Morrowind Graphics Extender (MGE)
by Timeslip

The latest version of MGE (3.3.2) requires a fully patched copy of bloodmoon, a DX9 compatible graphics card, .NET 2, MDX and the August 2006 version of DX9.0c or later. Distant land requires a sm1.4 compatible graphics card, and reflective water and HDR require sm2.0.

The previous version of MGE (3.0.3) is the last version which doesn't require bloodmoon or a high end graphics card. Works with external versions of MWSE up to 0.9.2a. Doesn't support distant statics or reflective water. You can find both versions on the download page.


Downloads:
Download MGE from PES
Download MGE from TESNexus
Directx 9.0c Latest Version
Distant Land Interior/Weather Fix (by harlanrm) - optional download
Tweaked Water Shader (by harlanrm) - optional download


Screenshots:
(with infinite view distance and reflective water)
1 - 2 - 3 - 4

(with optional Bloom/HDR/Tweaked Water Shaders/IVD/Reflective Water)
Grazelands Dawn
Grazelands Dawn
Ascadian Isles Dawn
Ascadian Isles Dawn
Ascadian Isles Evening
Vivec Sunset
Vivec Sunset
Vivec Sunset
Vivec Sunset
Balmora Morning
Balmora Morning
Molag Amur



Note: If you're going to try generating distant land for Ald Vendras, make sure you download texture fix from here (scroll to bottom of page for link) and extract it to Morrowind's \data\textures\ folder before running the distant land generator or MGE will crash trying to generate the cell textures.



If anyone asks any questions about MGE, please redirect them to post in this thread, as it makes sense to keep them all in one place, that way people may be able to find the answers here or in Previous threads.
got the problem fixed, thanks smile.gif the program was automaticaly creating another folder withing the destination (/NewFolder), thereby screwing itself over. cant wait to play biggrin.gif
Splendid! =)
Just something to note,
Loading times with Shaders enabled increase
Disabling FOG increase performance by a good amount
I read 15th thread of this, I have a problem the same as Alphax that I believe it has not been answered. When using MGE, minimap would not display correctly. When I uninstall MGE, minimap will display correctly so I am certain that it is MGE causing it. I heavily rely on minimap and not to world map for the name of caves,houses,etc. especially if I have quest. Any idea how to remedy this?
QUOTE(rocker @ Jan 30 2008, 12:44 AM) *
I read 15th thread of this, I have a problem the same as Alphax that I believe it has not been answered. When using MGE, minimap would not display correctly. When I uninstall MGE, minimap will display correctly so I am certain that it is MGE causing it. I heavily rely on minimap and not to world map for the name of caves,houses,etc. especially if I have quest. Any idea how to remedy this?

Can you explain what is wrong with the minimap?
I having a bit of trouble during the "Creating Cell Textures" part of the wizard. Its stuck at 3 bars and wont go any farther.
QUOTE(AnubicPlague @ Jan 29 2008, 08:13 PM) *
I having a bit of trouble during the "Creating Cell Textures" part of the wizard. Its stuck at 3 bars and wont go any farther.
It takes a VERY long time. I suggest you just let it sit. Patience is key. biggrin.gif

I had the same problem and I just waited it out and it worked fine for me.
QUOTE(Vality7 @ Jan 29 2008, 07:46 AM) *
Can you explain what is wrong with the minimap?

You might be confused when I mentioned minimap. I'm not referring to 1X1 inch minimap on the lower right corner but to map that has customizable size whereby you can see world map and local map. When I go to different exterior cell and it loads, the rendering of local map will not be correct. It is like it will render below exterior cell. Example when I was going to siltstrider north of Vivec Foreign Quarter, in the local map it will show my local at the center of Vivec Foreign Quarter Canton. I was planning to make a screenshot but MGE automatically disabled screenshot.
QUOTE(rocker @ Jan 30 2008, 08:42 PM) *
You might be confused when I mentioned minimap. I'm not referring to 1X1 inch minimap on the lower right corner but to map that has customizable size whereby you can see world map and local map. When I go to different exterior cell and it loads, the rendering of local map will not be correct. It is like it will render below exterior cell. Example when I was going to siltstrider north of Vivec Foreign Quarter, in the local map it will show my local at the center of Vivec Foreign Quarter Canton. I was planning to make a screenshot but MGE automatically disabled screenshot.

In MGE, go to the Input tab, click Launch Macro Editor. Click the PS (Printscreen) button. Then in the drop down menus select 'Function' and 'Take Screenshot'. Click save, close and you will be able to take screenshots.

Go ingame and take a screenshot of your minimap, I don't think I can help you, but it may help someone help you. Is your world map off centered as well?

It seems to work fine for me: (pic)
QUOTE(Vality7 @ Jan 30 2008, 02:49 AM) *
Is your world map off centered as well?

Worldmap is working fine.
QUOTE(Vality7 @ Jan 30 2008, 02:49 AM) *
Do you have the minimap displayed on the screen while you run or when you right click?

Yes, I always display it by clicking the upper right corner button. I don't like using 1X1 inch minimap, it's too small.

Ok I will get a screenshot.

EDIT:Here is the screenshot. Okay I'll try Dragon32's advice
I got the new direct X downloaded, its asking for a place to put the extracted files. Where do i extract to?
I am having the same problem as skaari, these are his screen shots
http://img.photobucket.com/albums/v356/Sho...xtras/part1.jpg

http://img.photobucket.com/albums/v356/Sho...xtras/part2.jpg

The screen seems to flicker from light to dark once every few seconds.
QUOTE(Vality7 @ Jan 28 2008, 05:39 PM) *
Morrowind Graphics Extender (MGE)
by Timeslip

The latest version of MGE (3.3.2) requires a fully patched copy of bloodmoon, a DX9 compatible graphics card, .NET 2, MDX and the August 2006 version of DX9.0c or later. Distant land requires a sm1.4 compatible graphics card, and reflective water and HDR require sm2.0.

