Mge xe serious error condition check mgexe log for details

"2021-08-02 01:09:53 [DefaultDispatcher-worker-7] ERROR r.f.m.p.service.FileService - File does not exist: D:M[FR]gameOptionalAudio_NPCRussianSoundVormWarnings.txt

«2021-08-02 01:09:53 [DefaultDispatcher-worker-7] ERROR r.f.m.p.service.FileService — File does not exist: D:M[FR]gameOptionalAudio_NPCRussianSoundVormWarnings.txt

«»2021-08-02 01:13:57 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — File does not exist: D:M[FR]gamemge3backupMGE.ini

«»2021-08-02 01:14:23 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — MGE.ini doesn’t exist

«»2021-08-02 01:14:23 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — File does not exist: D:M[FR]gamemge3backupMGE.ini

«»2021-08-02 01:14:32 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — MGE.ini doesn’t exist

«»2021-08-02 01:14:32 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — File does not exist: D:M[FR]gamemge3backupMGE.ini

«»2021-08-02 01:16:07 [JavaFX Application Thread] ERROR r.f.m.p.service.FileService — File does not exist: D:M[FR]gamemge3backupMGE.ini

«»2021-08-02 19:13:00 [JavaFX Application Thread] ERROR r.f.m.p.exception.ExceptionHandler — java.io.IOException: Cannot run program «»D:M[FR]gameMorrowind Code Patch.exe»» (in directory «D:M[FR]game»): CreateProcess error=740, Запрошенная операция требует повышения

«java.io.IOException: Cannot run program «»D:M[FR]gameMorrowind Code Patch.exe»» (in directory «D:M[FR]game»): CreateProcess error=740, Запрошенная операция требует повышения

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1128)

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1071)

at ru.fullrest.mfr.plugins_configuration_utility.javafx.controller.LauncherController.startMCP(LauncherController.kt:172)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)

at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.base/java.lang.reflect.Method.invoke(Method.java:566)

at com.sun.javafx.reflect.Trampoline.invoke(MethodUtil.java:76)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)

at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.base/java.lang.reflect.Method.invoke(Method.java:566)

at com.sun.javafx.reflect.MethodUtil.invoke(MethodUtil.java:273)

at com.sun.javafx.fxml.MethodHelper.invoke(MethodHelper.java:83)

at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1784)

at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(FXMLLoader.java:1670)

at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)

at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)

at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49)

at javafx.event.Event.fireEvent(Event.java:198)

at javafx.scene.Node.fireEvent(Node.java:8879)

at javafx.scene.control.Button.fire(Button.java:200)

at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:206)

at com.sun.javafx.scene.control.inputmap.InputMap.handle(InputMap.java:274)

at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:218)

at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)

at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)

at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54)

at javafx.event.Event.fireEvent(Event.java:198)

at javafx.scene.Scene$MouseHandler.process(Scene.java:3851)

at javafx.scene.Scene$MouseHandler.access$1200(Scene.java:3579)

at javafx.scene.Scene.processMouseEvent(Scene.java:1849)

at javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2588)

at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:397)

at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:295)

at java.base/java.security.AccessController.doPrivileged(Native Method)

at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$2(GlassViewEventHandler.java:434)

at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:390)

at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:433)

at com.sun.glass.ui.View.handleMouseEvent(View.java:556)

at com.sun.glass.ui.View.notifyMouse(View.java:942)

at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)

at com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:174)

at java.base/java.lang.Thread.run(Thread.java:834)

Caused by: java.io.IOException: CreateProcess error=740, Запрошенная операция требует повышения

at java.base/java.lang.ProcessImpl.create(Native Method)

at java.base/java.lang.ProcessImpl.<init>(ProcessImpl.java:420)

at java.base/java.lang.ProcessImpl.start(ProcessImpl.java:151)

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1107)

… 61 common frames omitted

«2021-08-02 19:42:00 [DefaultDispatcher-worker-5] ERROR r.f.m.p.service.FileService — Error coping to game directory.

«java.nio.file.NoSuchFileException: D:M[FR]gameOptionalAudio_NPCRussianSoundVormWarnings.txt

at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85)

at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103)

at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108)

at java.base/sun.nio.fs.WindowsFileCopy.copy(WindowsFileCopy.java:98)

at java.base/sun.nio.fs.WindowsFileSystemProvider.copy(WindowsFileSystemProvider.java:279)

at java.base/java.nio.file.Files.copy(Files.java:1294)

at ru.fullrest.mfr.plugins_configuration_utility.service.FileService.copyToGameDirectory(FileService.kt:112)

at ru.fullrest.mfr.plugins_configuration_utility.javafx.task.PluginTask$enablePlugin$2.invoke(PluginTask.kt:54)

at ru.fullrest.mfr.plugins_configuration_utility.javafx.task.PluginTask$enablePlugin$2.invoke(PluginTask.kt:21)

at ru.fullrest.mfr.plugins_configuration_utility.util.ExtensionKt$parallelCalculation$$inlined$map$lambda$1.invokeSuspend(Extension.kt:17)

at kotlin.coroutines.jvm.internal.BaseContinuationImpl.resumeWith(ContinuationImpl.kt:33)

at kotlinx.coroutines.DispatchedTask.run(DispatchedTask.kt:56)

at kotlinx.coroutines.scheduling.CoroutineScheduler.runSafely(CoroutineScheduler.kt:571)

at kotlinx.coroutines.scheduling.CoroutineScheduler$Worker.executeTask(CoroutineScheduler.kt:738)

at kotlinx.coroutines.scheduling.CoroutineScheduler$Worker.runWorker(CoroutineScheduler.kt:678)

at kotlinx.coroutines.scheduling.CoroutineScheduler$Worker.run(CoroutineScheduler.kt:665)

«2021-08-02 21:31:13 [JavaFX Application Thread] ERROR r.f.m.p.exception.ExceptionHandler — java.io.IOException: Cannot run program «»D:M[FR]gameMorrowind Code Patch.exe»» (in directory «D:M[FR]game»): CreateProcess error=740, Запрошенная операция требует повышения

«java.io.IOException: Cannot run program «»D:M[FR]gameMorrowind Code Patch.exe»» (in directory «D:M[FR]game»): CreateProcess error=740, Запрошенная операция требует повышения

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1128)

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1071)

at ru.fullrest.mfr.plugins_configuration_utility.javafx.controller.LauncherController.startMCP(LauncherController.kt:172)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)

at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.base/java.lang.reflect.Method.invoke(Method.java:566)

at com.sun.javafx.reflect.Trampoline.invoke(MethodUtil.java:76)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)

at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.base/java.lang.reflect.Method.invoke(Method.java:566)

at com.sun.javafx.reflect.MethodUtil.invoke(MethodUtil.java:273)

at com.sun.javafx.fxml.MethodHelper.invoke(MethodHelper.java:83)

at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1784)

at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(FXMLLoader.java:1670)

at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)

at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)

at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49)

at javafx.event.Event.fireEvent(Event.java:198)

at javafx.scene.Node.fireEvent(Node.java:8879)

at javafx.scene.control.Button.fire(Button.java:200)

at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:206)

at com.sun.javafx.scene.control.inputmap.InputMap.handle(InputMap.java:274)

at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:218)

at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238)

at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191)

at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56)

at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114)

at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74)

at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54)

at javafx.event.Event.fireEvent(Event.java:198)

at javafx.scene.Scene$MouseHandler.process(Scene.java:3851)

at javafx.scene.Scene$MouseHandler.access$1200(Scene.java:3579)

at javafx.scene.Scene.processMouseEvent(Scene.java:1849)

at javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2588)

at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:397)

at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:295)

at java.base/java.security.AccessController.doPrivileged(Native Method)

at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$2(GlassViewEventHandler.java:434)

at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:390)

at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:433)

at com.sun.glass.ui.View.handleMouseEvent(View.java:556)

at com.sun.glass.ui.View.notifyMouse(View.java:942)

at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)

at com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:174)

at java.base/java.lang.Thread.run(Thread.java:834)

Caused by: java.io.IOException: CreateProcess error=740, Запрошенная операция требует повышения

at java.base/java.lang.ProcessImpl.create(Native Method)

at java.base/java.lang.ProcessImpl.<init>(ProcessImpl.java:420)

at java.base/java.lang.ProcessImpl.start(ProcessImpl.java:151)

at java.base/java.lang.ProcessBuilder.start(ProcessBuilder.java:1107)

… 61 common frames omitted

Содержание

  1. Mge xe serious error condition
  2. Please log in or register
  3. MGE XE
  4. File information
  5. Last updated
  6. Original upload
  7. Created by
  8. Uploaded by
  9. Virus scan
  10. Tags for this mod
  11. Documentation
  12. Readme

Mge xe serious error condition

Hello im sure this doesnt really belong here and if anyone can give me a relevant link to take my problems to that would be great, but anyways:

i installed MGE XE seemingly with out any problems, but when i start up the game i see a »serious error» message above my FPS count, now i find this odd cause the game runs flawlessly it seems, but anways, i opened my log notepad and found this under the errors:

Errors:
2820. Segmenter: Unparsable line in segment
226. Segmenter: Interdependent fpu calculations
562. Segmenter: Found unparsable FPU instruction
746. Segmenter: Cannot do anything with non memory operands
57. Operand: Haven’t programmed ‘*’ yet
11. FPU: using uninitialized register
29. Segmenter: Cannot do anything with non float data values
157. Patcher: Patch to big to fit into code
263. Segmenter: Unable to separate fpu code from segment
50. Main: fpu code not vectorizable
3. Segmenter: Memory offset is too great
14. Segmenter: Unable to seperate fpu code from segment
11. FPU: Leftovers in the registers
86. FPU: Trying to push an fpu register to the fpu stack
48. Operand: Illegal offset
8. Operand: unknown register
14. Vectorizer: Direct assignment
4. FPU: using uninitialized register (0)
1. Segmenter: Blacklisted address
56. FPU: stack underflow.
1. Code generator: Haven’t got reversed v3 input working yet
1. Segmenter: Cannot move instruction with one operand

and in the warnings notepad i found this:

Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_extrav_2_f.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_03.
Not able to find Foot part in BC_shoes_common_03.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_expensive_03.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_1.
Texture «Data FilesTexturesTx_window_diamond_01.dds» count 3.
Texture «Textures_land_default.tga» count 3.
Texture «Data FilesTextures_GN_Silver_Reflect.dds» count 3.
Texture «Data FilesTextures@_bottle_04_nm.dds» count 3.
Texture «Texturesmenu_thick_border_bottom_right_corner.dds» count 2.

if anyone has any ideas on how to fix this thanks in advance.

