by Timeslip & LizTail -- additional development by krzymar, peachykeen & phal
This is a utility to add Oblivion style distant land and HDR to Morrowind, as well as many other graphical and input related tweaks. It is also a required utility for some mods which make use of the additional scripting functions it provides.
Note: MGE is a complex program working in a complex environment. There are lots of things which can prevent it from working, or at least prevent it from working as you want it to. You may need a certain level of computer literacy to solve these problems. Also, be prepared to spend some time experimenting with what options work best (or at all) for you. We tried our best to make the program's UI and documentation helpful, but this won't spare you from having to spend some (or sometimes a lot) of effort on it. Please weigh the improved visuals against the effort needed to get it working (and, obviously, the fps hit), and decide whether you really want to try using it.
*Attention* If you're having any problems, please read MGE's documentation and check the FAQ below before posting here. If you find you need to post about an issue, please include the following information:
- MGE version/revision number you're using
- Which versions of required support files are installed
- Operating System
- Graphics Card
- Crash report (if applicable)
- Please mention if your Morrowind install is the Steam version
Downloads and important links:
- Latest official version (3.8.0b) - 3.8.0b is the stable version, SVN-revs and others are development versions (see the end of the FAQ for a list of most recent versions).
- Official MGE documentation - explains all MGE functions and settings, offers step-by-step guides for common tasks like enabling distant lands, activating shaders, or enabling screenshots, has a troubleshooting section to help you with problems, and more.
Related Downloads and Links:
- MGE Shader Library -- (forum)
- Tweaked Water Shader (by harlanrm)
- Phal's Water Shader (requires latest SVN build)
- MGE Mod List collected by bjam, with links to lots of MGE mods and shaders.
Screenshots:
(The screenshots here show an unmodded Morrowind with all the distant land settings on very high)
- Vivec
- Vivec
- Vivec
- Ebonheart
- Ascadian Isles
- Balmora
- Bitter Coast
- Bitter Coast
- Molag Amur
- West Gash
- Gnisis
- Grazelands
- Sheogorad
- Sheogorad
- Fort Frostmoth
- Hirstaang Forest
- Solstheim
- Solstheim
- Depth Based Water Effects
- Distant Blur
- Distant Blur
- Water Reflections
- Water Reflections
- Water Reflections
---------------------------------------------------
F.A.Q.
Q: Where can I find a detailed guide for using MGE?
A: The MGE Wiki can be found here - note that it's currently being worked on and updated so some info may be missing or out of date. Have a look through there first, and if you still need help then ask in this thread here.
Q: How do I enable screenshots in MGEgui?
A: Click on the input tab, then click "Launch Macro Editor".
Click the key you want to use (use something other than printscreen) and in the drop down menus select 'Function' and 'Take Screenshot'.
Click save, close and you will be able to take screenshots.
Your screenshots will be saved directly to your Morrowind folder.
Q: How do I enable shaders? (like Bloom, HDR etc)
A: Go to the Tools tab, press "Shader editor"
Use the "Select technique" combobox and Preview to find one you want (e.g. DX9 HLSL HDR*).
Then click "Edit active". Double click the one(s) you want. Click Save.
If you've selected more than one you can use the "Preview active chain" to get a feel for what they look like together. Use the Up and Down in the "Edit active" to change the order the shaders are applied until you're happy.
Q: Why don't the shaders work?
A: On the Render state tab, make sure "Hardware Shader" is checked. If HDR isn't working, on the misc tab, check both "Update shader variables" and "Supply HDR info to shaders".
Q: How do I get animated grass / trees?
A: For instructions on how to set up animated grass, go here. The animated trees feature is currently being worked into a proper mod, it will be released as soon as it's done.
Q: Why has pixel shaded water been disabled?
A: MGE's distant land is not compatible with Morrowind's pixel shaded water, and so it is automatically disabled. If you have a sm2 graphics card, MGE can replace Morrowind's water with its own. MGE will not automatically re-enable Morrowind's pixel shaded water when distant land is disabled, so make sure you double check. To re-enable it, open up the Morrowind Launcher and click "Options". Then click the check box called "pixel shading".