The previous version of MGE (3.0.3) is the last version which doesn't require bloodmoon or a high end graphics card. Works with external versions of MWSE up to 0.9.2a. Doesn't support distant statics or reflective water. You can find both versions on the download page.
Downloads:
Download MGE from PES
Download MGE from TESNexus
Directx 9.0c Latest Version
Distant Land Interior/Weather Fix (by harlanrm) - optional download
Tweaked Water Shader (by harlanrm) - optional download
Screenshots:
(with infinite view distance and reflective water)
1 - 2 - 3 - 4

(with optional Bloom/HDR/Tweaked Water Shaders/IVD/Reflective Water)
Grazelands Dawn
Grazelands Dawn
Ascadian Isles Dawn
Ascadian Isles Dawn
Ascadian Isles Evening
Vivec Sunset
Vivec Sunset
Vivec Sunset
Vivec Sunset
Balmora Morning
Balmora Morning
Molag Amur
Note: If you're going to try generating distant land for Ald Vendras, make sure you download texture fix from here (scroll to bottom of page for link) and extract it to Morrowind's \data\textures\ folder before running the distant land generator or MGE will crash trying to generate the cell textures.
If anyone asks any questions about MGE, please redirect them to post in this thread, as it makes sense to keep them all in one place, that way people may be able to find the answers here or in Previous threads.

This is a noob question but does MGE let you take screenshots in game, if it does can u explain how to use it?
QUOTE(rocker @ Jan 30 2008, 07:42 AM) *
You might be confused when I mentioned minimap. I'm not referring to 1X1 inch minimap on the lower right corner but to map that has customizable size whereby you can see world map and local map. When I go to different exterior cell and it loads, the rendering of local map will not be correct. It is like it will render below exterior cell. Example when I was going to siltstrider north of Vivec Foreign Quarter, in the local map it will show my local at the center of Vivec Foreign Quarter Canton. I was planning to make a screenshot but MGE automatically disabled screenshot.
These two might help: (i)Try using Wrye Mash's fix map function, (ii) look in your Data Files\Textures folder and delete any _land_default.* files in the root of that folder. If someone's included a non-standard size one in their texture replacer it can cause map problems.
QUOTE(Janx_14 @ Jan 30 2008, 04:44 PM) *
I got the new direct X downloaded, its asking for a place to put the extracted files. Where do i extract to?
Anywhere. I extract mine to a temporary folder, run dxsetup.exe and then delete the temporary folder.

@ Basilboy64: See Vality's post all of four posts above yours rolleyes.gif
QUOTE(Basilboy64 @ Jan 31 2008, 01:08 PM) *
This is a noob question but does MGE let you take screenshots in game, if it does can u explain how to use it?

Yes, read my post about 4 posts above yours - and please in future only quote what you need to, not an entire post.
QUOTE(Dragon32 @ Jan 30 2008, 07:32 PM) *
These two might help: (i)Try using Wrye Mash's fix map function

Wrye Mash don't correct it.
QUOTE(Dragon32 @ Jan 30 2008, 07:32 PM) *
(ii) look in your Data Files\Textures folder and delete any _land_default.* files in the root of that folder. If someone's included a non-standard size one in their texture replacer it can cause map problems.

I don't use any texture replacer. nope.gif Maybe it can be corrected by configuring MGE I used default MGE. Vality7, what is your configuration?
QUOTE(rocker @ Feb 1 2008, 12:28 AM) *
Maybe it can be corrected by configuring MGE I used default MGE. Vality7, what is your configuration?

My configuration....well most of it is just set by default after having clicked "Best Quality" on the Main tab - I don't think I really changed anything other than maybe the AA, but that would have absolutely nothing to do with the map. I don't have distant land ticked at the moment, and only one active shader (HDR5), resolution is 1280*960 fullscreen, that's about it.
This is a great mod! I can't wait to get it working, but I'm having a slight problem. The game runs fine when indoors, but the minute I step outside, it crashes. Some help would be great.

Oh, and I get the message "Could not load world mesh for distant land".
QUOTE(bob wiley @ Jan 31 2008, 11:05 AM) *
This is a great mod! I can't wait to get it working, but I'm having a slight problem. The game runs fine when indoors, but the minute I step outside, it crashes. Some help would be great.

Oh, and I get the message "Could not load world mesh for distant land".


Generate Distant Land First
edit: nevermind, I figured it out. Thanks!
QUOTE(Falc @ Jan 30 2008, 11:48 AM) *
I am having the same problem as skaari, these are his screen shots
http://img.photobucket.com/albums/v356/Sho...xtras/part1.jpg

http://img.photobucket.com/albums/v356/Sho...xtras/part2.jpg

The screen seems to flicker from light to dark once every few seconds.



I have this problem as well. Seems to happen around dusk.


edit: fixed it. Changed fog mode to "range vertex".
Hullo. I have been using MGE for a while now, playing with the various settings and generating distant land with various qualities and so forth, but I must be missing something obvious, because I cannot get my Balmora to look like that screen shot. That is, I can't see distant buildings - they only pop up when I get close enough. Do I just need to decrease minimum static size or what?
QUOTE(bob wiley @ Jan 31 2008, 07:42 PM) *
I have this problem as well. Seems to happen around dusk.
edit: fixed it. Changed fog mode to "range vertex".


is range vertex the one that disables distant lands (or am i thinking of something else?)
QUOTE(tronvillain @ Feb 1 2008, 01:59 PM) *
Hullo. I have been using MGE for a while now, playing with the various settings and generating distant land with various qualities and so forth, but I must be missing something obvious, because I cannot get my Balmora to look like that screen shot. That is, I can't see distant buildings - they only pop up when I get close enough. Do I just need to decrease minimum static size or what?