Источник

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MGE XE

File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Documentation

Readme

Source available at https://github.com/Hrnchamd/MGE-XE
Licensed under GPL v2 https://github.com/Hrnchamd/MGE-XE/blob/master/license.txt

A graphics improvement add-on to the Morrowind engine, for longer viewing distances, great sunsets, fine shaders and better lighting. Supports MWSE 2.1, included as part of the installer, so that the newest Lua gameplay mods work straight away. As an engine mod, this is not compatible with OpenMW.

Morrowind GOTY or Bloodmoon fully patched.
Any graphics card made since 2009 or so.
Windows Vista SP2 or later (Windows XP is not supported since MGE XE 0.11.2).
Morrowind Code Patch, if you want to use MWSE.

MGE XE provides:

— Resolution and FoV configuration.
— MWSE 2.1 support. Amazing new mods have full access to customize Morrowind’s UI and gameplay mechanics.
— Distant world rendering. As long or short a viewing distance as you want, with spectacular atmospheric colourations.
— New water rendering, with simulated ripples from the player and from raindrops.
— Solar shadows, that smoothly update with the time of day.
— Shaders like SSAO, Sunshafts, and HDR.
— Per-pixel lighting. For better performing graphics cards, it improves the rendering of lights and and fixes colour shifts caused by the old engine.

The main feature is the distant world. The MGE XE program takes your mod list, and builds a lower detail version that can be used to render the distant world in-game. It’s built by the «Distant land generator wizard» on the Distant land tab. You’ll need to re-run the generator if you add or remove any mods that change the world, otherwise the distant world will appear out of date compared to your mods.

The new water, shadows, and lighting are integrated into distant land. They are all dependent on the distant world data to know about the world beyond the area near the player. So, generate distant land and all these features will be available.

Install
——-
1. If you are using the CD version of Morrowind, please install Morrowind to a directory outside of Program Files to avoid issues. If you are interested in MWSE 2.1 and Lua mods, you must first install Morrowind Code Patch (https://www.nexusmods.com/morrowind/mods/19510/). The bugfixes it provides are required for MWSE.

2. Run the MGE XE installer. It will add a new configuration program, MGE XE, to your Morrowind directory and to the Morrowind section of your start menu. All Visual C++ and DirectX updates are now included in the installer.

You will be given the choice to update MWSE in the installer, which requires internet access. For a manual installation, extract the archive files to your Morrowind directory and run MWSE-Update.

3. Run the main MGE XE program, which sets all the graphics configuration. If you’re using Mod Organizer 2, you need to run MGEXEgui from within MO2, as it generates files inside Morrowind’s Data Files directory.

Configure your graphics setting in the ‘Graphics’ tab, and generate distant land in the ‘Distant Land’ tab. There is an instruction tab for further details. If later on you add world-changing mods to your mod list, you will need to re-run the generator to see the changes in the distant world.

Borderless windowed mode is recommended over fullscreen, as it allows easier recovery from crashes and fast switching with other programs. Both modes are still supported.

(NEW) Many settings can be adjusted within the game, where you will be able to see the effect of your changes in real-time. This requires MWSE. Press Esc, click on ‘Mod Options’, then select MGE XE from the mods list. You can then open the settings window with the button, which will hide all other windows to show a full preview of the world. There are several tabs in the window, and the configuration can be loaded and saved.

4. If you use Steam, you should turn off the Steam overlay (in Steam, right click Morrowind > Properties). If you use Crossfire/SLI, turn off «Pause world rendering in menus» in the In-game tab, to avoid performance reductions, as this feature is SLI unfriendly.

If you use MO2, turn off «Automatic archive invalidation» in the Profiles window. It generates an incompatible BSA file that MGE XE can’t read.

5. There is an optional mod, ‘XE Sky Variations’, that will randomize the sky colour and sunrise/sunset every day. It requires «High quality atmosphere» enabled in distant land, and MWSE installed and enabled.

As a complement to the UI scaling, you may also want to use Better Dialogue Font for sharper menu text.
Download at: https://www.nexusmods.com/morrowind/mods/36873

Upgrading
———
When upgrading from a previous MGE XE: Run the installer, or manually extract the archive to the Morrowind directory. Run MGEXEgui and regenerate distant land. Run MWSE-Update if you installed manually.

Custom modded shaders you’ve installed may or may not be compatible, so you should check with the authors for an update, test it yourself by checking mgeXE.log after the game for error messages, or stick to the default shaders.

Uninstall
———
Uninstall from Control Panel or by running uninstall_MGEXE.exe. If you installed manually, delete MGEXEgui.exe, d3d8.dll, dinput8.dll and the mge3 directory.

MGE XE includes an install option for MWSE 2.1 by NullCascade. ( https://github.com/MWSE/MWSE/ ) MWSE mods are therefore supported while you are using MGE XE; the MWSE launcher is not required. MWSE is receiving regular fixes and improves, and can be updated by running MWSE-Update.exe in the Morrowind directory. For MWSE mod support you should contact the mod author.

Many rendering settings can be changed in-game using the MGE XE mod options window, which is new in v0.14. A lot of settings are now dynamically adjustable.

Post-processing shaders now auto-sort into the correct order, when the file is tagged with a category. You will see the category when you add the shader to the active list. The standard shaders are already categorized, but other shaders will need an update. Further details on this system are in the readme in Data Files/shaders/XEshaders.

Shader core mods. It’s possible to edit MGE XE rendering if you know HLSL. This mod system replaces the previous strategy of replacing the core shaders, that ensured problems on upgrade. If a shader mod does not compile, the game continues with standard shaders, and you get a visible warning.

To start modding, examine the shaders in Data Files/shaders/core/; any file that starts with «XE Mod» can be copied to the Data Files/shaders/core-mods/ directory. Shaders in core-mods will override the standard rendering when present. They can be distributed in your mods safely, and can be simply deleted once they are no longer needed.

Problems?
———
If you get a message in game «MGE XE serious error condition. Exit Morrowind and check mgeXE.log for details.», you can see the log file by clicking the «Show mgeXE.log» button in the Config tab of MGEXEgui. You may be able to discover what’s wrong from the error message.

Questions and support thread at #troubleshooting channel on discord. https://discord.me/mwmods

Reporting in game crashes: Open MGEXEgui, on the Config tab click «Show last mgeXE.log». Add it to your report.

Reporting distant land generator crashes: Open MGEXEgui, on the Config tab click «Show DL generator log». Add it to your report.

Credits
——-
Many people have worked on MGE over the years, and the sum of their ideas and hard work implementing them has improved Morrowind by a huge amount. MGE XE is based on the MGE code.

MGE was written by Timeslip, LizTail, Krzymar, and Phal. MGE XE is currently being developed by Hrnchamd.
Thanks to the Morrowind community for all the inspiration and feedback.

Changelog (newest first)
———
0.15.1
— High quality atmosphere mode now has added skylight customization through the API. It affects the both the sky and the atmosphere haze colour, which allows unnatural weathers to be created. It will be accessible through a new version of Weather Adjuster.
— High quality atmosphere minor fixes to colour blending.
— Reverted LOD selection for generating distant statics to previous method.
— Distant land generator now detects missing land texture records and shows warnings, instead of stopping generation.

0.15.0
— Dynamic distant visibility. Quest-related statics in the distance now update visibility during gameplay events, without requiring manual regeneration. The affected objects must be specified in the override files used by the distant land generator, all base game quests are included in the defaults. Export a statics file from the generator and read it to see the details.
— Per-pixel lighting mode has added shader pre-caching to reduce stutter at the start of a session.
— Distant version of the ghostfence has a minor scrolling effect added.
— Reduced peak memory usage when initially loading the game.
— Additional MWSE script commands added for screenshots and lighting.
— Tweaked LOD selection for generating distant statics.
— Fixed (again) splash screens showing a thin line of background color pixels on the top edge.

0.14.3
— Fixed white pixel sparkling of distant subpixel objects at night (e.g. tree branches and thin fences).
— Added gamma correction reset button to video options.
— Adjusted main menu video background code to allow mods to run first, so that video randomizing mods can work again.
— Fixed haggle macros inconsistent behaviour. The Shift modifier is now always supported.
— Fixed splash screens showing a thin line of background color pixels on some edges of the screen when multisampling is used.

0.14.2
— Supports borderless windowed mode even when MGE XE is disabled.
— Fixed incorrect per-pixel lighting rendering of modded multi-texture effects (such as darkmap or glowmap) in rare situations.

0.14.1
— Fixed main menu video background mods failing to play.
— Updated French localization, thanks to Redondepremière.
— Help button now points to nexusmods.

0.14.0
— Distant land loads before the main menu, instead of the first time you load a game. This allows earlier script access to MGE XE functions.
— MGE XE settings can now be controlled in-game through MWSE. It’s available on the Mod Config options page, and opens a separate window. The rendering will update in real-time as you change options, so that you can compare the difference.
— Shaders can now have category annotations which are designed to help sort shaders into the correct rendering order. If the shader has a category specific within it, the category name will appear when a shader is added to the active list, and that shader will auto-sort into place.
— Added an API interface to allow MWSE to control MGE XE, including runtime shader loading and variables support. See MWSE docs for details.
— The very far static distance no longer rounds to the nearest integer on load/save.

0.13.7
— Distant land generator now selects the LOD detail at 1 cell distance from models that contain LOD nodes.
— Fix distant land generator crash when handling some configurations of LOD nodes.

0.13.6
— Distant land generator has improved compatibility with systems using languages with multi-byte character encodings (such as Shift-JIS). For these systems, it should be much less likely to fail generation or to generate corrupted distant land.
— Distant land generator now selects the lowest detail LOD from models that contain LOD nodes (mods like Morrowind Optimization Patch).
— Prevented special wireframe and stencil effects from affecting shaders and other effects rendering.
— Fixed a rendering issue with some texture decals generating incorrect lighting and extra shadows on the object they are applied to.

