least a few frames per second compared to the SSAO HQ shader with little to no difference in visual quality, especially during actual gameplay.
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Catherine N
 
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Post » Tue May 17, 2011 3:55 am


Also, is it normal that whenever I try to reduce view distance I get graphical glitches to the distant land beyond the view limit, that are so strange I can't even describe them?


If you mean reducing Morrowind's default view distance using the slider in the Options screen, then I believe Hrnchamd has said that lowering it from max can and will cause major problems. I could be mistaken, but I'm pretty sure that is why MGE XE forces Morrowind's default view distance to max during configuration for this very reason.
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Kat Lehmann
 
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Post » Tue May 17, 2011 3:34 am

MGE XE is great, but I'm having a problem with mods that add animated grass, like Vurt's Ground Cover. The grass sways back and forth too quickly in MGE XE; it seems just fine in MGE. Is there a setting that can cause this?
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Symone Velez
 
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Post » Tue May 17, 2011 6:17 am

MGE XE is great, but I'm having a problem with mods that add animated grass, like Vurt's Ground Cover. The grass sways back and forth too quickly in MGE XE; it seems just fine in MGE. Is there a setting that can cause this?


Your weather settings can do it I believe.

Demetrius is right, Hrnchamd has said in prior threads that XE requires max view distance to work properly. Speaking of Hrnchamd, anybody seen him lately?
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Victoria Vasileva
 
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Post » Tue May 17, 2011 3:16 am

Are you seeing this everywhere or just in certain locations? So far everywhere I've gone with indoor water using 0.8.17 (and 0.8.15 prior to that) the water indoors looks similar to exterior water. Though interior water has intermittent reflection problems, such as reflecting items that are below the water as if they were above and occasional artifacts which seem to be caused by this odd reflection behavior.

Feedback regarding the SSAO shaders: after testing both extensively I can say that the SSAO Fast shader definitely increases performance by at least a few frames per second compared to the SSAO HQ shader with little to no difference in visual quality, especially during actual gameplay.


I don't see any issues with the outdoor water.
I don't use reflections.

For example
Spoiler
the cavern where you get corpus, or the ancestral burial where you get the bow.

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dell
 
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Post » Tue May 17, 2011 10:37 am

As of right now, this mod project cannot cast shadows from rocks and grass; only trees and static buildings, correct?
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Floor Punch
 
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Post » Tue May 17, 2011 2:50 am

http://www.tesnexus.com/downloads/images/26348-3-1278457655.jpg

incorrect.
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Spooky Angel
 
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