Did you make sure that the 'Use Distant Statics' box (in the Global Graphics tab) is checked?
QUOTE(Vality7 @ Jan 31 2008, 07:14 PM) *
Did you make sure that the 'Use Distant Statics' box (in the Global Graphics tab) is checked?


Yes, it is definitely enabled. Although perhaps I should disable it and see how it looks.
No, the distant statics were definitely on, as there is a hugely noticeable absence with them turned off. Before when arriving by stilt rider I could see the far wall of Balmora over the river, but not all of the houses. With distant statics turned off, there are fewer houses and no wall. I suppose I could try regenerating distant land with smaller statics settings or something. Anyone have any other ideas?
QUOTE(Dragon32 @ Jan 31 2008, 10:32 AM) *
These two might help: (i)Try using Wrye Mash's fix map function, (ii) look in your Data Files\Textures folder and delete any _land_default.* files in the root of that folder. If someone's included a non-standard size one in their texture replacer it can cause map problems.


When I had the problem (I've just done a re-install of MW and don't have MGE back yet), Mash would fix it (for a little while) and it turns out that I did have a _land_default.tga file in my Textures folder (256x256). Still... I'll have to try it again without mods.
Here's another one: How do I get the way distant land to kind of 'blur' out, like in the screenshots. Mine just stops where the land stops and looks a bit unrealistic.
bump
QUOTE(Falc @ Feb 1 2008, 01:55 AM) *
is range vertex the one that disables distant lands (or am i thinking of something else?)
Nope, it's a way of handling fog (Render state tab > Fog mode)
QUOTE(tronvillain @ Feb 1 2008, 02:18 AM) *
No, the distant statics were definitely on, as there is a hugely noticeable absence with them turned off. Before when arriving by stilt rider I could see the far wall of Balmora over the river, but not all of the houses. With distant statics turned off, there are fewer houses and no wall. I suppose I could try regenerating distant land with smaller statics settings or something. Anyone have any other ideas?
Try that, also a screenshot would help me picture your problem.
QUOTE(bob wiley @ Feb 1 2008, 01:42 PM) *
Here's another one: How do I get the way distant land to kind of 'blur' out, like in the screenshots. Mine just stops where the land stops and looks a bit unrealistic.
Global graphics > Fog distance. Try playing around with that value. Mine's at 15 btw. Can't remember if that's the default or not...
QUOTE(Dragon32 @ Feb 2 2008, 07:28 AM) *
Try that, also a screenshot would help me picture your problem.


Tried it, and it fixed the problem. I just wasn't taking the static sizes down far enough. What do you use?
This mod never worked for me, and probably never will. If I walk outside with distant lands enabled, it crashes. I generated land textures, meshed, etc.
EDIT: And how would I go about turning on HDR? I must be blind because I can't find the option.
QUOTE(tronvillain @ Feb 3 2008, 01:54 AM) *
Tried it, and it fixed the problem. I just wasn't taking the static sizes down far enough. What do you use?
I think the last time I did it (I was identifying plugins that crashed distant static generation) I just left it at the defaults, I'm not sure if the wizard adjusts those based on gfx card or not. Might have to redo that stage...
QUOTE(Covenant130z @ Feb 3 2008, 03:55 AM) *
This mod never worked for me, and probably never will. If I walk outside with distant lands enabled, it crashes. I generated land textures, meshed, etc.
<snip>
What world mesh setting did you use? Try toning that down (I use High on a 8800GTX). Timeslip's said that no gfx card around at the moment can cope with the higher settings (Insane?)
QUOTE(Covenant130z @ Feb 3 2008, 03:55 AM) *
<snip>
EDIT: And how would I go about turning on HDR? I must be blind because I can't find the option.
Misc tab > check both "Update shader variables" and "Supply HDR info to shaders".

Tools tab > Shader editor

Use the "Select technique" combobox and Preview to find one you want (e.g. DX9 HLSL HDR*). Then "Edit active". Double click the one(s) you want. Click Save. If you've selected more than one you can use the "Preview active chain" to get a feel for what they look like together. Use the Up and Down in the "Edit active" to change the order the shaders are applied until you're happy.

I'd suggest assigning a key in the Macro Editor to the function "Toggle HW shader" - I've set mine to "H".
woaah haha
the land is appearing at far distance which looks really nice
but, when i walk through a town, the buildings and other architecture (walls, bridges in balmora) appear at a much closer distance than the land is appearing which looks VERY strange

i've got land distance at 3, fog distance at 12
everything else is morrowind default except for "reflective water", "keep fps constant", and the screen resolution is set to 1280x800 (which is also nice cause everybody looked short and stubby in 1024x768).

is architecture considered a "static"?
previous posts would make me believe so but...
still not sure
QUOTE([:|] @ Feb 3 2008, 02:37 PM) *
woaah haha
the land is appearing at far distance which looks really nice
but, when i walk through a town, the buildings and other architecture (walls, bridges in balmora) appear at a much closer distance than the land is appearing which looks VERY strange

i've got land distance at 3, fog distance at 12
everything else is morrowind default except for "reflective water", "keep fps constant", and the screen resolution is set to 1280x800 (which is also nice cause everybody looked short and stubby in 1024x768).
Do you have "Use distant statics" checked on the "Global graphics" tab? You need that checked to er... see the distant statics biggrin.gif
QUOTE(Dragon32 @ Feb 3 2008, 08:45 AM) *
Do you have "Use distant statics" checked on the "Global graphics" tab? You need that checked to er... see the distant statics biggrin.gif

nope it wasn't
i was wondering what "statics" meant
i'm like.. what's not static?