0.13.5
— Small change to distant land generation to avoid distant rendering issues in end game interior cells.
— Distant land generator should no longer generate toolbar related exception pop-ups.
— Updated GUI resolution selector. Largest resolutions appear first. It should display the intended warning if the resolution could not be changed.

0.13.4
— Fixed some distant interiors cells not rendering as distant. An issue with the distant generator output could cause the game to fail to load some distant interiors in some cases. Regenerate distant land for this fix.
— Minor fix to per-pixel lighting. Checks how many UV sets are actually used before failing with purple rendering output and a warning. Some models have >4 UV sets for no reason.

0.13.3
— Fixed excessive heavy fog in storms, blizzards, and foggy weather, particularly if using short draw distances. Storms now have a minimum visibility distance comparable to vanilla.
— Minor fix to per-pixel lighting. Supports up to 4 UV sets in NIFs, and logs a warning if there are more than it can handle.

0.13.2
— Fixed an issue with exponential fog which caused near rendering to be all black, when the effective draw distance is high (clear weather, draw distance > 16 or high custom fog start distance).
— The lantern of the chargen boat no longer appears in reflections when the boat is gone.
— Tuned sunrise/sunset slightly to reduce banding from over-saturation.

0.13.1
— Actually updated French localization, thanks to Redondepremière. Accidentally did not get included in 0.13.0.
— Fixed nearly all distant landscape heightfield artifacts, which were appearing as terrain glitches. Land bias changes are no longer required.
— Reworked HDR shader to functionally brighten dark scenes, while having minimal effects on bright scenes. Adapts to brightness quickly, but dark vision takes more time to adapt to. Should make dark areas of the game more playable.
— Changed sky scattering to transition from sunrise colours to a blue sky more quickly after sunrise. Updated distant land fog to blend better with near fog, which was noticeable with shorter view distances.
— Changed automatically set distant statics distances to a minimum of 4 cells, to minimize near pop-in.
— Disable exponential fog if distant land is initially off. Makes sure the water shader has the correct fog mode when distant land is intended to be off.

0.13.0
— Adjusted high quality sky scattering to create an overall brighter sky. Aims for a bright and vibrant blue during the day, and a more intense sunrise/sunset.
— Rendering bias for distant land and water improved. Unfortunately this means water shader mods have to be updated to render correctly.
— Exponential fog now uses an auto distance multiplier that fades exactly to the fog colour at fog end distance. The multiplier has been removed from configuration. The auto distance function for near fog is tuned for better near visibility while retaining atmosphere.
— Capture screenshots with or without UI, depending on shift key. Using shift always captures UI.
— Correct issue with SSAO making fogged objects slightly lighter, in good weather with sky scattering, where draw distance was

Источник

Readme


View as plain text

MGE XE 0.15.1
————-
Released 2023-01-10

Source available at https://github.com/Hrnchamd/MGE-XE
Licensed under GPL v2 https://github.com/Hrnchamd/MGE-XE/blob/master/license.txt

Summary
——-

A graphics improvement add-on to the Morrowind engine, for longer viewing distances, great sunsets, fine shaders and better lighting. Supports MWSE 2.1, included as part of the installer, so that the newest Lua gameplay mods work straight away. As an engine mod, this is not compatible with OpenMW.

Requirements
————

Morrowind GOTY or Bloodmoon fully patched.
Any graphics card made since 2009 or so.
Windows Vista SP2 or later (Windows XP is not supported since MGE XE 0.11.2).
Morrowind Code Patch, if you want to use MWSE.

Major features
—————-

MGE XE provides:

— Resolution and FoV configuration.
— MWSE 2.1 support. Amazing new mods have full access to customize Morrowind’s UI and gameplay mechanics.
— Distant world rendering. As long or short a viewing distance as you want, with spectacular atmospheric colourations.
— New water rendering, with simulated ripples from the player and from raindrops.
— Solar shadows, that smoothly update with the time of day.
— Shaders like SSAO, Sunshafts, and HDR.
— Per-pixel lighting. For better performing graphics cards, it improves the rendering of lights and and fixes colour shifts caused by the old engine.

The main feature is the distant world. The MGE XE program takes your mod list, and builds a lower detail version that can be used to render the distant world in-game. It’s built by the «Distant land generator wizard» on the Distant land tab. You’ll need to re-run the generator if you add or remove any mods that change the world, otherwise the distant world will appear out of date compared to your mods.

The new water, shadows, and lighting are integrated into distant land. They are all dependent on the distant world data to know about the world beyond the area near the player. So, generate distant land and all these features will be available.

Install
——-
1. If you are using the CD version of Morrowind, please install Morrowind to a directory outside of Program Files to avoid issues. If you are interested in MWSE 2.1 and Lua mods, you must first install Morrowind Code Patch (https://www.nexusmods.com/morrowind/mods/19510/). The bugfixes it provides are required for MWSE.

2. Run the MGE XE installer. It will add a new configuration program, MGE XE, to your Morrowind directory and to the Morrowind section of your start menu. All Visual C++ and DirectX updates are now included in the installer.

You will be given the choice to update MWSE in the installer, which requires internet access. For a manual installation, extract the archive files to your Morrowind directory and run MWSE-Update.

3. Run the main MGE XE program, which sets all the graphics configuration. If you’re using Mod Organizer 2, you need to run MGEXEgui from within MO2, as it generates files inside Morrowind’s Data Files directory.

Configure your graphics setting in the ‘Graphics’ tab, and generate distant land in the ‘Distant Land’ tab. There is an instruction tab for further details. If later on you add world-changing mods to your mod list, you will need to re-run the generator to see the changes in the distant world.

Borderless windowed mode is recommended over fullscreen, as it allows easier recovery from crashes and fast switching with other programs. Both modes are still supported.

(NEW) Many settings can be adjusted within the game, where you will be able to see the effect of your changes in real-time. This requires MWSE. Press Esc, click on ‘Mod Options’, then select MGE XE from the mods list. You can then open the settings window with the button, which will hide all other windows to show a full preview of the world. There are several tabs in the window, and the configuration can be loaded and saved.

4. If you use Steam, you should turn off the Steam overlay (in Steam, right click Morrowind > Properties). If you use Crossfire/SLI, turn off «Pause world rendering in menus» in the In-game tab, to avoid performance reductions, as this feature is SLI unfriendly.

If you use MO2, turn off «Automatic archive invalidation» in the Profiles window. It generates an incompatible BSA file that MGE XE can’t read.

5. There is an optional mod, ‘XE Sky Variations’, that will randomize the sky colour and sunrise/sunset every day. It requires «High quality atmosphere» enabled in distant land, and MWSE installed and enabled.

As a complement to the UI scaling, you may also want to use Better Dialogue Font for sharper menu text.
Download at: https://www.nexusmods.com/morrowind/mods/36873

Upgrading
———
When upgrading from a previous MGE XE: Run the installer, or manually extract the archive to the Morrowind directory. Run MGEXEgui and regenerate distant land. Run MWSE-Update if you installed manually.

Custom modded shaders you’ve installed may or may not be compatible, so you should check with the authors for an update, test it yourself by checking mgeXE.log after the game for error messages, or stick to the default shaders.

Uninstall
———
Uninstall from Control Panel or by running uninstall_MGEXE.exe. If you installed manually, delete MGEXEgui.exe, d3d8.dll, dinput8.dll and the mge3 directory.

You might want to know
———————-

MGE XE includes an install option for MWSE 2.1 by NullCascade. ( https://github.com/MWSE/MWSE/ ) MWSE mods are therefore supported while you are using MGE XE; the MWSE launcher is not required. MWSE is receiving regular fixes and improves, and can be updated by running MWSE-Update.exe in the Morrowind directory. For MWSE mod support you should contact the mod author.

Many rendering settings can be changed in-game using the MGE XE mod options window, which is new in v0.14. A lot of settings are now dynamically adjustable.

Post-processing shaders now auto-sort into the correct order, when the file is tagged with a category. You will see the category when you add the shader to the active list. The standard shaders are already categorized, but other shaders will need an update. Further details on this system are in the readme in Data Files/shaders/XEshaders.

Shader core mods. It’s possible to edit MGE XE rendering if you know HLSL. This mod system replaces the previous strategy of replacing the core shaders, that ensured problems on upgrade. If a shader mod does not compile, the game continues with standard shaders, and you get a visible warning.

To start modding, examine the shaders in Data Files/shaders/core/; any file that starts with «XE Mod» can be copied to the Data Files/shaders/core-mods/ directory. Shaders in core-mods will override the standard rendering when present. They can be distributed in your mods safely, and can be simply deleted once they are no longer needed.

Problems?
———
If you get a message in game «MGE XE serious error condition. Exit Morrowind and check mgeXE.log for details.», you can see the log file by clicking the «Show mgeXE.log» button in the Config tab of MGEXEgui. You may be able to discover what’s wrong from the error message.

Questions and support thread at #troubleshooting channel on discord. https://discord.me/mwmods

Reporting in game crashes: Open MGEXEgui, on the Config tab click «Show last mgeXE.log». Add it to your report.

Reporting distant land generator crashes: Open MGEXEgui, on the Config tab click «Show DL generator log». Add it to your report.

Credits
——-
Many people have worked on MGE over the years, and the sum of their ideas and hard work implementing them has improved Morrowind by a huge amount. MGE XE is based on the MGE code.

MGE was written by Timeslip, LizTail, Krzymar, and Phal. MGE XE is currently being developed by Hrnchamd.
Thanks to the Morrowind community for all the inspiration and feedback.

Changelog (newest first)
———
0.15.1
— High quality atmosphere mode now has added skylight customization through the API. It affects the both the sky and the atmosphere haze colour, which allows unnatural weathers to be created. It will be accessible through a new version of Weather Adjuster.
— High quality atmosphere minor fixes to colour blending.
— Reverted LOD selection for generating distant statics to previous method.
— Distant land generator now detects missing land texture records and shows warnings, instead of stopping generation.

0.15.0
— Dynamic distant visibility. Quest-related statics in the distance now update visibility during gameplay events, without requiring manual regeneration. The affected objects must be specified in the override files used by the distant land generator, all base game quests are included in the defaults. Export a statics file from the generator and read it to see the details.
— Per-pixel lighting mode has added shader pre-caching to reduce stutter at the start of a session.
— Distant version of the ghostfence has a minor scrolling effect added.
— Reduced peak memory usage when initially loading the game.
— Additional MWSE script commands added for screenshots and lighting.
— Tweaked LOD selection for generating distant statics.
— Fixed (again) splash screens showing a thin line of background color pixels on the top edge.