Q: Why does the distant land generator crash when I try to generate the files?
A: MGEgui's file parser isn't perfect, and if it comes across a NIF or texture it can't read it tends to crash. All default meshes are known to work, so you can sidestep this problem by only generating statics for morrowind.esm and bloodmoon.esm, otherwise you will need to retry repeatedly until you find the problem mod. One known problem which isn't related to NIF's is Ald-Vendras, which contains a corrupt texture file. To fix it, download this and find aldtex.7z in morrowgraphext/files. Extract it to the Morrowind\Data Files\Textures folder before running the distant land generator.
Q: Certain places, such as Raven Rock, the Ghostfence, and the Strongholds, are not created by the distant land generator. Why?
A: The reason they don't show up when you enable Distant Statics is because they're not Statics, they're Activators. MGEgui doesn't generate activators by default. Check out povuholo's 'MGE Distant Activators Fix', it will help to display certain major activators such as the Ghostfence. (*Update, this is mostly fixed in the latest version - there's an option to include activators for distant static creation, and the generator will check an esp's script to see if the activator should be generated or not.)
Q: Why do the skies flicker from light to dark?
A: Change fog mode to range vertex.
Q: My distant land is all black, help?
A: This might happen when you are too high above ground, try going back closer to ground. If this happens on ground level reduce Distant Land draw distance.
Q: I get a water texture not found error / texture not found error.
A: Uninstall MGE completely and install a fully fresh copy and try again.
Q: Distant Meshes have 'holes' in them / look funny.
A: Either don't use the "old reduction method" or leave static detail at 100% when generating distant land.
Q: I have a decent rig, and yet my frame rate is terrible, what gives?
A: Be sure to disable all external anti-aliasing and anisotropic filtering in your video card's control panel. Also try things like updating your graphics card drivers, and minimize the amount of background applications. This guide here at TweakGuides gives some good tips for improving your PC's performance. Another thing to try is FPS Optimizer for Morrowind.
Q: Where can I get the Beta source code for MGE?
A: Here - You will need to check out the source code via SVN. Tortoise SVN is a good choice for a program to do so on Windows. The SVN URL to use when checking out the code is here.
Q: MGEgui crashes when I run it, and my DirectX and .NET are up-to-date. Fix?
A: Try running the Morrowind launcher, opening the "Options" dialogue, selecting a different resolution, and clicking "Ok." If it still doesn't work, disable MGE (remove "d3d8.dll" and "dinput8.dll" from your Morrowind folder), then run Morrowind. Let it start and load, then exit out of the game. Move the MGE files back into your Morrowind directory, and try again. The issue is with registry and INI (configuration) settings that are not created until Morrowind is run the first time (for that install), but MGEgui still tries to read the missing entries and crashes on failure.
Q: Can I use MGE and ENBSeries together?
A: Yes. In fact, to use ENBSeries with Morrowind, you should have MGE. However, at this point, almost all of ENB's features are available using solely MGE. ENBSeries is also another layer of work for your computer, and so, you can usually expect a slowdown when using it (especially if advanced effects are turned on).
Q: What is the latest version of MGE?
A: As of this point (August 25, 2009, 00:15), the following are the newest versions:
Newest stable version: MGE 3.8.0b
Newest beta version: MGE 3.8 revision 117
Q: What version of MGE should I use?
A: Always try to use the latest release. In this case, you may want to use the latest stable release (3.8.0b). If you want to try out the enhanced features of the newer versions, beta revision 117 is a mostly-stable version usable in most cases. The working (test/dev) versions are not always stable or widely compatible, but do support the latest advancements. If you just want MGE for distant land and other simple effects, try the stable release. Only use test/dev releases if you are willing to risk crashes in exchange for features.
Note: If you need help with MGE, please don't PM either me or the creators - instead post your questions or problems here, that's what this thread is for, and be patient in waiting for a reply - don't bump or double post. Also, if you see anyone make a new thread about MGE or asks any MGE related questions, please redirect them to post in this thread instead, as it's best to keep all MGE questions and answers in one place.
Previous Thread.
Edited by tetchy, 25 August 2009 - 02:28 AM.
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