Turned it on, most buildings are appearing but some are still appearing among the other buildings as i get closer.
QUOTE([:|] @ Feb 3 2008, 07:48 AM) *

nope it wasn't
i was wondering what "statics" meant
i'm like.. what's not static?

Turned it on, most buildings are appearing but some are still appearing among the other buildings as i get closer.


That sounds similar to what was happening to me. Try reducing static size in the last step of generating distant land.
I seem to be having problems with distant statics, related to specific mods

MGE CTDs when "New Suran Extended" is enabled and has a buffer overflow when "The Glory Road" is enabled

I have a feeling that non-standard .nifs are to blame, though i don't know how to fix this, other than not having distant statics in these areas
MGE 3.3.2 works fine for me but what exactly does filter world texture and the one beneath it do in world texture generator? I looked in the HTML readme but i can't see anything relating to these options. Any information appreciated.
I have a problem with MGE, though I'm usually bad at explaining these things so I hope it's clear enough.

When one first uses it, you need to use the tools and then allow it to create the things right? Well, it starts off good, but in the fourth tab, statics I think it is, I always get a windows error saying the program needs to shut down.

I've tried it several times now but it won't work. Is there anything I can do that will fix this?

Thanks in advance smile.gif
What version of MGE are you using? If its the latest version generate your textures and meshes and then avoid static generation and finish. This'll stop you from having to repeatedly regenerate them. Then don't use use your morrowind .ini and skip land and mesh generation. Then try with just the default morrowind ones if it goes smoothly then its probably a static thats been added by one of your mods.
Ah, you can actually skip that? Goody.

I'll try that when I get home, thanks smile.gif
No problem glad to be able to help.
alright
this time i tried to change the size of the statics when i was creating distant land files
did that, started up game, error message D:<
MGE could not load world meshes or something to that effect

before i just try to create all the files again, is there an quicker way to fix this?
i picked the low quality mesh

also, every time i try to recreate the files, it tells me it will overwrite, i click yes, then i get an error message about access being denied or something
this happens if i try to create files a second time after installing MGE (I have to reinstall every time I want to create files)

Grrrrrgggg banghead.gif

k scratch that
reinstalled. set everything up again. worked
whoever said a foolish man tries something twice but expects a different result was born before computers were invented
and probably didn't know many women
but i digress

still having problems with statics
but i can't take the hit to my loading time sad.gif
so i'm giving up on distant lands sad.gif
at least i get better resolution
Hate to ask a nooby question, but when you make a screenshot when MGE is running, where does it save? i've looked all over My Pictures and the morrowind folder, but the screenshot isnt there.
QUOTE(Janx_14 @ Feb 5 2008, 09:26 AM) *
Hate to ask a nooby question, but when you make a screenshot when MGE is running, where does it save? i've looked all over My Pictures and the morrowind folder, but the screenshot isnt there.


I can't find them either... WTF does MGE store its screenshots?!!!
banghead.gif


I have another question, also. Is there any way to stop full screen shaders from affecting the UI?
I'm using a HDR shader and it works perfectly, even the HUD isn't normally affected. But as soon as I bring up my inventory or enter dialogue, the HUD and UI suddenly become very bright and blurred, making it very difficult to read anything.
I suppose I could bind a random key to "toggle HW shader", but this is far from ideal.
Since the HUD is unaffected normally I'm guessing it may be possible to stop this, somehow?
If you're on Vista, have UAC on and installed in the default location, who knows where your files are shrug.gif Otherwise, they should be in your Morrowind root folder...

Where have all the lists of "statics to do funny size things with" gone? I'm getting the classic "Ebonheart Dragon Statue" things happening...
No, I don't have vista. But the screenshots aren't in my morrowind root folder sad.gif

Also, ANOTHER problem I'm having is that when the UI comes up in interiors, random textures disappear and you can see the distant land in their place :S
It's more than a little annoying


Oops, i seem to have posted this twice
No, I don't have vista. But the screenshots aren't in my morrowind root folder sad.gif

ANOTHER problem I'm having is that when the UI comes up in interiors, random textures disappear and you can see the distant land in their place :S
It's more than a little annoying

One more problem is that when I enable any of the DX9 HDR shaders, a smaller copy of the screen appears overlayed on the top left corner of my screen.

If it helps, I recently bought a new graphics card (Radeon HD3870) since when various problems have arisen (maybe because i can do more with this one)
I have a Radeon X800XT card with 256mb and full direct X 9 support, but for some reason, distant buildings and objects do not show up as an option in MGE for me. Whats the problem?
i just noticed my water has some kind of weird animation to it D:<
i like the original water better

is MGE doing this and how do i change it back?
QUOTE(Alexander @ Feb 4 2008, 07:02 AM) *
I have a problem with MGE, though I'm usually bad at explaining these things so I hope it's clear enough.

When one first uses it, you need to use the tools and then allow it to create the things right? Well, it starts off good, but in the fourth tab, statics I think it is, I always get a windows error saying the program needs to shut down.

I've tried it several times now but it won't work. Is there anything I can do that will fix this?

Thanks in advance smile.gif

Certain mods kill the statics generator. I know Brother Juniper's Twin Lamps mod is one of them. I seem to recall there being a list of some known ones in an older MGE thread, but I'm not positive about that. Just remove any mods that you don't need statics for, and if you keep getting errors, it'll have to be trial and error to find out which one(s) is at fault.