0.14.3
— Fixed white pixel sparkling of distant subpixel objects at night (e.g. tree branches and thin fences).
— Added gamma correction reset button to video options.
— Adjusted main menu video background code to allow mods to run first, so that video randomizing mods can work again.
— Fixed haggle macros inconsistent behaviour. The Shift modifier is now always supported.
— Fixed splash screens showing a thin line of background color pixels on some edges of the screen when multisampling is used.

0.14.2
— Supports borderless windowed mode even when MGE XE is disabled.
— Fixed incorrect per-pixel lighting rendering of modded multi-texture effects (such as darkmap or glowmap) in rare situations.

0.14.1
— Fixed main menu video background mods failing to play.
— Updated French localization, thanks to Redondepremière.
— Help button now points to nexusmods.

0.14.0
— Distant land loads before the main menu, instead of the first time you load a game. This allows earlier script access to MGE XE functions.
— MGE XE settings can now be controlled in-game through MWSE. It’s available on the Mod Config options page, and opens a separate window. The rendering will update in real-time as you change options, so that you can compare the difference.
— Shaders can now have category annotations which are designed to help sort shaders into the correct rendering order. If the shader has a category specific within it, the category name will appear when a shader is added to the active list, and that shader will auto-sort into place.
— Added an API interface to allow MWSE to control MGE XE, including runtime shader loading and variables support. See MWSE docs for details.
— The very far static distance no longer rounds to the nearest integer on load/save.

0.13.7
— Distant land generator now selects the LOD detail at 1 cell distance from models that contain LOD nodes.
— Fix distant land generator crash when handling some configurations of LOD nodes.

0.13.6
— Distant land generator has improved compatibility with systems using languages with multi-byte character encodings (such as Shift-JIS). For these systems, it should be much less likely to fail generation or to generate corrupted distant land.
— Distant land generator now selects the lowest detail LOD from models that contain LOD nodes (mods like Morrowind Optimization Patch).
— Prevented special wireframe and stencil effects from affecting shaders and other effects rendering.
— Fixed a rendering issue with some texture decals generating incorrect lighting and extra shadows on the object they are applied to.

0.13.5
— Small change to distant land generation to avoid distant rendering issues in end game interior cells.
— Distant land generator should no longer generate toolbar related exception pop-ups.
— Updated GUI resolution selector. Largest resolutions appear first. It should display the intended warning if the resolution could not be changed.

0.13.4
— Fixed some distant interiors cells not rendering as distant. An issue with the distant generator output could cause the game to fail to load some distant interiors in some cases. Regenerate distant land for this fix.
— Minor fix to per-pixel lighting. Checks how many UV sets are actually used before failing with purple rendering output and a warning. Some models have >4 UV sets for no reason.

0.13.3
— Fixed excessive heavy fog in storms, blizzards, and foggy weather, particularly if using short draw distances. Storms now have a minimum visibility distance comparable to vanilla.
— Minor fix to per-pixel lighting. Supports up to 4 UV sets in NIFs, and logs a warning if there are more than it can handle.

0.13.2
— Fixed an issue with exponential fog which caused near rendering to be all black, when the effective draw distance is high (clear weather, draw distance > 16 or high custom fog start distance).
— The lantern of the chargen boat no longer appears in reflections when the boat is gone.
— Tuned sunrise/sunset slightly to reduce banding from over-saturation.

0.13.1
— Actually updated French localization, thanks to Redondepremière. Accidentally did not get included in 0.13.0.
— Fixed nearly all distant landscape heightfield artifacts, which were appearing as terrain glitches. Land bias changes are no longer required.
— Reworked HDR shader to functionally brighten dark scenes, while having minimal effects on bright scenes. Adapts to brightness quickly, but dark vision takes more time to adapt to. Should make dark areas of the game more playable.
— Changed sky scattering to transition from sunrise colours to a blue sky more quickly after sunrise. Updated distant land fog to blend better with near fog, which was noticeable with shorter view distances.
— Changed automatically set distant statics distances to a minimum of 4 cells, to minimize near pop-in.
— Disable exponential fog if distant land is initially off. Makes sure the water shader has the correct fog mode when distant land is intended to be off.

0.13.0
— Adjusted high quality sky scattering to create an overall brighter sky. Aims for a bright and vibrant blue during the day, and a more intense sunrise/sunset.
— Rendering bias for distant land and water improved. Unfortunately this means water shader mods have to be updated to render correctly.
— Exponential fog now uses an auto distance multiplier that fades exactly to the fog colour at fog end distance. The multiplier has been removed from configuration. The auto distance function for near fog is tuned for better near visibility while retaining atmosphere.
— Capture screenshots with or without UI, depending on shift key. Using shift always captures UI.
— Correct issue with SSAO making fogged objects slightly lighter, in good weather with sky scattering, where draw distance was <8 cells.
— Updated grass shader stomp effect to fade out if the player is high above. A little generous on height difference to account for different grass mods.
— Updated French localization, thanks to Redondepremière.

0.12.1
— Shader core-mods support added. Instead of overwriting core shaders, shader mod fragments can be placed into the Data Filesshaderscore-mods directory. The game will integrate them into rendering, and if they don’t work, will fall back to un-modded rendering instead of breaking.
— Fixed single frame of incorrect fog when changing cells, or after loading a game.
— Distant statics generator is less likely to hang on statics generation.
— Fixed a crash that occurred when the game produced a large amount of particles in a single particle system, and MGE XE wasn’t handling it properly.
— Visual C++ 2010 runtime is properly packaged with the installer.

0.12.0
— Nearly all crashes related to Alt-Tabbing and changing resolution in-game are fixed.
— Distant landscape texture quality has been improved by a more accurate simulation of Morrowind land rendering. The distant land texture now aligns perfectly with Morrowind land texturing.
— Distant landscape should now be less likely to clip through near statics and appear blocky.
— Distant landscape texture is atlased, so that widely separated landmass mods don’t cause distant world detail loss.
— Distant land generator can now detect and generate distant interiors for large interior cells (on by default). Previously you have to manually add interiors to a statics override file.
— Distant land generator now selects at least Very High mesh quality when automatically calculated settings are used.
— Distant interiors rendering improvements. Distant interior «sunlight» matches Morrowind’s more closely. Interior fog changes fixes pop-in occurring in interiors without water. For large cells the fog uses the distant interiors setting, for small cells it uses the default Morrowind fog.
— During statics generation, NiCollisionSwitch nodes are handled correctly and won’t produce niflib errors.
— Distant land generator minor stability improvements.
— Per-pixel lighting eliminates extra dark shadow rendering artifacts on the joints of characters. With normal lighting, artifacts are reduced but still present. This is ideally addressed by mesh fixes.
— Per-pixel lighting has improved support for effects. Added rendering support for alpha vertex colours used with alpha textures, dark map alpha channel, and projective texturing with NiTextureEffect (maximum 1 projective texture effect).
— Some GUI usability improvements.
— Morrowind icon will no longer randomly disappear from the taskbar when minimized.
— Updated Polish and Russian localizations.

0.11.6
— Fixed possible crash when saving PNG screenshots.
— Sunshafts sun disc has its sharpness reduced slightly.
— MWSE will be loaded if not specifically disabled, even when MGE is disabled. This is returning to how it behaved in 0.10.

0.11.5
— Neutralized nearly all performance loss caused by changes to rendering since 0.10.1, mainly in dense environments like cities. The frame rate in cities is a significant improvement over 0.11.4, and within -4 to +1% of 0.10.1.
— Saving PNG screenshots now take around 0.1 seconds instead of 1 to 2 seconds.
— Possibly fixed random and rare pixelated rendering appearing in screenshots.
— Fixed frame rate display possibly stuck on 0.

0.11.4
— Fixed broken replacement water rendering when distant land is off. It also now receives fog correctly.
— Fixed «Unable to sort…» exception in the Distant Land generator.
— Fixed system-specific possibility of hanging on the first frame of loading the game.
— Added MWSE weather commands for fog and PPL lighting.

0.11.3
— Fixed being unable to start MGEXEgui on a fresh install.

0.11.2
— Distant land texture generation stability fixes. Outdated two-stage option removed.
— Dynamic lighting coefficients reset button is now aware of per-pixel lighting defaults.
— MGEXEgui handles modifying morrowind.ini correctly, not writing a BOM when running latest .NET versions.
— Some code quality upgrades. May slightly lower the chance of crashes in-game.

0.11.1
— Forgot to include XE Sky Variations.

0.11.0
— Installer added. Optionally downloads MWSE 2.1. Sets registry so that Morrowind settings will not randomly reset.
— 4GB patch applied to MGEXEgui.
— Fixed engine bug which caused slow mouse movement and dropped inputs when frame rate was too high (e.g. in small interiors).
— Fog blending with distant land in fog, rain and storms greatly improved.
— Distant water fogging improved.
— Distant statics generator handles incorrect NIFs better and most hangs are solved, making generation faster.
— Distant statics generator displays current processing NIF to help find bad NIFs.
— Rendering improved to avoid cracks in some modded skinned meshes.
— Distant water horizon blends well at all view distances.
— Dynamic ripples wave border artifacts fixed. Ripple simulation pauses in menu mode.
— Shaders like SSAO/DoF no longer glitch when equipping inventory items in the menu.
— HDR shader has a slightly wider range of brightness adaptation.
— SSAO shaders behave better in fog, and no longer have artifacts on more distant objects.
— Sunshafts shader now has a more consistent sun disc size and brightness.
— Distant land generator texture size limit increased to 8192. Only recommended when using mods with added landmass.
— Multiple component buildings like Vivec cantons will now appear in one piece once in distant land view range, instead of the component parts appearing separately.
— Changed FPS limiter range limit back to 240.
— Auto FOV is now a mode toggle, and on by default.
— No longer gives a renderer error when using 2x or higher vsync in windowed mode.
— Distant land and FFE shaders can be live reloaded by toggling distant land, post shaders can be live reloaded by toggling shaders.

0.10.1
— Updated distant land generator to fix crashes on certain meshes, and to handle NiSwitchNode.

