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
MGE Distant Activators Fix (by povuholo) - optional download



Screenshots:
(Screenshots with infinite view distance and reflective water)
Reflective Water
High above the Ascadian Isles
High above Vvardenfell

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


---------------------------------------------------
F.A.Q.

Q: Where can I find a detailed guide for using MGE?
There are a few tutorials in these threads, once compiled, a proper tutorial will be made. For now, I found a somewhat detailed guide, though it was written in french and translated by Google Translator, so it's not the best english, but it's readable, here is a link: MGE Tutorial

Q: How do I enable screenshots?
A: Click on the input tab, then press "Launch Macro Editor".
Click the key you want to use and in the drop down menus select 'Function' and 'Take Screenshot'.
Click save, close and you will be able to take screenshots.

Q: How do I enable shaders?
A: Go to the Tools tab, press "Shader editor"
Use the "Select technique" combobox and Preview to find one you want (e.g. DX9 HLSL HDR*).
Then "Edit active". Double click the one(s) you want. Click Save.
If you've selected more than one you can use the "Preview active chain" to get a feel for what they look like together. Use the Up and Down in the "Edit active" to change the order the shaders are applied until you're happy.

Q: Why don't the shaders work?
A: On the Render state tab, make sure "Hardware Shader" is checked. If HDR isn't working, on the misc tab, check both "Update shader variables" and "Supply HDR info to shaders".

Q: Certain places, such as Raven Rock, the Ghostfence, and the Strongholds, are not created by the distant land generator. Why?
A: The reason they don't show up when you enable Distant Statics is because they're not Statics, they're Activators. MGE doesn't generate activators. Check out povuholo's 'MGE Distant Activators Fix', it will help to display certain major activators such as the Ghostfence.

Q: Why do the skies flicker from light to dark?
A: Change fog mode to range vertex

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.
Hey Vality! biggrin.gif

Any idea on my problems posted in the older thread? Also, what specs are you running on? Like your rig and all.
QUOTE(dorkos @ Mar 28 2008, 12:58 PM) *
Hey Vality! biggrin.gif

Any idea on my problems posted in the older thread? Also, what specs are you running on? Like your rig and all.

No sorry, I don't know much about Vista (I'm guessing Vista likely is the problem) - and your rig is better than mine, I've got an 8600GT/256Mb - I can give other specs but I don't think they matter much.
Maybe not, but you're able to run HDR shaders and the like, and you still get very acceptable frame rates, right? I really don't see how Vista itself could be a problem, especially with only DirectX 9. I know a few others who run on Vista no problems.

It just seems my card doesn't like a lot of the shaders. When I preview active chain for radial blur and DRECXTX HDR 5, I get the driver failure problem, too a few seconds after the splash screen loads. I also get very odd flickers in in the sky with even just normal HDR shader.

It might just be me needed to get a re-install of Vista and to get SP1, with new drivers. But any ideas would be awesome. heee.gif

Still, from what I could play, it looked awesome with your Balmora mod. wink.gif
on my problem, im not actualy using morrowind's screenshot function (i read that it dosent work at all with MGE) instead, im running fraps and taking screenshots with that.
QUOTE(Lady Nerevar @ Mar 28 2008, 01:30 PM) *
on my problem, im not actualy using morrowind's screenshot function (i read that it dosent work at all with MGE) instead, im running fraps and taking screenshots with that.

Fraps is most likely the problem. MGE has it's own screenshot function, see the FAQ above for how to set it up.
QUOTE(Lady Nerevar @ Mar 27 2008, 05:30 PM) *
on my problem, im not actualy using morrowind's screenshot function (i read that it dosent work at all with MGE) instead, im running fraps and taking screenshots with that.


Yeah, then I'd do with the macro. It's easier, as well, as FRAPS is just a waste of space unless your doing videos, and even then the free version isn't what you need either.
Would this run with:

512mb RAM

Intel® extreme graphics for mobile

Intel Pentium 4 1.8ghz CPU

Thanks!
Well, I got Vivec looking good (thanks Timeslip!), but I still can't show anybody, because of my incredible nonexistent screenshots. I'll just repost what I'd said in the last thread:

I'm finding screenshots completely impossible. I have the MGE screenshot function bound to Print Screen, no problem, and if I hit the key in-game, I get a text message in the upper left corner assuring me that a screenshot has been saved. This is a vile, hateful lie, however. There are no screenshots anywhere. I don't know where it thinks it's putting them, but it sure isn't anywhere on my entire F drive (where MW is installed), or my C drive, and I can't think where else it might be hiding them. A thorough filesearch for *.png yields nothing. I've tried this with MW's default screenshot ability turned off and with it turned on, it makes no difference. I cannot screencap.

I'll add to that that I'm running XP, and that I've tried changing the default filetype of MGE screenshots to no avail as well.
Well- this will no doubt have to wait for Timeslip- but anyone got an idea on my problem (posted near the end of the thread)?
How would this run on my system?

1024 mb ram

Intel Pentium 4 2.8 GHz

Radeon 9600
QUOTE(Bralor @ Mar 28 2008, 03:08 PM) *
How would this run on my system?

1024 mb ram

Intel Pentium 4 2.8 GHz

Radeon 9600


It would run fine, though that card is a little weak. You'd probably want to avoid the IVD, or at east make sure you weren't running any massively hi-res texture replacers.
Hi everyone

Forgive my first-ever post here at the Forums. I've just started to replay Morrowind, and I'm trying to get MGE working and so far ... I can get it to work, but I have to disable fog (from the gui program).

If I don't disable fog, the shulk egg mine is completely fogged in (perhaps methane??) and my own house (my mod) is completely black & dark inside. If I disable fog, these problems are fixed, but then underwater becomes clear again, and I imagine the blight/ashstorms won't look as good. I am running the distant land fix 1.6 by harlanrm also - is this causing the problem? [see edit below]

My system - GOTY edition, win xp, P4 2.4 gig, 1gb ram, 6600GT 128mb card (yeah I know), I think the drivers are pretty up to date (6.14.11.6921). I have some hi-res texture replacers added but I can start again from a clean install if absolutely necessary.

I've tried the different types of fog (pixel and vertex) but they don't seem to make much difference. I don't understand a lot of the other options I'm afraid. I'm forced to use the 'constant fps' option in the gui to keep the frame rate manageable, otherwise it's too slow to play. I've turned off distant statics to help with this.

Appreciate any help/suggestions anyone has (regarding the fog).

regards

Muso.