QUOTE(The Crimson Major @ Feb 4 2008, 10:42 PM) *
I have a Radeon X800XT card with 256mb and full direct X 9 support, but for some reason, distant buildings and objects do not show up as an option in MGE for me. Whats the problem?

What version of MGE are you using? There should be an option to choose 'distant land' and 'distant statics'(on the second tab, I believe), and then you will have to generate them.

QUOTE([:|] @ Feb 4 2008, 10:45 PM) *

i just noticed my water has some kind of weird animation to it D:<
i like the original water better

is MGE doing this and how do i change it back?

Yes. That was the trade off for distant land and statics. You get it back by disabling those features.

edit:spelling
QUOTE(Arken @ Feb 4 2008, 09:55 PM) *
Yes. That was the trade off for distant land and statics. You get it back by disabling those features.

edit:spelling

what if they are disabled?
QUOTE([:|] @ Feb 4 2008, 10:57 PM) *

what if they are disabled?

Maybe just having MGE running switches the water? I was pretty sure that if you turn off distant land, you get your water back. I don't turn off distant land, so I suppose I had no proof, though.
QUOTE(Arken @ Feb 4 2008, 07:55 PM) *
What version of MGE are you using? There should be an option to choose 'distant land' and 'distant statics'(on the second tab, I believe), and then you will have to generate them.

The latest one, and I see the tab for generate distant land, but there is no 'distant statics' button.
QUOTE(Arken @ Feb 4 2008, 10:01 PM) *
Maybe just having MGE running switches the water? I was pretty sure that if you turn off distant land, you get your water back. I don't turn off distant land, so I suppose I had no proof, though.

Uninstalled MGE, crappy water is still there
banghead.gif

now i'm a little p.o.ed

i still even have stuttering in between loading screens
D:<
In the Morrowind launcher, there's an option (under Options) for "pixel shading". That's where your nice water comes from. Otherwise, with a shader model 3.0 graphics card, you can enable nice reflective water (linked from first post ITT).
QUOTE(Alphax @ Feb 4 2008, 10:33 PM) *
In the Morrowind launcher, there's an option (under Options) for "pixel shading". That's where your nice water comes from. Otherwise, with a shader model 3.0 graphics card, you can enable nice reflective water (linked from first post ITT).

phew
thanks for that one
i was a little D:< for a second
QUOTE(Janx_14 @ Feb 4 2008, 10:26 PM) *
Hate to ask a nooby question, but when you make a screenshot when MGE is running, where does it save? i've looked all over My Pictures and the morrowind folder, but the screenshot isnt there.
Well they should be in the same place as Morrowind.exe. Right click on "My Computer" > "Search..." > "Search for files and folders named:" > *Screenshot*

MGE Screenshots are named "MGE Screenshot #.bmp" (or whatever filetype you chose on the Render State tab)
QUOTE(Alphax @ Feb 5 2008, 02:07 AM) *
Where have all the lists of "statics to do funny size things with" gone? I'm getting the classic "Ebonheart Dragon Statue" things happening...
Here's one I saved:
CODE
#MGE distant statics list
#Syntax is [static edid]=[type]
#If type=0 the static will not be considered for inclusion by MGE
#If type=1 the static will be visable when near regardless of the short range size you specify
#If type=2 the static will be visable when far regardless of the long range size you specify
#If type=3 the static will obey the normal cutoff rules
#Lines beinging with '#' are comments
#Comments must start on the first character of a line
#If the same edid is specified multiple times, the entry closest towards the end of this file will be used
#If an edid is not specified at all, that static will obey the normal cutoff rules
#Imperial Fort Pieces
ex_imp_towerb_light_01=2
ex_imp_bridge_01=2
ex_imp_foundation_01=2
ex_imp_towerb_med_01=2
ex_imp_wall_arch_01=2
ex_imp_wall_tower_01=2
ex_imp_wall_corner_01=2
ex_imp_towers_light_01=2
ex_imp_towers_top_01=2
ex_imp_wall_01=2
ex_imp_wall_corner_02=2
#Ebonheart Dragon Statue
ex_imp_dragonstatue=1
#Dunmer Stronghold Pieces
ex_stronghold_fort01=2
#Caldera Pieces
ex_common_skywalk_01=1
#Vivec
Ex_Vivec_hfq_01=2
Ex_Vivec_hfq_02=2
Ex_Vivec_hfq_03=2
Ex_Vivec_hfq_04=2
ex_vivec_hf_01=2
ex_vivec_hf_02=2
ex_vivec_hf_03=2
ex_v_vivecstatue_01=1
ex_v_vivecstatue_02=1
ex_vivec_sbase_01=1
in_velothi_platform_01=1
Ex_Vivec_ps_01=2
Ex_Vivec_pq_01=2
Ex_Vivec_pq_02=2
Ex_Vivec_pq_03=2
Ex_Vivec_pq_04=2
Ex_Vivec_pd_01=2
ex_vivec_b_tb_01=1
ex_vivec_b_gap_t_01=1
ex_vivec_g_02=1
#Aldruhn
ex_ar_01=1
ex_redoran_building_01=1
ex_redoran_building_02=1
ex_redoran_building_03=1
ex_redoran_hut_01=1
ex_redoran_hut_02=1
ex_redoran_steps_01=1
ex_redoran_tavern_01=1
ex_velothi_temple_01=1
ex_velothi_temple_02=1
ex_redoran_barracks_01=1
ex_redoran_steps_02=1
ex_redwall_b_01=2
ex_redwall_b_02=2
ex_redwall_b_03=2
ex_redwall_b_04=2
ex_redwall_b_05=2
ex_redwall_b_06=2
ex_redwall_corner_01=2
ex_redwall_corner_02=2
ex_redwall_corner_03=2
ex_redwall_up_01=2
ex_redwall_straight_01=2
ex_redwall_straight_02=2
ex_redwall_arch_01=2
ex_redoran_tower_01=2
ex_redoran_striderport_01=2
ex_redwall_p_01=2
#Firemoth boat
fm_boat_dock=0