0.10.0
— Added MWSE weather commands to set glare view, cloud speed and wind speed for each weather type.
— Re-introduced some MWSE camera rotation commands.
— Added MWSE switch node command xModelSwitch.
— Distant land plugin parsing errors and memory leak fixed.
— Added various entity utility functions. See documentation below.
— Added MWSE raycast and physics functions, plus a demonstration object placement mod.
— Re-introduced MWSE camera shake functions.
— Grass lighting improved to work with two-sided meshes better.
— MWSE HUD functions added to set HUD effect parameters.
— MGE HUD now renders behind Morrowind HUD unless Z-writes are on.
— MGEXEgui will now run without needing Morrowind to create registry keys first.
— Moved all input config settings into MGE.ini, MGEXEgui will auto upgrade existing configs.
— Re-introduced MWSE key input functions.
— New screenshot filename formats.
— Distant land setup «container modification» crash fixed.
— Shader reloading when shaders are toggled on/off.
— MGEXEgui DPI awareness improvements.
— Sun shadow improved stabilization.
— Fixed sunflare over-brightness with per-pixel lighting.
— UI scaling now works even when MGE is set to disabled.
— Fixed WINE-specific shader rendering issue.
— Issue with frame rate meter showing doubled framerate when another shader injector is loaded.
— Fixed emulation of alpha textures with bump maps on top.
— User friendly shader options.
— Fixes MWSE crashing issues.
— Mouse sensitivity adjusts to zoom level.
— Per-pixel lighting improvements.
— Variable shadow resolution config.

MWSE support
————

Since v0.14.0, MGE XE has integration with MWSE via its Lua modding API. The in-game config is made using MWSE Lua.
See the full MWSE documentation https://mwse.github.io/MWSE/apis/mge/

Mods using the previous MWScript based extension system will continue to work.

Обновлено: 09.02.2023

При запуске появляется надпись: One of the files that «XE Sky Variations.esp» is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play.

Этот плагин СЕЙЧАС выключен (или неверный), а в загружаемом файле он был включен, нужно его снова установить/включить, или грузить другой сейв, до использовагия этого .esp

esp это если я не ошибаюсь какое то дополнение или аддон (мод), попробуй выключить его

Morrowind Graphics Extender XE (MGE XE) — Elder Scrolls 3: Morrowind

Программа в тысячу раз улучшающая графику Морровинда. Есть поддержка динамичных теней, высококачественных шейдеров, прорисовки дальнего ландшафта и много других фич. Стандартная мутная вода становится в разы красивей, на ней появляются волны, высоту которых можно регулировать, а во время дождя от каждой капли расходятся концентрические волны. А красота солнца ну просто потрясает воображение. Также можно настраивать положение камеры в виде от третьего лица, задавать особые действия для любых клавиш, настраивать скорость ветра, плотность тумана и ещё тысячу других вещей.

ТРЕБОВАНИЯ

Видеокарта с поддержкой шейдеров 3.0. Встроенные видеокарты вероятней всего не поддерживаются.
Достаточно мощный компьютер.
Установленное дополнение Bloodmoon.

РАЗЛИЧИЯ С ОБЫЧНЫМ MGE

Все объекты отбрасывают тени, движущиеся вместе с движением солнца. Всё как в жизни!
Набор шейдеров высокого качества.
Нормальная функция снятия скриншотов. Просто нажмите PrintScreen.
Исправлено выскакивание объектов у границ экрана. Теперь трава и Distant Land не замедляют производительность ни на один кадр.
Трава расступается под ногами игрока и лучше освещена.
Шейдеры не влияют на прицел, не растекаются по экрану во время загрузки, не портят ролики.
В оконном режиме окно прилипает к краю экрана, позволяя пользоваться Alt-Tab.
Новые подводные эффекты.
Вода отображается на локальной карте, в то время как обычный MGE не позволяет ей там рендериться.
Поддержка исправления качества UI из Morrowind Code Patch.
Рассеивание тумана, улучшенное небо, рассветы и закаты.

MGE XE

A graphics improvement add-on to the Morrowind engine, for longer viewing distances, great sunsets, fine shaders and better lighting. Supports MWSE 2.1 beta, included as part of the installer, so that the newest Lua gameplay mods work straight away. As an engine mod, this is not compatible with OpenMW.

Morrowind GOTY or Bloodmoon fully patched.
Any graphics card made since 2009 or so.
Windows Vista SP2 or later (Windows XP is not supported since MGE XE 0.11.2).
Morrowind Code Patch, if you want to use MWSE.

MGE XE provides:

— Resolution and FoV configuration.
— MWSE 2.1 support. Amazing new mods have full access to customize Morrowind’s UI and gameplay mechanics.
— Distant world rendering. As long or short a viewing distance as you want, with spectacular atmospheric colourations.
— New water rendering, with simulated ripples from the player and from raindrops.
— Solar shadows, that smoothly update with the time of day.
— Shaders like SSAO, Sunshafts, and HDR.
— Per-pixel lighting. For better performing graphics cards, it improves the rendering of lights and and fixes colour shifts caused by the old engine.

The main feature is the distant world. The MGE XE program takes your mod list, and builds a lower detail version that can be used to render the distant world in-game. It’s built by the «Distant land generator wizard» on the Distant land tab. You’ll need to re-run the generator if you add or remove any mods that change the world, otherwise the distant world will appear out of date compared to your mods.

The new water, shadows, and lighting are integrated into distant land. They are all dependent on the distant world data to know about the world beyond the area near the player. So, generate distant land and all these features will be available.

2. Run the MGE XE installer. It will add a new configuration program, MGE XE, to your Morrowind directory and to the Morrowind section of your start menu. All Visual C++ and DirectX updates are now included in the installer.

You will be given the choice to update MWSE in the installer, which requires internet access. For a manual installation, extract the archive files to your Morrowind directory and run MWSE-Update.

3. Run the main MGE XE program, which sets all the graphics configuration. If you’re using Mod Organizer 2, you need to run MGEXEgui from within MO2, as it generates files inside Morrowind’s Data Files directory.

Configure your graphics setting in the ‘Graphics’ tab, and generate distant land in the ‘Distant Land’ tab. There is an instruction tab for further details. If later on you add world-changing mods to your mod list, you will need to re-run the generator to see the changes in the distant world.

4. If you use Steam, you should turn off the Steam overlay (in Steam, right click Morrowind > Properties). If you use Crossfire/SLI, turn off «Pause world rendering in menus» in the In-game tab, to avoid performance reductions, as this feature is SLI unfriendly.

5. There is an optional mod, ‘XE Sky Variations’, that will randomize the sky colour and sunrise/sunset every day. It requires «High quality atmosphere» enabled in distant land, and MWSE installed and enabled.

Upgrading
———
When upgrading from a previous MGE XE: Run the installer, or manually extract the archive to the Morrowind directory. Run MGEXEgui and regenerate distant land.

Custom modded shaders you’ve installed may or may not be compatible, so you should check with the authors for an update, test it yourself by checking mgeXE.log after the game for error messages, or stick to the default shaders.

Uninstall
———
Uninstall from Control Panel or by running uninstall_MGEXE.exe. If you installed manually, delete MGEXEgui.exe, d3d8.dll, dinput8.dll and the mge3 directory.

Shader core mods. It’s possible to edit MGE XE rendering if you know HLSL. This mod system replaces the previous strategy of replacing the core shaders, that ensured problems on upgrade. If a shader mod does not compile, the game continues with standard shaders, and you get a visible warning.

To start modding, examine the shaders in Data Files/shaders/core/; any file that starts with «XE Mod» can be copied to the Data Files/shaders/core-mods/ directory. Shaders in core-mods will override the standard rendering when present. They can be distributed in your mods safely, and can be simply deleted once they are no longer needed.

Problems?
———
If you get a message in game «MGE XE serious error condition. Exit Morrowind and check mgeXE.log for details.», you can see the log file by clicking the «Show mgeXE.log» button in the Config tab of MGEXEgui. You may be able to discover what’s wrong from the error message.

Reporting in game crashes: Open MGEXEgui, on the Config tab click «Show last mgeXE.log». Add it to your report.

Reporting distant land generator crashes: Open MGEXEgui, on the Config tab click «Show DL generator log». Add it to your report.

Credits
——-
Many people have worked on MGE over the years, and the sum of their ideas and hard work implementing them has improved Morrowind by a huge amount. MGE XE is based on the MGE code.

MGE was written by Timeslip, LizTail, Krzymar, and Phal. MGE XE is currently being developed by Hrnchamd.
Thanks to the Morrowind community for all the inspiration and feedback.

Changelog (newest first)
———
0.13.7
— Distant land generator now selects the LOD detail at 1 cell distance from models that contain LOD nodes.
— Fix distant land generator crash when handling some configurations of LOD nodes.

0.13.6
— Distant land generator has improved compatibility with systems using languages with multi-byte character encodings (such as Shift-JIS). For these systems, it should be much less likely to fail generation or to generate corrupted distant land.
— Distant land generator now selects the lowest detail LOD from models that contain LOD nodes (mods like Morrowind Optimization Patch).
— Prevented special wireframe and stencil effects from affecting shaders and other effects rendering.
— Fixed a rendering issue with some texture decals generating incorrect lighting and extra shadows on the object they are applied to.

0.13.5
— Small change to distant land generation to avoid distant rendering issues in end game interior cells.
— Distant land generator should no longer generate toolbar related exception pop-ups.
— Updated GUI resolution selector. Largest resolutions appear first. It should display the intended warning if the resolution could not be changed.

0.13.4
— Fixed some distant interiors cells not rendering as distant. An issue with the distant generator output could cause the game to fail to load some distant interiors in some cases. Regenerate distant land for this fix.
— Minor fix to per-pixel lighting. Checks how many UV sets are actually used before failing with purple rendering output and a warning. Some models have >4 UV sets for no reason.

0.13.3
— Fixed excessive heavy fog in storms, blizzards, and foggy weather, particularly if using short draw distances. Storms now have a minimum visibility distance comparable to vanilla.
— Minor fix to per-pixel lighting. Supports up to 4 UV sets in NIFs, and logs a warning if there are more than it can handle.

0.13.2
— Fixed an issue with exponential fog which caused near rendering to be all black, when the effective draw distance is high (clear weather, draw distance > 16 or high custom fog start distance).
— The lantern of the chargen boat no longer appears in reflections when the boat is gone.
— Tuned sunrise/sunset slightly to reduce banding from over-saturation.