PS Edit - I have just tested disabling the distant land fix by harlanrm - that seems to help (although I get a bunch of errors loading my saved game). Now both my house mod, and the egg mine, are ok (with fog enabled). Underwater is still quite clear though.
QUOTE(dorkos @ Mar 28 2008, 11:12 PM) *
It would run fine, though that card is a little weak. You'd probably want to avoid the IVD, or at east make sure you weren't running any massively hi-res texture replacers.

I have the same card, more or less. IVD should work at default settings if you don't use distant statics, shadows or AA. I still lost 10 FPS (from 30-40 to 20-30 average) but the game was still playable.
QUOTE(NZMuso @ Mar 29 2008, 10:12 AM) *
<snip>
Appreciate any help/suggestions anyone has (regarding the fog).
<snip>
I use harlanrm's mod and have created a macro to toggle distant land on and off, to cope with situations that the distant land fix doesn't catch.
I have a new Macbook Pro, Intel Core 2 Duo 2.6Ghz, 2GB memory and an NVIDIA GeForce 8600 GT with 256MB.
I got XP on Bootcamp, played Halo as a quick basic test (not a graphics intense game, but it worked with everything turned up). Then I installed Morrowind, Tribunal, Bloodmoon, got the latest patch and downloaded MGE. After getting .Net 3.5 (which forced me to get Windows Installer as well) I got MGE running. I opened the MGEgui (this is 3.3.2 btw), and started turning stuff up. I ran the distant land file creation wizard. I started a brand new game, but the second I stepped outside of the boat, it crashed.
I went back, turned everything down (even turned AA off), which worked. I pressed the defaults button, then went to turn on distant lands, keeping the 2 and 15 defaults for land and fog distance. This crashes.

The last thing I tried was making a new game without distant lands, saving, then loading it back up with distant lands. It seems to load the immediate area for a brief moment before going black and giving me the report screen.

Anyone know what might have gone wrong?
On the previus thread Timeslip told me to do this to fix the bug were the bloom lighting wraps to the other part of the screen. well i finally got back to my computer and heres what appears to happen.

QUOTE
Try this then. Change the sampler lines to:
CODE
sampler s0 = sampler_state { texture = <thisframe>; AddressU=Wrap; AddressV=Wrap; };
sampler s1 = sampler_state { texture = <lastpass>; magfilter=linear; AddressU=Wrap; AddressV=Wrap; };
sampler s2 = sampler_state { texture = <lastpass>; magfilter=linear; AddressU=Clamp; AddressV=Clamp; };

Then scroll down to the 'float4 Bloom( float2 Tex : TEXCOORD0 ) : COLOR0' line. A few lines below it are two 'Colour += tex2D( s1, ...)' lines. Change those s1's to s2's, and see if that helps.

I did these moddifications to the DX9 HDR 5.

By doing this 1: vegetation(only the sprites, i think thats the word) and the hud would flicker up and down extremely fast when looking at higher or lower angles. This happened only out doors. 2: The picture of your character in the inventory screen would shrink to a rediculously small size if anything was moddified in the inventory/on the character. 3: most importantly this didnt fix the bloom wrap thing.
QUOTE(frazz @ Mar 29 2008, 04:01 PM) *
<snip>
Anyone know what might have gone wrong?

When generating the Distant Land, you probably didn't set your Meshes to Very High or lower. The first time you use MGE, you should always generate everything at the lowest possible settings to make sure it works, then start cranking up from there. The default values are not chosen based on you hardware. There is no guarantee those values will work on your machine.

Just a small update to what i said before...
I turned of shaders in MGE and im still having the sprites jumping up and down. I havent yet seen if the character in the inventory menu shrinks but i got the feeling he will.
This means that the problems im getting are from eather mod problems or MWE which i just installed as well. It still means tho that your fix didnt work becouse i still had the wrap around which can only be coused by MGE.
Okay, I was hesitant to post since I'm not really in a position of helping others, being a newb myself. But what I do is reading,
so I have read several of the past MGE threads and finally decided to give it a go. This is what I learned in the process:

COMMON ISSUES

Error on MGE load: unable to read screen resolution from registry / unable to read window mode from registry

Start Morrowind Launcher without MGE running then choose a resolution, this will create the required
registry entries for MGE to read. Then, launch MGE and you should be able to choose a resolution.

How to make MGE work with DirectX 10:

http://www.microsoft.com/downloads/details...;DisplayLang=en

I get an error that says I dont have a DataFiles/Shaders/active.sav file. And I have no such file, but also do not
know where I would find it.


Are you trying to preview the shader you're editing, or your active chain? You'll get that error if you try to preview
the active chain without actually having any shader active, but you can still preview whichever shader you have open
in the editor. (Timeslip)

How do I temporarily disable MGE completely without losing the settings?

Just move d3d8.dll and dinput.dll out of the morrowind folder, and move them back in when you want MGE back. Just
make sure you don't try running the GUI while they're moved. (Timeslip)

DISTANT LAND CREATION

What do each of the options mean?

The Meshes tab (where you specify the values like Very Low, High, Very High, etc.) dictates how much
time and effort is put into trying to make the distant land contours actually reflect what the contours
are really like in those regions. The higher you set this value, the more ripples and bumps you'll get
in your distant land. This has no effect on the actual texturing of the distant land.

The texturing of the distant land is controlled by the "World texture resolution" value on the Textures
tab of the wizard. It determines how much variation in coloring is shown on the distant land contours.
Statics tend to block out a lot of this coloring, so it isn't too important if you plan to use Statics.
However, if you don't use Statics, then you might want to bump this up to 8192, to give more variation
in the coloring of the distant land. I find the default value of 2048 is just to muddy to make out and
kind of detail.

Texturing of what I like to call the midrange land (the land between where the engine might normally
stop rendering and the distant lands at the horizon) is controlled by the "Cell texture resolution" value
on the Textures tab of the wizard.

The only way to get distant lands to look like what they would look like if you were up close, is to use
Statics. The large rocks will be generated as Statics and placed in front of the distant land.

Listed could-be problematic mods:

New Suran Extended (CTD)
The Glory Road (buffer overflow)
Brother Juniper's Twin Lamps
The Zone
Mori Mountain Estate v2.01
House of Mannequins v1.0
Wolf Manor v2.5
Dungeon Golag
Leveled lists
Pearl Palace
Serenity
The Vvardenfell Libraries
Nerevarine's Castle

I feel obligued to comment on two of these supossedly problematic mods, though:

Bother Juniper's Twin Lamps works for me, as in it doesn't crash the Distand Land creation tool.

New Suran Extended, there is indeed a problem with it, but not with the plug-in itself, as I can
generate the statics with the plug-in ticked (and they look good). The problem, I believe, resides
in the meshes supplied with the mod. MGE seems to crash while parsing the nifs.