QUOTE(Aaron552 @ Feb 5 2008, 02:45 AM) *
<snip>
ANOTHER problem I'm having is that when the UI comes up in interiors, random textures disappear and you can see the distant land in their place :S
It's more than a little annoying
<snip>
Tried this? And/or create a macro to toggle Distant Land On and Off.
QUOTE(Arken @ Feb 5 2008, 03:55 AM) *
Certain mods kill the statics generator. I know Brother Juniper's Twin Lamps mod is one of them. I seem to recall there being a list of some known ones in an older MGE thread, but I'm not positive about that.
<snip>
Odd, I have no problem with Brother Juniper's TL mod shrug.gif The ones I have problems with are: DungeonGolag.esp, marcMoriEstate.esp, House of Mannequins v1.0.esp, newarrows.esp and Wolf Manor 2.5.esp. PirateLord also said there were problems with The Zone (although I think that was for distant land creation). AFAIK, these are the only plugins people have reported as crashing distant static generation.
QUOTE(The Crimson Major @ Feb 5 2008, 04:10 AM) *
The latest one, and I see the tab for generate distant land, but there is no 'distant statics' button.
Generating Distant Statics is done as part of the "Distant land file creation wizard" on the Tools tab.
QUOTE(Dragon32 @ Feb 6 2008, 06:39 AM) *
Here's one I saved:
CODE
#MGE distant statics list
<snip>


fing05.gif

BTW, what's the difference between the various distant land interior fixes?
QUOTE(Alphax @ Feb 6 2008, 12:17 AM) *
fing05.gif

BTW, what's the difference between the various distant land interior fixes?
Yacoby's just disables distant land in interiors, Supernatural's disables under certain weather conditions. Harlanrm's does both of those. I just use that one now.
man any distant statics gives me a whooping 15 fps, its unplayable with this, unless I just put distant lands only, a real shame because it does look pretty. I have a 1900xt c2d 2gb ram, do you guys get similar performance?

Edit:Also what is the best shader tha doesn't affect performance? HDR1 seems the best for now are there any other worthwhile shaders? seems all the other ones cause insane performance hit.
Ok, couple of bugs here... something to do with FPS optimiser, fog, and statics (and I regenerated them using the statics list posted):

Holes in the landscape
More holes
The Ebonheart statue again

Do I need to change my settings, delete the distant statics, change the statics list again, ...?
Hi all!

If I use "distand land" function, the result is not good.

See these picture:
with distand land 1
with distand land 2
without distand land

These pictures from beginning of the game, MEG is latest.
Am I the only one who prefers no distant land? I love the fog! smile.gif

(Also, MGE is awesome - I use it to bump MW to 1680x1050)
I use MGE(3.3.2), and I do see some loading time lag and FPS hits. I am sure that it is my GPU (Nvidia 5600FX). Should I revert back to version 3.0.3 for now? I'm not looking for a new card at the moment, but used to get good distant effects the the 3.0.3 version of MGE. Any thoughts on this are appreciated.

Oh, and if I had to go back, what is the easiest method of doing so?
Thanks,

Raed
I too started to manually add to a statics.txt file the structures that weren't showing correctly in Balmora unless the meshes size display was set low. That's a very nice thing as you can have nice looking cities without killing your FPS by lowering the global statics size display in MGE and in the end I did it for a lot of other meshes and still add some from time to time.

What won't show so don't bother with it :
- All of the BM trees but I think everybody already know it. I tried with different textures so I suppose it's a meshe problem. That point regarding these trees was probably aborded on an older thread but I can't find it. Btw if anybody know of a model replacer for these trees I'll be super happy if you could tell me about it as all of my searches ended up as failures.
- The BM ice layer over the lakes. regarding that point something really weird happens on my computer. Distant land can't display these ice layers with the exception of Terrain_BM_icelayer_12 (the big hole in the ice). Actually it will always display it even if I ask him to not do so. I don't know what to do there.

Since Dragon32 had the good idea to show us his own file maybe I can add other ones from my statics.txt file :

For Balmora and other hlaalu towns (some of the buildings labeled from ex_hlaalu_b_01 to b_28 already display with standard settings but it is of no consequences so testing wich ones could be removed from the list would be useless) :
#Hlaalu structures
ex_hlaalu_b_01=1
ex_hlaalu_b_02=1
ex_hlaalu_b_03=1
ex_hlaalu_b_04=1
ex_hlaalu_b_05=1
ex_hlaalu_b_06=1
ex_hlaalu_b_07=1
ex_hlaalu_b_08=1
ex_hlaalu_b_09=1
ex_hlaalu_b_10=1
ex_hlaalu_b_11=1
ex_hlaalu_b_12=1
ex_hlaalu_b_13=1
ex_hlaalu_b_14=1
ex_hlaalu_b_15=1
ex_hlaalu_b_16=1
ex_hlaalu_b_17=1
ex_hlaalu_b_18=1
ex_hlaalu_b_19=1
ex_hlaalu_b_20=1
ex_hlaalu_b_21=1
ex_hlaalu_b_22=1
ex_hlaalu_b_23=1
ex_hlaalu_b_24=1
ex_hlaalu_b_25=1
ex_hlaalu_b_26=1
ex_hlaalu_b_27=1
ex_hlaalu_b_28=1
ex_hlaalu_buttress_04=1
ex_hlaalu_buttress_05=1
ex_hlaalu_canal_01=1
ex_hlaalu_canal_02=1
ex_hlaalu_canal_03=1
ex_hlaalu_canal_06=1
ex_hlaalu_canal_12=1
ex_hlaalu_canal_13=1
ex_hlaalu_dsteps_03=1
ex_hlaalu_steps_06=1
ex_hlaalu_steps_07=1

Here is a screenshot of the result : http://archibald-tk.deviantart.com/art/Vis...art-05-75048912 with more house of course since it's the Balmora Expansion mod but that should give you an general idea.
In that screenshot statics size is 900/700. Letting it at the base value of 1000/800 will still display as much houses in the city.