0.13.1
— Actually updated French localization, thanks to Redondepremière. Accidentally did not get included in 0.13.0.
— Fixed nearly all distant landscape heightfield artifacts, which were appearing as terrain glitches. Land bias changes are no longer required.
— Reworked HDR shader to functionally brighten dark scenes, while having minimal effects on bright scenes. Adapts to brightness quickly, but dark vision takes more time to adapt to. Should make dark areas of the game more playable.
— Changed sky scattering to transition from sunrise colours to a blue sky more quickly after sunrise. Updated distant land fog to blend better with near fog, which was noticable with shorter view distances.
— Changed automatically set distant statics distances to a minimum of 4 cells, to minimize near pop-in.
— Disable exponential fog if distant land is initially off. Makes sure the water shader has the correct fog mode when distant land is intended to be off.

0.13.0
— Adjusted high quality sky scattering to create an overall brighter sky. Aims for a bright and vibrant blue during the day, and a more intense sunrise/sunset.
— Rendering bias for distant land and water improved. Unfortunately this means water shader mods have to be updated to render correctly.
— Exponential fog now uses an auto distance multiplier that fades exactly to the fog colour at fog end distance. Tthe multiplier has been removed from configuration. The auto distance function for near fog is tuned for better near visibility while retaining atmosphere.
— Capture screenshots with or without UI, depending on shift key. Using shift always captures UI.
— Correct issue with SSAO making fogged objects slightly lighter, in good weather with sky scattering, where draw distance was
Returns:
Returns the value of a game setting. The index number can be looked up in a separate text file available at the MGE XE beta page.

xSetGSlong
xSetGSfloat
Sets the value of a game setting, allowing editing mechanics during play. This setting is temporary and does not save with a savegame, nor does it reset on loading a savegame. Therefore it is necessary to reset any changed settings in start script. The index number can be looked up in a separate text file available at the MGE XE beta page.

[ref] xGetBaseHealth
[ref] xGetBaseMagicka
[ref] xGetBaseFatigue
Returns:
Returns the maximum health, magicka and fatigue of a reference. If the reference is not an actor it returns 0.

[ref] xIsScripted
Returns:
Returns if a referenced entity has a local script. Useful if you want to filter scripted items.

[ref] xLastActorHit
Returns:
Returns the reference of the actor last hit by the player. Works with melee, ranged and spell attacks. The reference updates after every hit.

[ref] xSetEntityName
A working replacement for xSetName which allows you to set the base name of any object, meaning all copies of that object will have their names changed. All types of objects are supported. It avoids the problem of crashing on exit that xSetName causes. Changes to names are not saved with a savegame, but do persist through reloads until the game is exited.

[ref] xSetOwner
Returns:
Sets the current owner of a reference. This function will fail if the reference does not already have extra data, e.g. an existing owner or a script, or if the string is not an NPC ID. Returns 1 if successful, 0 if failed.

MGEUIShow
MGEUIHide
Shows and hides Morrowind HUD elements. Certain elements are turned on automatically in menumode, these are marked with *.

Index | Element
0 Entire bottom row of HUD
1 * Health, magic and fatigue cluster
2 NPC health bar (not confirmed working)
3 * Weapon icon and durability bar
4 * Magic icon and cast chance bar
5 Active spell effects
6 * Minimap panel

xSetWeatherSky
xSetWeatherFog
xSetWeatherAmbient
xSetWeatherSun
time_enum -> Sunrise = 0, Day = 1, Sunset = 2, Night = 3
Sets characteristic weather colours.

xSetSunriseSunset
Sets the daylight cycle. All times are in hours.

xGetWeatherScattering
Returns:
Gets distant land atmospheric scattering colours.

xSetWeatherScattering
Sets distant land atmospheric scattering colours.

xSetWeatherGlare
Sets glare view for a weather type. See morrowind.ini for standard values.

xSetWeatherCloudSpeed
Sets cloud speed for a weather type. See morrowind.ini for standard values.

xSetWeatherWindSpeed
Sets wind speed for a weather type. See morrowind.ini for standard values.

MGEGetWeatherDLFog
Returns:
Gets distant land fog parameters for a specific weather. See MGESetWeatherDLFog.

MGESetWeatherDLFog
Sets distant land fog parameters for a specific weather. fogDistMultiplier is multiplied by the «Above water fog» distance to get the fog distance for that weather. It has a range of [0, 2]. fogOffsetPercent is the percentage of fog applied at zero distance from the camera. It has a range of [0, 90].

MGEGetWeatherPPLLight ->
Gets per-pixel lighting parameters for a specific weather. See MGESetWeatherPPLLight.

MGESetWeatherPPLLight
Sets light multipliers used in per-pixel lighting for a specific weather. sunMultiplier affects sunlight, ambientMultiplier affects ambient lighting.

MGEEnableShader
MGEDisableShader
Enables and disables loaded post-processing shaders. Only shaders set in MGEXEgui will work. should be the shader filename without the file extension.

MGESetShaderFloat
MGESetShaderLong
MGESetShaderVector
Sets shader variables in loaded post-processing shaders. Only shaders set in MGEXEgui will work. should be the shader filename without the file extension.

[ref] xRayTest
Returns:
Performs a raycast from the centre of the target reference in the direction . It has two return values: hit will return 1 if it hits anything, or 0 if nothing is in that direction (either sky or void). hit_t will be a ray t-value on a hit, otherwise it will be a large positive floating point value. The t-value is distance relative to the length of . hit_t is equal to the distance to the hit if is normalized. If the length of represents the max search distance, then hit_t
Returns the precise calculated hit position on a mesh surface that the last ray hit. For skinned meshes, this is less precise and the mesh is modelled as a cylinder.

xRayHitNormal
Returns:
Returns the precise normal of the triangle that the last ray hit. For skinned meshes, this is less precise and the mesh is modelled as a cylinder.

xRayHitRef
Returns:
Returns the reference the last ray hit. Returns 0 if the reference could not be resolved.

[ref] xModelBounds
Returns:
Returns the bounding box extents relative to the centre point of a model, as long as the model is currently loaded and visible in the cell somewhere. The extents are in model local space. Returns all zeroes if the model isn’t loaded.

[ref] xTransformVec
Returns:
Returns the position vector transformed to world space using the reference’s transform.

[ref] xModelSwitch
Sets the active child to in a NiSwitchNode with the name . is the index of the child in the children array of the node, starting at 0. If is -1, no children are displayed. This command only works on a reference with a loaded model. The game does not save any changes to NiSwitchNode state.

Morrowind Graphics Extender — Elder Scrolls 3: Morrowind

Это программа, значительно расширяющая графические и не только возможности Морровинда. В частности позволяет включить полный обзор (как в Обливионе), использовать полноэкранные шейдеры улучшения графики, изменить управление в бою и назначить специфические действия на различные клавиши, и многое другое.

Обязательно прочтите FAQ, где вы найдёте ответы на 99% вопросов и решение 99% проблем.

Тем, кто уверен в силах своего железного коня, настоятельно рекомендуется версия MGE XE.

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pilote789

Confrère
Messages : 1

«Serious error. Check mge.log for details»

Bonjour,

Voici mon problème, j’ai acheté morrowind sur steam puis installé morrowind overhaul. je n’ai eu aucun problème lors de l’installation. Quand je lance une partie «Serious error. Check mge.log for details» s’affiche en haut a droite de l’ecran et quand je sors du bateau du début du jeu les améliorations graphiques ne sont pas là… je suis donc allé voir ce «mge.log» et sur la dernière ligne il m’écrit «Distant land has not been generated. It is required for MGE XE to run».

Avez vous une solution à ce probleme? ils ne mentionnent rien sur le pdf F.A.Q.

Merci d’avance

WIlk

Confrère
Messages : 2

Check mgeXE

Message

par WIlk » 29 mai 2016, 22:09

Bonjour,

Avant tout, merci beaucoup pour tout ce travail accompli ici.

Je rencontre un petit souci après l’installation du mod Overhaul, après le lancement d’une partie, le son fonctionne correctement, mais l’écran est totalement gris avec écrit en haut à gauche «Serious error. Check mgeXE.log for details.»

Si quelqu’un pouvait m’aider, ce serait génial ! Merci.

Modifié en dernier par Akiro le 30 mai 2016, 10:55, modifié 3 fois.

Raison : Correction incolore…

Avatar du membre

Shangara

Traductrice aguerrie
Traductrice aguerrie
Messages : 1226

Re: Check mgeXE

Message

par Shangara » 30 mai 2016, 10:57

Hello !

Pas assez d’infos pour pouvoir te répondre. :triste:

Morro GOTY installé via steam, acheté sur GOG, version boîte ? Tu tournes sous quel Windows ?

As-tu une CG AMD, ce qui pourrait expliquer le problème avec MGEXE (voir ce topic, même si le lien vers le correctif est dans les choux actuellement) ?
Si oui, tu peux tenter avec un autre MGE car, comme dit ici par Inny, le MGEXE inclus dans le MOSG et les cartes ATI ne font pas bon ménage.

WIlk

Confrère
Messages : 2

Re: Check mgeXE

Message

par WIlk » 30 mai 2016, 13:12

Bonjour !

Désolé pour le manque d’informations ^^

Il s’agit donc de Morrowind GOTY installé par steam, il tourne sous Windows 10.