Edit: More information on New Suran Extended. These are the nif files responsible for MGE's crash:

Data Files\Meshes\f...

...\glass_d32.nif
...\glass_d64.nif
...\glass_d128.nif
...\glass_d256.nif

Removing these meshes from the Data Files folder before MGE recreates Statics for New Suran Extended will make it work.
I haven't checked, but I believe these are interior meshes, so they are not relevant for the process anyway.


GENERAL GAMEPLAY ISSUES

If there are holes and breaches in the landscape:

Try unticking the "Average Vertex Heights" in the Meshes tab of distant land creation tool.

Water seems to be graphically awful even after I unistall MGE

Use Reflective Water with MGE
Re-Enable Pixel Shader without MGE

If the shadows slider is gone even with distant land turned off, it's because you're using different z-buffer format to what morrowind was expecting. (i.e. D24S8)

MGE Minimap does not render the real location

Try using Wrye Mash's fix map function,
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.

Some Statics (buildings, walls...) are still not showing until I am very close to them

Try reducing static size in the last step of generating distant land.
Use a custom overriding list (most recommendable)

Additional info on how to use Shaders (read Yacoby's FAQ for the how-to process):

Make sure the Hardware Shader box is ticked in the Render State tab, then close MGE and run Morrowind.


And that's it.

Everything I posted here had already been written by another user in any of the previous threads,
so I am merely re-stating the facts that I consider important. If I have left something it's
probably because it is on the first page, surely I even doubled stuff from Yacoby's FAQ.

Also I really think that Silverglade's brief walkthrough should be next to that FAQ. I know what he
said is probably common sense, but for some people (myself, for starters) this sense is not really
common, so we need to see a written in example before applying it wink.gif

Lastly, after trying MGE, I have to say that graphically it's the most amazing mod I've ever seen
for Morrowind. Congratulations to the author. My PC is not great, but it's definetly playable with
the proper tweaking. I noticed too that Silverglade has been doing some testing in cell loading and
general lagging, I was wondering if you tested different results with thread loading set to 0 or 1.


Well, I'm sure the more I read the forums and play the mod, the more I will learn. So I'm going to
concentrate in that last bit for now, once I can say that my settings work stable, I'll post specs
and values for future reference.

Thanks to everybody that has contributed to the thread, every bit was very valuable information.


Edit:
Added more information
Removed doubling with Yacoby's FAQ
Re-structured the post for better comprehension, I hope.
I'm considering working on creating a Silent Hill-esque mod, and I'm wondering, is it possible to use MGE to creating a "noise" or "film grain" effect?
Do you have to have a video card that has bloom capababilty? I tried to use the bloom effect and the other techniques but nothing happens in-game. Although, The preview shows the technique. Am I doing something wrong?
QUOTE(Silverglade @ Mar 29 2008, 03:21 PM) *
When generating the Distant Land, you probably didn't set your Meshes to Very High or lower. The first time you use MGE, you should always generate everything at the lowest possible settings to make sure it works, then start cranking up from there. The default values are not chosen based on you hardware. There is no guarantee those values will work on your machine.

Ok, I'll go ahead and redo it. I just chose the defaults on everything (Ultra high for mesh detail). I'm still leaving most everything on its default. It said maximum mesh detail was Ultra high. Is that supposed to be for me, or is it the maximum physically possible (which makes no sense, it wouldn't be there)?
Here's what I did now:
TEXTURES:
512 Cell texture resolution
2048 World texture resolution
Use vertex colour: yes
Filter world texture: yes

MESHES:
Low
Average vertex heights: yes

STATICS:
Short range size: 800
Long range size: 1000
Skip mipmap levels: 2


This worked out for me. Is the meshes setting the only thing that will cause it to crash? I'll push it as high as I can and stop there, but will things like extending the distance cause it to crash? Or will it only cause lag when I push it to far?
QUOTE(lorca @ Mar 30 2008, 06:14 PM) *
Do you have to have a video card that has bloom capababilty? I tried to use the bloom effect and the other techniques but nothing happens in-game. Although, The preview shows the technique. Am I doing something wrong?

Yes, for the second time.

Read the FAQ section of the first post.
QUOTE(Vality7 @ Mar 30 2008, 01:58 AM) *
Yes, for the second time.

Read the FAQ section of the first post.



Well, you must have a different version of MGE because I figure it out myself that I should go to the Render State tab an enable the hardware shader. Viola, it works.
does shaders affect on fps if you have a good graphicscard?
QUOTE(kaktuz @ Mar 31 2008, 01:08 AM) *
does shaders affect on fps if you have a good graphicscard?

Yes it will. I have an 8600GT, which isn't that old, and the rest of my specs are all pretty new, and I get a bit of lag with even just one shader turned on, even the title menus lag - though setting up a toggle shader key (to turn shaders completely off) helps at times. I think it does depend on what shaders you use though and how many you use.
More information on New Suran Extended. These are the nif files responsible for MGE's crash:

Data Files\Meshes\f...

...\glass_d32.nif
...\glass_d64.nif
...\glass_d128.nif
...\glass_d256.nif

Removing these meshes from the Data Files folder before MGE recreates Statics for New Suran Extended will make it work.
I haven't checked, but I believe these are interior meshes, so they are not relevant for the process anyway.

I'll update my previous post with this info too.
QUOTE(Sleawer @ Mar 30 2008, 05:30 AM) *
<snip>
Thanks for assembling all that, Sleawer, very useful thumbsup.gif
QUOTE(Vality7 @ Mar 30 2008, 07:16 AM) *
Yes it will. I have an 8600GT, which isn't that old, and the rest of my specs are all pretty new, and I get a bit of lag with even just one shader turned on, even the title menus lag - though setting up a toggle shader key (to turn shaders completely off) helps at times. I think it does depend on what shaders you use though and how many you use.


I've got an 8600 GT myself (PNY brand, 512 MB Overclocked)-distant land really doesn't work too well, haven't figured out how to get the shaders to work, but maybe I'll check out what lorca said and enabling whatchacallits. lol

No one's answered my question about grain effects yet-although I'm not sure if that would fall under the category of a shader or not...
QUOTE(Dragon32 @ Mar 30 2008, 06:15 PM) *
Thanks for assembling all that, Sleawer, very useful thumbsup.gif


You're welcome. Actually those are your answers along with Timeslip's, Silverglade's and some others, so thanks to you.

