is there a mod dependency list or database out there?

Post » Thu May 19, 2011 5:44 am

Sorry if I'm reqpeating something that's already been discussed before or is common knowledge to the modding community. I'm re-installing my MW game (MW, Trib and Bloodmoonn) from scratch plus mods. I will be using MPP and MCP. for my game. I'm choosing the mods I want to use and those that I should exclude for one reason or another and would like to avoid re-inventing the wheel if someone has already published this info.

The increasing number of mods using script extenders and improvements in graphics whet my appetite fto try those types of mods, but it's not always clear if a mod requires the presence of say MGE or MGE XE in order to function, and I can't say I relish spending time to download files just to discover.

It's my understanding that both MGE and MGE EX include script extenders for mods to use. If true, are the script extender functions the same, such that I could exclude that part from consideration as to which if either MGE or MGE EX to use?

So, has someone made a list or databse of which mods require MGE, MGE XE, and/or MWSE (script extensions) in order to work? It doesn't seem like there's a way to filter PES search results on that basis.

Are MGE and MGE EX mutually exclusive?

Ideally, it would be nice if it indicated something like
Mod "name" requires MGE to work
Mod "name" requires MGE EX to work
Mod "name" requires either MGE or MGE EX to work
Mod "name" requires script extenders to work

TIA,

John
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Madison Poo
 
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Post » Thu May 19, 2011 8:00 am

http://www.mwmythicmods.com/MWE.htm

MGE and MGE EX are mutually exclusive, use one or the other not both. MGE has a version of MWSE included, iirc it's not the latest version of MWSE however and it is not included in MGE EX so you'll probably be best off not using that function in MGE.
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Fiori Pra
 
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Post » Wed May 18, 2011 9:14 pm

The situation is easier than it looks. :) There are just three things to keep in mind:

1. MWSE (Morrowind Script Extender). A couple of mods use this one, but it's always clearly stated in the documentation. Fliggerty, Yacoby, and cdcooley have created some very popular MWSE mods. MWSE is included in MGE, and the same version (I think; if not, the difference will be negligible) is also included in MGE XE. (Note that the info in the post above is slightly outdated, MWSE has been included in MGE XE a short while ago). Therefore, if you intend to use either MGE or MGE XE, you don't have to worry about MWSE compatibility in your mods. (Note: As mentioned above, the MWSE version included in MGE is not the latest one, but you really don't have to worry about that. The difference between the latest MWSE and the one that's included in MGE is just a single function, which AFAIK only one not very popular mod is using.)

2. MGE / MGE XE (Morrowind Graphics Extender). These are two forks of the same program. A few mods require MGE, these are mostly mods that add new functions to the interface, like zooming bows. If any mod says that it requires MGE, then always the "original" MGE is meant, the mod probably won't work with MGE XE. However, some of these mods have been adapted for MGE XE. This package can be downloaded from the Nexus, where you get MGE XE itself.

3. MWE (Morrowind Enhanced). This is an older extender for which some mods have been written. No new mods have been developed for MWE for a long time. However, since it's the only extender that provides some popular combat functions, it's still in use. It can be used together with MGE (and MWSE), though in my experience it's less stable than the other two.

There are also some other Extenders, but these are only used for a small handful of mods (sometimes just a single one), so they shouldn't bother you unless you come upon a mod that needs one. this mod will then definitely inform you about the dependency or even contain the extender in the package.
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Stephanie Kemp
 
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Post » Thu May 19, 2011 6:13 am

Thanks,

John
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D IV
 
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