En ce qui concerne ma carte graphique, c’est une NVIDIA GeForce GTX 750.

grosnoob

Confrère
Messages : 1

Re: «Serious error. Check mge.log for details»

Message

par grosnoob » 19 déc. 2016, 17:18

Bonjour,

Désolé de faire up un sujet si vieux, mais j’ai craqué pour me lancer dans l’aventure Morrowind (version Steam), j’ai tout installé (Overhaul, PNOG, les prérequis, code patch…)
Problème : j’ai le message d’erreur «Serious error. Check mge.log for details» + j’ai pas les modifications graphiques du mod…
Je suis vraiment novice en terme de mods c’est la 1ère fois que j’en installe un, soyez indulgent :(
Merci

Содержание

  1. Render creation error morrowind windows 10
  2. 5 способов устранения проблемы фатальной ошибки SteelSeries Engine 3
  3. 3 способа исправить ошибку создания рендера в Morrowind
  4. Morrowind Render Creation Error
  5. О сайте
  6. Категории
  7. Render creation error morrowind windows 10
  8. The Elder Scrolls III: Morrowind
  9. Решение проблем с Morrowind
  10. The Elder Scrolls III: Morrowind
  11. Существующие издания
  12. Доступность в цифровых магазинах
  13. Установка игры
  14. Неофициальные модификации и исправления
  15. Установка модификаций и исправлений
  16. Настройка MGE XE
  17. Render Creation Error

Render creation error morrowind windows 10

5 Ways To Troubleshoot Steelseries Stratus Xl Not Working In Windows 10 1

5 способов устранения проблемы фатальной ошибки SteelSeries Engine 3

5 Ways To Fix The Steelseries Engine 3 Fatal Error Problem 1

3 способа исправить ошибку создания рендера в Morrowind

3 Ways To Fix Morrowind Render Creation Error 1morrowind render creation error

Общая цель не так уж пряма, и вам придется разбираться во всем по мере прохождения игры. Это очень сложная игра, и вам придется следить за сюжетной линией, чтобы понять различные вещи в игре.

Недавно многие игроки столкнулись с ошибкой создания рендера в Morrowind. Игра вылетает через несколько секунд после того, как вы ее открыли. Если вы также получаете ошибки создания рендера, то вот что вам нужно сделать, чтобы исправить Morrowind.

Morrowind Render Creation Error

Ошибка создания рендера связана с несоответствием разрешения в соответствии со спецификациями вашего ПК. Поэтому, если у вас возникают ошибки создания рендера, попробуйте понизить разрешение в игре, а затем переключиться в оконный режим.

Это позволит игре функционировать должным образом, и вы сможете запустить игру. После запуска игры вы можете установить мод MGE XE на свой компьютер, а затем переключиться обратно на родное разрешение. Если вы не можете понизить разрешение из пусковой установки, вы можете использовать реестр игры для управления разрешением.

Для этого вам нужно зайти в меню «Пуск» и воспользоваться командой «Regedit». После того как реестр будет открыт, вынеобходимо перейти к файлу Morrowind на вашем ПК. Затем в правой колонке нужно найти настройки высоты и ширины экрана.

Измените значения до разрешения, поддерживаемого вашим монитором, а затем сохраните настройки. Затем снова запустите игру и посмотрите, остались ли у вас те же проблемы. Если вы не знаете, как редактировать файлы реестра, в Интернете можно найти подробные инструкции.

Если игра по-прежнему выдает ту же ошибку после переключения между конфигурациями разрешения, то вам необходимо проверить драйверы дисплея. Убедитесь, что все они обновлены. Довольно многие игроки исправили ошибку создания рендера, проверив файлы игры.

Итак, если вы еще не сделали этого, попробуйте использовать клиент Steam для проверки файлов Morrowind на вашем компьютере. Это позволит убедиться в том, что на вашем ПК отсутствуют какие-либо файлы, и вы сможете заставить игру работать. Наряду с проверкой файлов игры, вам необходимо проверить параметры совместимости.

Несколько игроков также отметили, что удаление файла d3d9.dll в файлах игры может решить проблему. Но не забудьте создать резервную копию перед удалением файла с компьютера. Затем вы сможете снова проверить файлы игры, и ваш клиент загрузит недостающий файл.

После завершения процесса проверки вы можете попробовать запустить игру снова, и, надеюсь, вы больше не будете сталкиваться с ошибками создания рендера. Вы также можете просмотретьна форумах сообщества можно найти различные моды, которые помогут вам изменить настройки разрешения в игре.

Основной причиной этой проблемы являются неправильные настройки разрешения. В идеале игроки должны иметь возможность исправить ошибку создания рендера, изменив разрешение или используя моды в своей игре. Однако, если ничего не помогает, попробуйте удалить Morrowind с компьютера, а затем снова загрузить его из клиента Steam.

Возможно, файлы вашей игры были повреждены, поэтому вы не смогли исправить ошибку создания рендера даже после изменения разрешения. К счастью, игра не очень большая, и вы сможете скачать ее заново в кратчайшие сроки.

Но если после чистой установки игры и удаления всех модов с вашего компьютера ошибка создания рендера не исчезла, то вам нужно обратиться в Bethesda с просьбой помочь вам с Morrowind. Проблемы совместимости могут создать множество проблем, когда вы пытаетесь играть в устаревшие игры, такие как Morrowind.

На форумах Morrowind nexus есть несколько обходных путей. Вы можете попробовать различные моды к вашей игре, чтобы узнать, сможете ли вы заставить игру работать с вашим оборудованием. В противном случае вам придется ждать, пока кто-нибудь из службы поддержки Bethesda поможет вам.

О сайте

Привет, мой дорогой друг! 🙂 На этом сайте я собрал все полезные и важные настройки для CS:GO, Windows и т.д. для твоей комфортной игры. Проверенная и структурированная информация со всего интернета собрана в одном месте для тебя. Это не сделает тебя профессиональным игроком, но поможет выжать все из твоего ПК, что может помочь в достижении лучших результатов.

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Render creation error morrowind windows 10

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The Elder Scrolls III: Morrowind

f85b16a754508bea0448f6d91edd1faeb72b1301

I know this is a fairly common issue, and I’ve got the game to run before, but now all of a sudden no matter what settings I choose to launch the game, (windowed, lower res, changed launch options, etc) I get the same error.

Is there any way I can get past this without mods? Other than buying a new monitor? Using a hdtv at the moment so I know that’s what spawning the error.

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There was another message about this which presented the solution nicely:

Go to the registry (Start Menu > Run > «regedit») and do a search for «Morrowind».
Look for ‘screen height’ and ‘screen width’ settings, change them to your monitor’s native size.

If you need some more detailed instructions, google «morrowind registry screen size».

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i think gamefaqs has some fixes for stuff like that under the cheats section. i could be wrong but did you put AllowYesToAll=1 in the ini file to allow the creation kit to use all 3 master files in cs, because that sounds like a cs kit error to me i use a monitor with a higher resolution then the game supports so i play it with 1024x 768 or something and full screen, and it works for me.
and yes you need to buy a monitor for pc games, unless you have linked your computer to your tv. but it might also be a graphics card issue, it might not be capable of rendering it completely. so you either have a monitor problem, a graphics card problem, or maybe your graphics card drivers are out of date?

Источник

Решение проблем с Morrowind

В тестируемом плаге нарвалась на следующую ошибку:
Scale parameters for Magic Effect Щит Молний are bad.

Scale parameters for Magic Effect Восстановить здоровье are bad.

Scale parameters for Magic Effect Уменьшить характеристику are bad.

Scale parameters for Magic Effect Щит are bad.

Scale parameters for Magic Effect Восстановить здоровье are bad.

Scale parameters for Magic Effect Восстановить здоровье are bad.

Scale parameters for Magic Effect Огненный щит are bad.

Scale parameters for Magic Effect Звук are bad.
. и тд. Происходили эти выдачи во время кастования НПС заклов на себя, для антуража. я так понимаю что их параметры превосходили возможное значение. Как э то можно исправить? Можно ли оставить заклы так но где то поправить максимальное позволенное значение?

Всех, кроме самого трактирщика за стойкой, который к ним отношения не имеет.

Не знал, что сдача квеста зависит от разговора с представителями Гильдии Воров.

В Камонну Тонг вступить невозможно, т.к. это не игровая фракция. Но лучше н задавайте подобных вопросов, чтобы не спойлерить и не терять интереса к игре)

и ни чего, даже ошибок не выдает, просто не работает. angel.ini и реестр редактировал, не помогает. Раньше решал эту проблему, да только не помню как, давно это было. Заранее спасибо.

Не знал, что сдача квеста зависит от разговора с представителями Гильдии Воров.

В Камонну Тонг вступить невозможно, т.к. это не игровая фракция. Но лучше н задавайте подобных вопросов, чтобы не спойлерить и не терять интереса к игре)

Похоже, в папке Meshes вы что-то не туда кинули, и поэтому движок игры не может найти нужные файлы.

Точно такая проблема. Автору вопроса дали ссылку, но я не нашел там решения

Точно такая проблема. Автору вопроса дали ссылку, но я не нашел там решения

Теперь использую режим GX (совместимость с EAX) на звуковухе Asus Xonar Essence, громкость больше не слетает в максимум, но иногда переполнятеся буфер и игра виснет. Включение фикса буфера в Morrowind Code Patch может помочь, на днях попробую.

Короче, нужен какой-нибудь режим совместимости с древним звуком Морра. Звуковая карта должна иметь такой режим, но это тоже не гарантия. В конце концов, можно забить и либо играть с тихим звуком, либо иногда лазить в меню и трогать ползунок «громкость эффектов».

Теперь использую режим GX (совместимость с EAX) на звуковухе Asus Xonar Essence, громкость больше не слетает в максимум, но иногда переполнятеся буфер и игра виснет. Включение фикса буфера в Morrowind Code Patch может помочь, на днях попробую.

Короче, нужен какой-нибудь режим совместимости с древним звуком Морра. Звуковая карта должна иметь такой режим, но это тоже не гарантия. В конце концов, можно забить и либо играть с тихим звуком, либо иногда лазить в меню и трогать ползунок «громкость эффектов».

Поставил Morrowind Code Patch. Не уверен на 100%, но вроде громкость стала потише.

Источник

The Elder Scrolls III: Morrowind вышла в 2002 году и сразу снискала огромную популярность. Мир игры, по сравнению с предыдущими частями, уменьшился в несколько десятков раз, но даже несмотря на это его все равно нельзя было назвать маленьким. И если в прошлых играх серии бескрайние просторы Тамриэля генерировались компьютером на лету, то в Morrowind одноименная провинция была создана разработчиками вручную. Другой особенностью третьей части The Elder Scrolls стала графика: никогда ранее игры с открытым миром не выглядели настолько проработано — особенно в сочетании с огромной свободой действия.

Видя огромную популярность своего детища, разработчики за шесть месяцев создали дополнение для Morrowind под названием Tribunal. В первой половине 2003 года было выпущено второе дополнение — Bloodmoon, а в конце того же года вышло издание года, содержавшее в себе основную игру, два дополнения и последние на тот момент исправления.