I know there are still a couple of things more I want to post.
QUOTE(DJGamer @ Mar 30 2008, 07:12 PM) *
<snip>
No one's answered my question about grain effects yet-although I'm not sure if that would fall under the category of a shader or not...
Look at some screenies of the full screen shaders here. Whilst none do exactly what you want I would've thought it should be possible.
QUOTE(Silverglade @ Mar 29 2008, 03:21 PM) *
When generating the Distant Land, you probably didn't set your Meshes to Very High or lower. The first time you use MGE, you should always generate everything at the lowest possible settings to make sure it works, then start cranking up from there. The default values are not chosen based on you hardware. There is no guarantee those values will work on your machine.

K thanks, it's working now. smile.gif
QUOTE(Sleawer @ Mar 30 2008, 12:30 AM) *
Everything I posted here had already been written by another user in any of the previous threads,
so I am merely re-stating the facts that I consider important. If I have left something it's
probably because it is on the first page, surely I even doubled stuff from Yacoby's FAQ.

Also I really think that Silverglade's brief walkthrough should be next to that FAQ. I know what he
said is probably common sense, but for some people (myself, for starters) this sense is not really
common, so we need to see a written in example before applying it wink.gif

Thanks for your summary. I also skimmed through all of the threads before I first started with MGE, but I still learned a few things from reading your summary. I definitely don't have any problem with my walkthrough post being added to the OP every time a new thread is started. That would hopefully prevent the same questions being asked over and over again. Much of the information you have complied should also be part of the OP threads for MGE.

QUOTE(Sleawer @ Mar 30 2008, 12:30 AM) *
I noticed too that Silverglade has been doing some testing in cell loading and
general lagging, I was wondering if you tested different results with thread loading set to 0 or 1.

I didn't do any testing with setting the thread loading to 0 or 1. I really do need to go back and get the new times with my E8400 (like I said I would). I did a couple of quick tests and found that your CPU greatly affects the cell loading times. Of course it could be memory bandwidth too, since I upgraded from DD1 to DDR2 with the CPU upgrade. Cell loading times that were in the 5 second range fell to the 1.5 second range.

I also have 103 screenshots that I have taken. They show the same exact view based on changing the values during the distant land creation wizard. I had hoped to somehow get them into the documentation that ships with MGE, but they are already 11.7MB and they don't show every possible combination yet. Perhaps some site like dev_akm's TOTO site is in order.
QUOTE(Silverglade @ Mar 31 2008, 03:56 PM) *
Thanks for your summary. I also skimmed through all of the threads before I first started with MGE, but I still learned a few things from reading your summary. I definitely don't have any problem with my walkthrough post being added to the OP every time a new thread is started. That would hopefully prevent the same questions being asked over and over again. Much of the information you have complied should also be part of the OP threads for MGE.

I must have missed your walkthrough also, do you have a link?

I would add stuff to the OP, but two things: I don't want the OP to get too long and messy, which it would if I was to just copy and paste all of that, and although Sleawer's stuff was all good and useful, it would be better if it was written up as like a FAQ or something I think.
I installed MGE and everything is seem to working aexcept for the trees in bitter coast. Anyone know why this is happening:


http://i98.photobucket.com/albums/l247/wol...Screenshot5.jpg

I did have Vality's bitter coast trees installed at the time

Also what settings am I suppose to manipulate to fix stuff like this:


http://i98.photobucket.com/albums/l247/wol...Screenshot7.jpg

http://i98.photobucket.com/albums/l247/wol...Screenshot6.jpg
Monotonous, I know, but it seems that MGE can work with DX10? I had DX10 as standard for Vista, and I installed DX9.0c, then updated my drivers over it. MGE seemed to like it, so it looks like it's working how it should. Only problem is a sometimes get an error that crashes Morrowind with a MGE message that says 'MGE tried wrapping a DX9 .dll it currently does not wrap.' Or somethign similar, sorry, I'll have to reproduce it to give you a more accurate description. But with what's there, does anyone seem to have any idea of what the problem is and how to fix it?

EDIT: Oh, wow. I also forgot to mention I get horrible slowdown using only the HDR 5 DX9 shader, but only with menus. According to you Vality, though, this is normal?
QUOTE(wolfie @ Mar 31 2008, 12:28 AM) *
I installed MGE and everything is seem to working accept for the trees in bitter coast. Anyone know why this is happening:
http://i98.photobucket.com/albums/l247/wol...Screenshot5.jpg

I did have Vality's bitter coast trees installed at the time

That is your problem. Vality's mod isn't compatible with MGE statics. He and Timeslip may be able to come up with a workaround, but nothing has been discussed publicly yet.

QUOTE(wolfie @ Mar 31 2008, 12:28 AM) *

I'm not sure that is fixable. I have a similar problem with the back wall of the Pelagaid fort, and I haven't been able to fix it. I even seem to have the problem without MGE installed. I think it might be some kind of video card driver bug.


QUOTE(Vality7 @ Mar 30 2008, 11:54 PM) *
I must have missed your walkthrough also, do you have a link? better if it was written up as like a FAQ or something I think.

Here is the link to the post people have been referring others to:

http://www.bethsoft.com/bgsforums/index.ph...&p=11789444
Woah you've got quite a beasty there. I'm using a simple T5500, so I'm guessing an E8400 can in fact double my processor's speed (I don't really understand much about computers though, when they started calling chips with all these fancy letters and numbers I got a bit lost).

When (and if) you run your tests, maybe you could check roughly the differences with and without thread loading. For me a vanilla game seems to run more smoothly when set to 1. I tried to run some tests with MGE distand land enabled, but I'm also tweaking a lot trying to make it playable with distant statics on (which would be quite a feat with my computer), so any results I get are very unreliable.

It seems to me the biggest FPS impact regarding distant statics is coming from custom textures and meshes added by mods, not saying anything new here, I imagine, and of course texture replacers. I was trying some tricks to reduce loading times and get smoother gameplay, like deactivating those files when generating distant land (basically a Vanilla install distant land, but with mod statics enabled, just not the .nifs/.dds files). The resulting improvement is big, but I'm afraid it's not viable in terms of stability, as I'm probably breaking something while doing it.

Another option is the one you described before, setting distant statics values to 32000 and overriding the settings with a custom list. This is probably the one I will stick with.

Of course I can always get an E8400, but that trick requires some money to work and I'm afraid they wouldn't let me pay with imperial septims, would they?

QUOTE(Vality7)
I would add stuff to the OP, but two things: I don't want the OP to get too long and messy, which it would if I was to just copy and paste all of that, and although Sleawer's stuff was all good and useful, it would be better if it was written up as like a FAQ or something I think.


I understand. I could try to to keep my post up to date with any new information not included in the OP and even repost it in new threads if necessary. I say 'try' though because I have this not nice habit of dissapearing into de void for long periods of time. So no compromise here, please smile.gif

Of course you can take anything I posted and add it to the first post rewritten as a FAQ. I don't think the original posters will mind either, otherwise I would have pissed them off already.