Also that may be of interest to some of you, that won't eat a lot of FPS but that will allow many of the docks, wooden or rope bridge to reflect in the water. :
#Non affiliated structures
ex_common_plat_cent=1
ex_common_plat_end=1
ex_de_docks_128=1
ex_de_docks_3way=1
ex_de_docks_3wayb=1
ex_de_docks_3ways=1
ex_de_docks_3waysb=1
ex_de_docks_4way=1
ex_de_docks_4wayb=1
ex_de_docks_center=1
ex_de_docks_centerb=1
ex_de_docks_centers=1
ex_de_docks_centersb=1
ex_de_docks_corner_01=1
ex_de_docks_corner_02=1
ex_de_docks_cornerb_01=1
ex_de_docks_cornerb_02=1
ex_de_docks_corners_01=1
ex_de_docks_corners_02=1
ex_de_docks_cornersb_01=1
ex_de_docks_cornersb_02=1
ex_de_docks_end=1
ex_de_docks_endc=1
ex_de_docks_ends=1
Ex_De_Docks_Gate=1
ex_de_docks_piling=1
Ex_De_Docks_Piling_01=1
ex_de_docks_pilingb=1
ex_de_docks_pilings=1
ex_ropebridge_512_01=1
ex_ropebridge_1024_01=1
ex_ropebridge_2048_01=1

Here are some other buildings and shacks, as well as the small stone walls. Once again impact on FPS shall be low. I suppose shacks and buildings value could be safely changed to 2 :
ex_common_building_01=1
ex_common_building_02=1
ex_common_building_03=1
ex_de_shack_01=1
ex_de_shack_02=1
ex_de_shack_03=1
ex_de_shack_04=1
ex_de_shack_05=1
ex_drystonewall_c_01=1
ex_drystonewall_d_01=1
ex_drystonewall_end_01=1
ex_drystonewall_s_01=1

Finally a slightly more complete list of Imperial meshes that shall allow you to no longer have missing parts of the Imperial fortresses when you look at them in the distance (may also help with the vanishing imperial meshes problem at close range, not 100% sure on that one but I didn't encounter it for a long time) :
#Imperial structures
ex_imp_dock_01=1
ex_imp_dock_02=1
ex_imp_bridge_01=2
ex_imp_bridge_02=2
ex_imp_foundation_01=1
ex_imp_guardtower_01=1
ex_imp_guardtower_02=1
ex_imp_plat_01=1
ex_imp_towers_top_01=1
ex_imp_towers_med_01=2
ex_imp_towers_light_01=2
ex_imp_towerb_top_01=1
ex_imp_towerb_med_01=2
ex_imp_towerb_light_01=2
ex_imp_wall_01=1
ex_imp_wall_arch_01=1
ex_imp_wall_tower_01=1
ex_imp_wall_corner_01=1
ex_imp_wall_corner_02=1
ex_imp_wall_stairs_01=1
ex_imp_wall_stairs_02=1

That way you shall be able to see far more interesting things in the distance without having to change MGE settings smile.gif
How much HDD space does cell 2048 and world 4096 take?
I'm having trouble getting rid of MGE. Starting the game gives this error:
"MGE Error. 3. Could not open the MGE Settings File."

I can't find whatever's left of it. Help?

edit: Thanks!
QUOTE(First page of the MGE readme)
(Sometimes ther uninstaller misses a few files. Make sure that there are no files called 'd3d8.dll' or 'dinput.dll' in your morrowind directory.)
QUOTE(Archibald_TK @ Feb 8 2008, 09:15 PM) *
(etc...)
Here is a screenshot of the result : http://archibald-tk.deviantart.com/art/Vis...art-05-75048912 with more
(etc...)

Thx for answer, but now please tell me how possible see this under Morrowind game. I see only Zoom function only... Sorry my english.
I downloaded Morrowind Graphic Extender. I generated all the new meshes, textures and statics required for displaying distant land. I check the show distant land along with all other options which is associated with distant land. (Picture ---> )http://i197.photobucket.com/albums/aa253/G...nse/namnls.jpg)
But the distant land didn't show up. Then I looked in the render state tab and unchecked the Display Fox option. Didn't work....
I played around with lots of other settings, but nothing has worked
(I have the required DirectX as wells as Tribunal and Bloodmoon with its latest patch. )
What should I do to make this work?

Edit: If it makes any diffrence my graphic card is an ATI Radeon 1950 Pro.
can anyone help me?
To be honest Grand Duke... I am watching your quest to find the solution to this problem very closely... biggrin.gif I have an identical problem - no big difference in the horizon drawing between stock and MDEed morrowind... I also checked if all my "ticks are ticked"... Anyone there to help us???
QUOTE(GrandDukeAdense @ Feb 9 2008, 07:49 PM) *
I played around with lots of other settings, but nothing has worked
Edit: If it makes any diffrence my graphic card is an ATI Radeon 1950 Pro.