Спустя почти двадцать лет с момента выхода, Morrowind без проблем запускается на последних версиях Windows, но, как и многие игры того времени, он не поддерживает широкоформатные разрешения. Впрочем, куда более серьезную проблему представляет интерфейс: даже на вполне низких по нынешним мерках разрешениях, таких как 1366х768, он выглядит слишком мелким. Учитывая, что в этой игре текст играет далеко не последнюю роль, данный недостаток крайне отрицательно сказывается на удобстве прохождения.

Несмотря на многочисленные официальные патчи, Morrowind все равно содержит огромное количество ошибок. Тем не менее благодаря усилиям поклонников почти все они были исправлены. Также нельзя не отметить, что народные умельцы сделали множество различных модификаций, улучшающих игровой процесс, баланс и взаимодействие с интерфейсом.

Существующие издания

За все время для Morrowind было выпущено два дополнения под названием Tribunal и Bloodmoon и восемь небольших плагинов (модов), созданных самими разработчиками.

Издание Год Платформа Примечания
The Elder Scrolls III: Morrowind 2002 ПК Первоначальное издание.
The Elder Scrolls III: Morrowind 2002 Xbox Порт на Xbox.
The Elder Scrolls III: Tribunal 2002 ПК Дополнение, устанавливается на двухдисковое издание Morrowind.
The Elder Scrolls III: Bloodmoon 2003 ПК Дополнение, устанавливается на двухдисковое издание Morrowind, не требует дополнения Tribunal.
The Elder Scrolls III: Morrowind
Game of the Year Edition (GOTY)
2003 ПК Содержит дополнения Tribunal и Bloodmoon, а также все ранее вышедшие патчи.
The Elder Scrolls III: Morrowind
Game of the Year Edition (GOTY)
2003 Xbox Содержит дополнения Tribunal и Bloodmoon, а также все исправления, за исключением улучшенного журнала записей.

Доступность в цифровых магазинах

Установка игры

Примечание: информация актуальная для английской версии.

Здесь описан процесс установки оригинального двухдискового издания Morrowind и всех его дополнений, хотя в этом давно нет никакой необходимости, так как любое GOTY-издание содержит в себе все необходимые дополнения и патчи.

1. Устанавливаем двухдисковую версию Morrowind. На вопрос об установке TES Construction Set отвечаем положительно. К слову, несмотря на наличие двух дисков, инсталятор не запросит второй диск. По идее, там находится TES Construction Set, но он почему-то вполне ставится и с первого диска.
2. Устанавливаем дополнение Tribunal. Диск с Tribunal содержит в себе самый последний патч для Morrowind, поэтому никаких сторонних патчей ставить не нужно.
3. Устанавливаем дополнение Bloodmoon. Оно также содержит самые последние патчи для Morrowind/Tribunal, однако впоследствии Bloodmoon получил еще одно обновление, которое нам необходимо будет установить.
4. Качаем патч Bloodmoon v. 1.6.1820 и устанавливаем его. Запускаем игру и смотрим на текст в левом нижнем углу: там должен стоять номер 1.6.1820. После этого установка будет соответствовать GOTY-изданию.

Неофициальные модификации и исправления

С момента выхода поклонники сделали огромное количество модификаций для Morrowind, которые исправляют оставшиеся баги, улучшают графику, интерфейс, добавляют широкоформатные разрешения, улучшают игровой баланс и т. д.

На данный момент существуют пять модификаций, которые следует ставить в обязательном порядке:

Следующие модификации ставить по желанию:

Установка модификаций и исправлений

Примечание: помеченные звездочками модификации ставить не обязательно.

Большая часть указанных модификаций расположена на сайте Nexusmods, который требует бесплатной регистрации для скачивания файлов. Упомянутые исправления/модификации предназначены для версии игры v1.6.1820 (GOTY).

Руководство рассчитано на английскую версию игры, поэтому я не знаю, как моды поведут себя при установке на издания от «Акеллы/1С». В интернете также есть неофициальный русификатор «Акеллы/1С» для английской версии (описание его установки находится по этой ссылке), но я его не ставил, поэтому никаких рекомендаций на его счет дать не могу. В руководстве по ссылке автор пишет, что он не сумел подружить Morrowind Code Patch с русской версией — тем не менее в описании мода указано, что он ее поддерживает. Вполне возможно, что проблема заключается в использовании NoCD.

1. Для правильной работы некоторых модов нужно, чтобы в папке с игрой был файл Morrowind.ini — для этого запускаем игру, после чего выходим из нее.
2. Скачиваем MGE XE и устанавливаем его в папку с игрой. В конце установки будет предложено установить MWSE 2.1 (для этого потребуется подключение к интернету) — соглашаемся, так как он нужен для некоторых модов.
3. Скачиваем Morrowind Code Patch и копируем файл Morrowind Code Patch.exe и папку mcpatch в папку с игрой.
4. Запускаем Morrowind Code Patch.exe. Его можно настроить сейчас или потом, после установки всех модификаций. Пока же изменим поведение дождя/снега, чтобы он не проходил сквозь статичные объекты. В разделе Visuals ставим галочку напротив Rain/Snow collision, нажимаем Apply chosen patches и закрываем окно мода. Открываем файл Morrowind.ini, который лежит в папке с игрой, затем находим и меняем следующие параметры предложенным образом:

[Weather Rain]
Rain Diameter=1200
Max Raindrops=1500

[Weather Thunderstorm]
Rain Diameter=1200
Max Raindrops=3000

[Weather Snow]
Snow Diameter=1600
Max Snowflakes=1500

Настройка MGE XE

Открываем папку с игрой и запускаем файл MGEXEgui.exe. Многие настройки очевидны и не требуют объяснений (к тому же, при наведении на них курсора появляется всплывающая подсказка), тем не менее некоторые нуждаются в дополнительных пояснениях или рекомендациях.

На вкладке Distant Land можно сгенерировать дальний ландшафт и тем самым расширить дальность прорисовки игрового мира. Производить его вовсе необязательно, но без него невозможно включить различные эффекты отражения для водных поверхностей, которые также задаются на этой вкладке:

Источник

Render Creation Error

I am hoping that someone has ran into this problem before.

I have a error that says: Render creation error: «»

This happens just after I click the play button on the initial menu.

I have morrowind installed along with tribunal and bloodmoon.

Removed pirate link

I have followed the instructions that were in this mod, and extracted all files to the correct place.

my video drivers are up to date, and I’ve tried the latest ones from both Dell and Intel for my specific on-board graphics. neither work with the mod, but both work with the un-modded version of morrowind.

I am using 32bit true color (even tried the others)

I am trying to run it in 1024×768 resolution (have tried 800×600 settings in windows and in game initial menu under options, and variations thereof)

I have also tried disabling the extra data files and this does not help.

I have tried fixes after every failure to run and have then restarted my computer to try to run it again and no dice.

Oh, and morrowind works fine without the mods, with the graphics jacked all the way up.

And after the installation of the mod, there is a exe file in the morrowind directory called «morrowind original.exe» and this works fine, but the Morrowind.exe and Morrowind Launcher.exe does not work correctly, they give the Render Creation Error.

I have a Dell Optiplex GX280 with 760mb of ram. the ram is the only thing that has been upgraded.

Could it be that the mod is not compatible with my onboard graphics but morrowind by itself somehow is?

Or perhaps this is a defunct mod?

I am really at a loss, and I really have tried to resolve this myself, I’ve done a ton of forum reading for the past 7 hours trying to fix this guys.

I’m really hoping this is some simple-stupid fix that I have overlooked.

Somebody please help me, or at least point me in the right direction.

Edited to remove link to pirated material. Bben46

I had a title once, but I forgot what it was.

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К комментариям (10)

Morrowind Graphics Extender XE (MGE XE) — это дополнение к движку Morrowind для улучшения графики, увеличения дальности прорисовки, поддержки шейдеров и улучшения освещения. При установке мода через установщик будет установлен MWSE 2.1 (требуется доступ в интернет), поэтому моды, использующие Lua работают сразу. MGE XE несовместим с OpenMW. Также после установки программы в игре появится меню настройки модов (Mod config).

Требования

Видеокарта не старше 2009 года выпуска
Windows Vista SP2 или более новая версия Windows
Visual C++ 2010 и Visual C++ 2019 (Включены в установщик)
Morrowind
DLC Bloodmoon
DLC Tribunal
Morrowind Code Patch (для модов, использующих MWSE)

Как установить мод

Если вы планируете использовать моды, требующие MWSE, сначала установите Morrowind Code Patch.
Скачайте установщик (MGE XE Installer) или архив для ручной установки (MGE XE Manual Install).

Если вы скачали архив с установщиком, запустите установщик и установите программу.

Если вы скачали архив для ручной установки, скопируйте его содержимое в папку с установленным Morrowind. После чего запустите MWSE-Update.exe (если вам нужен MWSE).

После установки запустите программу (файл MGEXEgui.exe). Если вы используете Mod Organizer 2, вам необходимо запустить MGEXEgui.exe из MO2.

Настройте необходимые параметры (разрешение и т.д.). На вкладке Distant Land можно увеличить дальность прорисовки, создав необходимые текстуры (кнопка «Мастер создания Distant Land»).
Для проверки MWSE (если вы его установили) запустите игру. Если после запуска игры в меню появился дополнительный пункт Mod config, значит MWSE работает.

Скачать файл Morrowind Graphics Extender XE (MGE XE)0.15.1

Основные файлы

MGE XE Installer_v0.15.1.7z

MGE XE Manual Install_v0.15.1.7z

Архивные файлы

MGE XE Installer_v0.13.7.7z

MGE XE Manual Install_v0.13.7.7z

MGE XE Installer_v0.14.2.7z

MGE XE Manual Install_v0.14.2.7z

MGE XE Installer_v0.14.3.7z

MGE XE Manual Install_v0.14.3.7z

MGE XE Installer_v0.15.0.7z

MGE XE Manual Install_v0.15.0.7z

Последние новости

  • Версия: 0.15.1
  • Опубликован: 10.04.2022
  • Последнее обновление: 12.01.2023 в 09:12
  • Просмотры: 6 373
  • Скачан: 488
  • Оригинальное название: Morrowind Graphics Extender XE
  • Автор: Hrnchamd
  • Ссылка на источник:
    Перейти
  • Переводчик: T1m0n

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