Edit: Wolfie, if you mean those empty spaces in the architecture, I had the same until I used a mixture of the custom overriding lists posted here. Basically your statics values are either too high or those parts have a wierd weighting. In any case, try one of those lists or add those parts manually yourself. Using the console you should get the names easily.

A couple of lists:
Archibald_TK's list
Dragon32 list

Scroll down to find them. Sorry I don't know how to link directly to the post (if anybody knows, please share).
QUOTE(wolfie @ Mar 31 2008, 05:28 PM) *
I installed MGE and everything is seem to working accept for the trees in bitter coast. Anyone know why this is happening:
http://i98.photobucket.com/albums/l247/wol...Screenshot5.jpg

I did have Vality's bitter coast trees installed at the time

I stated in the readmes, and various threads many times, that my tree mods are not compatible with Infinite View Distance.

QUOTE(Silverglade @ Apr 1 2008, 02:14 AM) *
That is your problem. Vality's mod isn't compatible with MGE statics. He and Timeslip may be able to come up with a workaround, but nothing has been discussed publicly yet.

There is nothing I can do to fix it, it's a problem of MGE's not being able to generate billboard meshes/textures properly. I asked Timeslip about it once and he said something along the lines of 'it's not a priority' - I'm not sure if he's even still working on MGE.

I've tried editing the generated texture but that didn't seem to work, and I have no way of editing the generated mesh.

QUOTE(dorkos @ Mar 31 2008, 05:39 PM) *
EDIT: Oh, wow. I also forgot to mention I get horrible slowdown using only the HDR 5 DX9 shader, but only with menus. According to you Vality, though, this is normal?

You get slow down only when you are in a menu? I don't believe that is normal, you should be getting slow down whether you are in the menus or not, from the moment you load the game.
Well, not to boast, but my rig eats up Morrowind and spits it back out, without even burning. So I can see why I get no slowdown, what I don't get is why it's only in menus.

Like Inventory, or when I open a book/scroll, etc etc. In-game is smooth as silk, even with the X2 view distance.

But my real concern is the error message I get that closes Morrowind.
For some reason, whenever I play with distant statics active, opening a container of any kind takes longer. A 1.5 seconds delay or something similar. The strange thing is, I still get it when I'm in interiors or when I toggle distant land off while playing. But I should probably blame my old computer.

By the way, if possible, a toggle distant statics function for the macro editor would be nice.
I've been playing around wtih MGE today and started to get a problem that I remember someone talking about - when I look up everything goes a bit brighter, and when I look down the water and everything goes dark. What was causing this?

Also, forget what I said in my last post - I have spent today working on a (partial) solution to make my mod compatible with IVD. What I have done is basically remove the billboard function from each leaf mesh and run the static generator with these new non-billboard tree meshes, then replaced them with the proper trees before I go to play it. It works, I just have to sort out a few things, the alpha settings on the trees is a bit unusual. Here's a pic, you can see some white bits around the tips of some trees, this is the alpha problem which I need to fix before I can release it.

This won't be the most ideal fix, billboard generation would be best, but it's the best I can do, at least it will finally be usable - better than those brown squares. So I'll release my non-billboarded trees and you'll have to do the static generation yourself, and then remember to delete the files and replace them with the proper trees before you play.
(O.o)
Wow Vality. Wow.

I have a question about MGE,
What is better for performance - FPS Opt double draw distance or MGE Distant Land?

Also a Question about Morrowind Engine,
Is the reason why Morrowind engine is laggy **** is becouse it renders everything instead of just what it visible at the moment?
QUOTE(Lord Udedenkz @ Apr 2 2008, 05:02 PM) *
(O.o)
Wow Vality. Wow.

I have a question about MGE,
What is better for performance - FPS Opt double draw distance or MGE Distant Land?

Also a Question about Morrowind Engine,
Is the reason why Morrowind engine is laggy **** is becouse it renders everything instead of just what it visible at the moment?

It renders everything that is infront of you, for example if there is a tiny hidden pebble behind a building, it will still render it - but it won't render anything behind you or to the sides.

As for performance, of course FPS Optimizer is going to be better for performance as it's only drawing 2x, when IVD is drawing like 100x, although it's drawing low quality distant stuff, it's still got a lot more stuff it's doing.
QUOTE(Vality7 @ Apr 1 2008, 09:45 PM) *
I've been playing around wtih MGE today and started to get a problem that I remember someone talking about - when I look up everything goes a bit brighter, and when I look down the water and everything goes dark. What was causing this?

Also, forget what I said in my last post - I have spent today working on a (partial) solution to make my mod compatible with IVD. What I have done is basically remove the billboard function from each leaf mesh and run the static generator with these new non-billboard tree meshes, then replaced them with the proper trees before I go to play it. It works, I just have to sort out a few things, the alpha settings on the trees is a bit unusual. Here's a pic, you can see some white bits around the tips of some trees, this is the alpha problem which I need to fix before I can release it.

This won't be the most ideal fix, billboard generation would be best, but it's the best I can do, at least it will finally be usable - better than those brown squares. So I'll release my non-billboarded trees and you'll have to do the static generation yourself, and then remember to delete the files and replace them with the proper trees before you play.


Looks pretty good.
QUOTE(Vality7 @ Apr 1 2008, 11:45 PM) *
Also, forget what I said in my last post - I have spent today working on a (partial) solution to make my mod compatible with IVD. What I have done is basically remove the billboard function from each leaf mesh and run the static generator with these new non-billboard tree meshes, then replaced them with the proper trees before I go to play it.

That's excellent. I was hoping you could come up with some kind of workaround. I can't wait to try it out.
I think the problem with my error was caused by the N-Patch option in FPSOpt.
QUOTE(Vality7 @ Apr 1 2008, 10:29 PM) *
It renders everything that is infront of you, for example if there is a tiny hidden pebble behind a building, it will still render it - but it won't render anything behind you or to the sides.

As for performance, of course FPS Optimizer is going to be better for performance as it's only drawing 2x, when IVD is drawing like 100x, although it's drawing low quality distant stuff, it's still got a lot more stuff it's doing.


I wish one devised a method to change that, to more like Vice City does it for example (I think Vice City constitutes a valid example, lol).

Now, about the IVD, it doesn't have to draw 100x, I was thinking more about the bare minimum distant land render (value of 1 is the minimum I think) compared to FPSOpt 2x Draw Distance, anyone did a comparison like that?
Vality, that is a pretty good fix! Because of that, I can finally be able to almost fully use your mods!