Hi! My card too this. Tools/Distant land file create is finished? Then one tip: U run morrowind from original icon "Morrowind Launcher.exe", not directly "Morrowind.exe".
QUOTE(totya @ Feb 9 2008, 10:31 PM) *
Hi! My card too this. Tools/Distant land file create is finished? Then one tip: U run morrowind from original icon "Morrowind Launcher.exe", not directly "Morrowind.exe".

i always run Morrowind from the Morrowindlauncher.exe. but it doesn't work
I've just download MGE 3.3.2 and I'm a bit lost for what to do, is there a guide or readme that could take me though step by step? Also I play morrowind heavily modded with about 100 different texture mods so does this make a difference to the way I install it or the way it will run once it is intstalled properly? Thanks for any replies.
QUOTE(Archibald_TK @ Feb 8 2008, 04:15 PM) *
Since Dragon32 had the good idea to show us his own file maybe I can add other ones from my statics.txt file :

<snip>

Here is a screenshot of the result : http://archibald-tk.deviantart.com/art/Vis...art-05-75048912 with more house of course since it's the Balmora Expansion mod but that should give you an general idea.
In that screenshot statics size is 900/700. Letting it at the base value of 1000/800 will still display as much houses in the city.

Thanks for sharing your statics file, it was really helpful. I love all the new things I can see now.

However, I'm not sure I understand your sentence about setting the statics values. I have been leaving my statics values at the defaults of 800/1000. But it sounds like you are using the values of 700/900. You seem to br claiming that you can still see as much as someone who uses the values of 800/1000. If my understanding of the values is correct, you should be seeing more than a normal person because you have chosen more aggressive numbers.

For example:

I have said "only show me things that are greater than 800 units in size", where you have said "only show me things that are greater than 700 units in size". If I'm understanding the statics values correctly, you've allowed for smaller things to be displayed, which would result in more objects to display. Therefore, you'll probably get objects someone that is using a value of 800 won't get.

If I'm completely misunderstanding the statics values, please let me know. And thanks again for sharing your statics.txt file.
Your interpretation is correct, it's me who wasn't clear in my sentence.

I wanted to say that thanks to the statics.txt file the amount of buildings shown on that screen was independent from the fact I had more aggressive numbers than what people usually use, and that even with lower settings the town will look the same. But indeed if you use a 800/1000 combo some other statics will not be displayed compared to my shot (usually from 700 to 800 a good amount of trees disappear).

Sorry, sometime I have quite a hard time being understandable.
QUOTE([:|] @ Feb 4 2008, 10:45 PM) *

i just noticed my water has some kind of weird animation to it D:<
i like the original water better

is MGE doing this and how do i change it back?


QUOTE(Arken @ Feb 4 2008, 10:55 PM) *
Yes. That was the trade off for distant land and statics. You get it back by disabling those features.


QUOTE(Arken @ Feb 4 2008, 11:01 PM) *
Maybe just having MGE running switches the water? I was pretty sure that if you turn off distant land, you get your water back. I don't turn off distant land, so I suppose I had no proof, though.


I've been running MGE for almost 2 weeks now, and really like it. I don't plan on ever going back...

My only "complaint" is the MGE water looks too fake. Vanilla Morrowind water had tiny ripples on the surface, and when it rained, you could see the ripples from the raindrops falling into the water.

MGE's water is too smooth, like mercury. There is no rippley effect to it. And a pouring rain makes not a single ripple.

Is there any way to have the best of both worlds? I'd be tickled senseless if I could have vanilla Morrowind water in combination with the distant visibility of MGE.

I've played around with the Pixle Shading setting on the Morrowind launcher's Options menu, and with turning off and back on Use Distant Land and Use Distant Statics on the MGE Global Graphics tab. No difference in the appearance of the surface of the water.

Any suggestions?
OK - can anyone tell me exactly which part of the distant land creation process and which part of it's options (while enabling it) corresponds to thew actual horizon drawing??? I have literally tried eveything.... no luck so far... Help!
QUOTE(GrandDukeAdense @ Feb 9 2008, 07:49 PM) *
I downloaded Morrowind Graphic Extender. I generated all the new meshes, textures and statics required for displaying distant land. I check the show distant land along with all other options which is associated with distant land. (Picture ---> )http://i197.photobucket.com/albums/aa253/G...nse/namnls.jpg)
But the distant land didn't show up. Then I looked in the render state tab and unchecked the Display Fox option. Didn't work....
I played around with lots of other settings, but nothing has worked
(I have the required DirectX as wells as Tribunal and Bloodmoon with its latest patch. )
What should I do to make this work?

Edit: If it makes any diffrence my graphic card is an ATI Radeon 1950 Pro.

I helped my friend install MGE on his computer. I did it the same way I did it on my computer, and it worked. why does the same process work on his computer, but not on mine?
QUOTE(Alphax @ Feb 8 2008, 12:17 AM) *
Ok, couple of bugs here... something to do with FPS optimiser, fog, and statics (and I regenerated them using the statics list posted):

Holes in the landscape
More holes
The Ebonheart statue again
Do I need to change my settings, delete the distant statics, change the statics list again, ...?
In the Distant Land File Creation Wizard, in the "Meshes" section there's a checkbox option. I can't get to the dialog without going through the Texture generation (which would take ages!) step. Anyway, the checkbox changes the way that the cell and world meshes are created. The "seam" you're seeing there is where the world rendered by the morrowind engine is replaced by the world as rendered by MGE. IIRC, by default the meshes created in the MGE wizard have some kind of "vertex smoothing" done on them. You can try recreating the distant land meshes with this che