I just wish that MGE had true billboard rendering.
Worst problem with MGE, is that it doesn't like DX10! laugh.gif

I also think that the shaders could use a little touching up. (But what do I know, they might be as good as they could get.)
QUOTE(dorkos @ Apr 2 2008, 05:26 PM) *
Worst problem with MGE, is that it doesn't like DX10! laugh.gif

I also think that the shaders could use a little touching up. (But what do I know, they might be as good as they could get.)

Err, did you download dx9 like I told you to do? tongue.gif
Yeah, then I updated my driver over it, so I got both. But, still, it would be nicer to just have full DX10 support.

By the by...you're going to be on here more, aren't you?
QUOTE(dorkos @ Apr 2 2008, 05:43 PM) *
Yeah, then I updated my driver over it, so I got both. But, still, it would be nicer to just have full DX10 support.

By the by...you're going to be on here more, aren't you?

No, I've always been here since 2006....... tongue.gif
But this is getting OT.

Sucks your stuck with dorkos now, will take time to get used to it lol.
Quick question, what .ini settings for lighting do you suggest? To get the best effect from HRD 5 and non-DX HDR (I'm running them both in my active chain).

Also, what do you have your HDR reaction set to? I tried 12, but it was waaaay too reflective. 11 was ok, though. Don't know if changing the .ini lighting will have a difference on a fullscreen shader.
QUOTE(Sleawer @ Mar 30 2008, 06:33 AM) *
More information on New Suran Extended. These are the nif files responsible for MGE's crash:

Data Files\Meshes\f...

...\glass_d32.nif
...\glass_d64.nif
...\glass_d128.nif
...\glass_d256.nif

Removing these meshes from the Data Files folder before MGE recreates Statics for New Suran Extended will make it work.
I haven't checked, but I believe these are interior meshes, so they are not relevant for the process anyway.

I'll update my previous post with this info too.


if those are the same nif's i have, they are doors. not statics. actually they are fully alpha'd flattish squares with a edge set pivot point, so you can open and close them. the number designates that nif size. i guess the only part that matters is they aren't statics. either doors or activators.
I belive I have a problem with MGE I just noticed.

When I enter the Temple area in Mournhold, it's dark as in über darkness. The only light is from the lamps, anyone know why?
Hi SciMuse,

The objects associated to those nifs, even if they function as doors, are actually STAT entries. You should be able to find them under the Statics tab, listed as:

_Display_Glass_32
_Display_Glass_64
_Display_Glass_128
_Display_Glass_256

Anyway, I'm farily certain those meshes are not really necessary for anything MGE wise, so it's safe to remove them prior to creating distant statics.
edit: nevermind, problem fixed.
just installed this, and: http://img143.imageshack.us/img143/3199/mg...eenshot2yq6.jpg what could be causing this? it's really odd...
QUOTE(shiro183 @ Apr 6 2008, 02:44 AM) *
just installed this, and: http://img143.imageshack.us/img143/3199/mg...eenshot2yq6.jpg what could be causing this? it's really odd...

Try playing with the Land Distance setting, which is a number you can set in the Global Graphics tab of MGE, make it a little higher or something. I think that's where the problem is, not entirely sure though.
QUOTE(Vality7 @ Apr 5 2008, 07:51 AM) *
Try playing with the Land Distance setting, which is a number you can set in the Global Graphics tab of MGE, make it a little higher or something. I think that's where the problem is, not entirely sure though.


that was the first thing i tried, didn't work.

the part where it cuts off seems to be at the edge of my view distance, setting it lower moves it closer, and setting it to minimum makes it barely noticable.... but then there are statics popping in and out randomly for some reason.
QUOTE(shiro183 @ Apr 5 2008, 01:44 PM) *
just installed this, and: http://img143.imageshack.us/img143/3199/mg...eenshot2yq6.jpg what could be causing this? it's really odd...


HEY! That's where my water went!! (MGE makes my water vanish totally, for some reason. Apparently 'cause it's put it all in your PC!)
QUOTE(Kateri @ Apr 5 2008, 08:58 AM) *
HEY! That's where my water went!! (MGE makes my water vanish totally, for some reason. Apparently 'cause it's put it all in your PC!)

that happened to me once when i set the land distance to 0, i forget why i did that...
Well I use FPS Optimizer at the same time, and just control it with the mouse scroll. It seems to disappear when you set it at a certain point.
I'll experiment a bit more with settings... although I've had it at all kinds of things and it's still gone, even when distant land's not even enabled.
QUOTE(Vality7 @ Apr 5 2008, 09:10 AM) *
Well I use FPS Optimizer at the same time, and just control it with the mouse scroll. It seems to disappear when you set it at a certain point.


seems to, yeah. but that's when the popping in and out starts. and it's still there occasionally, but only appears at certain angles... agh.
MGE is causing a brown and gray fog issue with me (or maybe MGE + something else) when entering some interiors. All I get is a brown or gray screen, but torches and lamps can be seen somewhat. After uninstalling MGE and installing MWSE, I have no problems. Any ideas?

------------------
System Information
------------------
Time of this report: 4/3/2008, 08:24:04
Machine name: JOIKD
Operating System: Windows XP Professional x64 Edition (5.2, Build 3790) Service Pack 2 (3790.srv03_sp2_rtm.070216-1710)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: P5K Deluxe
BIOS: Default System BIOS
Processor: Intel® Core™2 CPU 6600 @ 2.40GHz (2 CPUs), ~3.5GHz
Memory: 4094MB RAM
Page File: 152MB used, 9833MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.3790.3959 32bit Unicode

------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found. DirectDraw test results: All tests were successful. Direct3D 7 test results: All tests were successful. Direct3D 8 test results: All tests were successful. Direct3D 9 test results: All tests were successful.
Sound Tab 1: DirectSound test results: All tests were successful.
Music Tab: DirectMusic test results: All tests were successful.
Input Tab: No problems found.
Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce 8800 GTX
Manufacturer: NVIDIA
Chip type: GeForce 8800 GTX
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0191&SUBSYS_C8313842&REV_A2
Display Memory: 768.0 MB
Current Mode: 1600 x 1200 (32 bit) (100Hz)
Monitor: SONY CPD-G520
Monitor Max Res: 2048,1536
Driver Name: nv4_disp.dll
Driver Version: 6.14.0011.7474 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 3/24/2008 19:52:00, 8735488 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 3/24/2008 19:52:00, 8671872 bytes
Device Identifier: {D7B71E3E-42D1-11CF-C046-3AE803C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0191
SubSys ID: 0xC8313842
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel: ModeMPEG2_A ModeMPEG2_B ModeMPEG2_C ModeMPEG2_D ModeWMV9_B ModeWMV9_A
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: All tests were successful.
D3D7 Test Result: All tests were successful.
D3D8 Test Result: All tests were successful.
D3D9 Test Result: All tests were successful.

-------------
Sound Devices
-------------
Description: SB X-Fi Audio [EC00]
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: PCI\VEN_1102&DEV_0005&SUBSYS_00311102&REV_00
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: ctaud2k.sys
Driver Version: 6.00.0001.1283 (English)
Driver Attributes: Final Retail
WHQL Logo'd: n/a
Date and Size: 2/25/2008 09:46:02, 867224 bytes
Other Files:
Driver Provider: Creative
HW Accel Level: Full
Cap Flags: 0x0
Min/Max Sample Rate: 0, 0
Static/Strm HW Mix Bufs: 0, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: Yes
EAX™ 2.0 Listen/Src: Yes, Yes
I3DL2™ Listen/Src: No, No
Sensaura™ ZoomFX™: No
Registry: OK
Sound Test Result: All tests were successful.

---------------------
Sound Capture Devices
---------------------
Description: SB X-Fi Audio [EC00]
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: ctaud2k.sys
Driver Version: 6.00.0001.1283 (English)
Driver Attributes: Final Retail
Date and Size: 2/25/2008 09:46:02, 867224 bytes
Cap Flags: 0x0
Format Flags: 0x0

-----------
DirectMusic
-----------
DLS Path: C:\WINDOWS\SYSTEM32\drivers\etc\GM.DLS
DLS Version: 1.00.0016.0002
Acceleration: n/a
Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
Microsoft MIDI Mapper [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB X-Fi Synth A [EC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
SB X-Fi Synth B [EC00] [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Microsoft GS Wavetable SW Synth [Emulated], Hardware (Not Kernel Mode), Output, No DLS, Internal
Registry: OK
Test Result: All tests were successful.

-------------------
DirectInput Devices
-------------------
Device Name: Mouse
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: Keyboard
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: Logitech BT Mini-Receiver
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC70C
FF Driver: n/a

Device Name: Logitech BT Mini-Receiver
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC70C
FF Driver: n/a

Device Name: Logitech BT Mini-Receiver
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC70C
FF Driver: n/a

Device Name: Logitech BT Mini-Receiver
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC70C
FF Driver: n/a

Device Name: Logitech BT Mini-Receiver
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC70C
FF Driver: n/a

Poll w/ Interrupt: No
Registry: OK

-----------
USB Devices
-----------
+ USB Root Hub
| Vendor/Product ID: 0x8086, 0x2937
| Matching Device ID: usb\root_hub
| Service: usbhub

----------------
Gameport Devices
----------------

------------
PS/2 Devices
------------
+ HID Keyboard Device
| Vendor/Product ID: 0x046D, 0xC70B
| Matching Device ID: hid_device_system_keyboard
| Service: kbdhid
|
+ Terminal Server Keyboard Driver
| Matching Device ID: root\rdp_kbd
| Upper Filters: kbdclass
| Service: TermDD
|
+ HID-compliant mouse
| Vendor/Product ID: 0x046D, 0xC70C
| Matching Device ID: hid_device_system_mouse
| Service: mouhid
|
+ Terminal Server Mouse Driver
| Matching Device ID: root\rdp_mou
| Upper Filters: mouclass
| Service: TermDD

----------------------------
DirectPlay Service Providers
----------------------------
DirectPlay8 Modem Service Provider - Registry: OK, File: dpnet.dll (5.03.3790.3959)
DirectPlay8 Serial Service Provider - Registry: OK, File: dpnet.dll (5.03.3790.3959)
DirectPlay8 IPX Service Provider - Registry: OK, File: dpnet.dll (5.03.3790.3959)
DirectPlay8 TCP/IP Service Provider - Registry: OK, File: dpnet.dll (5.03.3790.3959)

DirectPlay Voice Wizard Tests: Full Duplex: Not run, Half Duplex: Not run, Mic: Not run
DirectPlay Test Result: Not run
Registry: OK

-------------------
DirectPlay Adapters
-------------------
DirectPlay8 TCP/IP Service Provider: Local Area Connection - IPv4 -

-----------------------
DirectPlay Voice Codecs
-----------------------
Voxware VR12 1.4kbit/s
Voxware SC06 6.4kbit/s
Voxware SC03 3.2kbit/s
MS-PCM 64 kbit/s
MS-ADPCM 32.8 kbit/s
Microsoft GSM 6.10 13 kbit/s
TrueSpeech™ 8.6 kbit/s

-------------------------
DirectPlay Lobbyable Apps
-------------------------

------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 132.5 GB
Total Space: 152.6 GB
File System: NTFS
Model: MAXTOR STM3160815AS

Drive: D:
Free Space: 3.5 GB
Total Space: 476.9 GB
File System: NTFS
Model: WDC WD5000KS-60MNB0

Drive: E:
Free Space: 46.5 GB
Total Space: 476.9 GB
File System: NTFS
Model: WDC WD5000KS-00MNB0

Drive: F:
Model: PLEXTOR DVDR PX-750A SCSI CdRom Device
Driver: c:\windows\system32\drivers\cdrom.sys, , 0 bytes

Drive: G:
Model: EH5764Y IHV015U SCSI CdRom Device
Driver: c:\windows\system32\drivers\cdrom.sys, , 0 bytes

--------------
System Devices
--------------
Name: Intel® G33/G31/P35 Express Chipset PCI Express Root Port - 29C1
Device ID: PCI\VEN_8086&DEV_29C1&SUBSYS_00000000&REV_02\3&11583659&0&08
Driver: n/a

Name: Intel® G33/G31/P35 Express Chipset Processor to I/O Controller - 29C0
Device ID: PCI\VEN_8086&DEV_29C0&SUBSYS_00000000&REV_02\3&11583659&0&00
Driver: n/a

Name: Intel® ICH9 Family PCI Express Root Port 6 - 294A
Device ID: PCI\VEN_8086&DEV_294A&SUBSYS_00000000&REV_02\3&11583659&0&E5
Driver: n/a

Name: Intel® ICH9 Family PCI Express Root Port 5 - 2948
Device ID: PCI\VEN_8086&DEV_2948&SUBSYS_00000000&REV_02\3&11583659&0&E4
Driver: n/a

Name: Intel® ICH9 Family PCI Express Root Port 1 - 2940
Device ID: PCI\VEN_8086&DEV_2940&SUBSYS_00000000&REV_02\3&11583659&0&E0
Driver: n/a

Name: Intel® ICH9 Family USB2 Enhanced Host Controller - 293C
Device ID: PCI\VEN_8086&DEV_293C&SUBSYS_82771043&REV_02\3&11583659&0&D7
Driver: n/a

Name: Intel® ICH9 Family USB2 Enhanced Host Controller - 293A
Device ID: PCI\VEN_8086&DEV_293A&SUBSYS_82771043&REV_02\3&11583659&0&EF
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2939
Device ID: PCI\VEN_8086&DEV_2939&SUBSYS_82771043&REV_02\3&11583659&0&D2
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2938
Device ID: PCI\VEN_8086&DEV_2938&SUBSYS_82771043&REV_02\3&11583659&0&D1
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2937
Device ID: PCI\VEN_8086&DEV_2937&SUBSYS_82771043&REV_02\3&11583659&0&D0
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2936
Device ID: PCI\VEN_8086&DEV_2936&SUBSYS_82771043&REV_02\3&11583659&0&EA
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2935
Device ID: PCI\VEN_8086&DEV_2935&SUBSYS_82771043&REV_02\3&11583659&0&E9
Driver: n/a

Name: Intel® ICH9 Family USB Universal Host Controller - 2934
Device ID: PCI\VEN_8086&DEV_2934&SUBSYS_82771043&REV_02\3&11583659&0&E8
Driver: n/a

Name: Intel® ICH9 Family SMBus Controller - 2930
Device ID: PCI\VEN_8086&DEV_2930&SUBSYS_82771043&REV_02\3&11583659&0&FB
Driver: n/a

Name: Intel® ICH9 2 port Serial ATA Storage Controller 2 - 2926
Device ID: PCI\VEN_8086&DEV_2926&SUBSYS_82771043&REV_02\3&11583659&0&FD
Driver: n/a

Name: Intel® ICH9 4 port Serial ATA Storage Controller 1 - 2920
Device ID: PCI\VEN_8086&DEV_2920&SUBSYS_82771043&REV_02\3&11583659&0&FA
Driver: n/a

Name: PCI standard ISA bridge
Device ID: PCI\VEN_8086&DEV_2916&SUBSYS_00000000&REV_02\3&11583659&0&F8
Driver: n/a

Name: Intel® 82801 PCI Bridge - 244E
Device ID: PCI\VEN_8086&DEV_244E&SUBSYS_00000000&REV_92\3&11583659&0&F0
Driver: n/a

Name: JMicron JMB36X Controller
Device ID: PCI\VEN_197B&DEV_2363&SUBSYS_824F1043&REV_03\4&332B0EE8&0&00E4
Driver: n/a

Name: Marvell Yukon 88E8056 PCI-E Gigabit Ethernet Controller
Device ID: PCI\VEN_11AB&DEV_4364&SUBSYS_81F81043&REV_12\4&625283&0&00E5
Driver: n/a

Name: Creative SB X-Fi
Device ID: PCI\VEN_1102&DEV_0005&SUBSYS_00311102&REV_00\4&19ABE7DE&0&10F0
Driver: n/a

Name: NVIDIA GeForce 8800 GTX
Device ID: PCI\VEN_10DE&DEV_0191&SUBSYS_C8313842&REV_A2\4&196AFE53&0&0008
Driver: n/a

------------------
DirectX Components
------------------
ddraw.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 283136 bytes
ddrawex.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 28160 bytes
d3d8.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:24 1042432 bytes
d3d8thk.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 8192 bytes
d3d9.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:24 1690624 bytes
d3dim.dll: 5.02.3790.3959 English Final Retail 2/18/2007 08:05:24 378880 bytes
d3dim700.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 835584 bytes
d3dramp.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 590848 bytes
d3drm.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 351744 bytes
d3dxof.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 48128 bytes
d3dpmesh.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 36864 bytes
dplay.dll: 5.00.2134.0001 English Final Retail 3/25/2005 05:00:00 33040 bytes
dplayx.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 230400 bytes
dpmodemx.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 23552 bytes
dpwsockx.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 57344 bytes
dplaysvr.exe: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 31744 bytes
dpnsvr.exe: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 17920 bytes
dpnet.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 376320 bytes
dpnlobby.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 3584 bytes
dpnaddr.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 3584 bytes
dpvoice.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 212480 bytes
dpvsetup.exe: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 83968 bytes
dpvvox.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 116736 bytes
dpvacm.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 22016 bytes
dpnhpast.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 4096 bytes
dpnhupnp.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 60928 bytes
dinput.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 159744 bytes
dinput8.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 182272 bytes
dimap.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 42496 bytes
diactfrm.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 415744 bytes
joy.cpl: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:34 69632 bytes
gcdef.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:30 80896 bytes
pid.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 33792 bytes
dsound.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:28 360960 bytes
dsound3d.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 1294848 bytes
dswave.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 19456 bytes
dsdmo.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 182272 bytes
dsdmoprp.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 75776 bytes
dmusic.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 104448 bytes
dmband.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 28672 bytes
dmcompos.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 61952 bytes
dmime.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 181760 bytes
dmloader.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:26 36352 bytes
dmstyle.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 105984 bytes
dmsynth.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 103424 bytes
dmscript.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 82432 bytes
Microsoft.DirectX.Direct3D.dll: 9.05.0132.0000 English Final Retail 3/4/2008 19:09:39 473600 bytes
Microsoft.DirectX.Direct3DX.dll: 5.04.0000.3900 English Final Retail 3/4/2008 19:09:37 2676224 bytes
Microsoft.DirectX.Direct3DX.dll: 9.04.0091.0000 English Final Retail 3/4/2008 19:09:37 2846720 bytes
Microsoft.DirectX.Direct3DX.dll: 9.05.0132.0000 English Final Retail 3/4/2008 19:09:37 563712 bytes
Microsoft.DirectX.Direct3DX.dll: 9.06.0168.0000 English Final Retail 3/4/2008 19:09:37 567296 bytes
Microsoft.DirectX.Direct3DX.dll: 9.07.0239.0000 English Final Retail 3/4/2008 19:09:38 576000 bytes
Microsoft.DirectX.Direct3DX.dll: 9.08.0299.0000 English Final Retail 3/4/2008 19:09:38 577024 bytes
Microsoft.DirectX.Direct3DX.dll: 9.09.0376.0000 English Final Retail 3/4/2008 19:09:38 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.10.0455.0000 English Final Retail 3/4/2008 19:09:38 577536 bytes
Microsoft.DirectX.Direct3DX.dll: 9.11.0519.0000 English Final Retail 3/4/2008 19:09:38 578560 bytes
Microsoft.DirectX.Direct3DX.dll: 9.12.0589.0000 English Final Retail 3/4/2008 19:09:39 578560 bytes
Microsoft.DirectX.DirectDraw.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 145920 bytes
Microsoft.DirectX.DirectInput.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 159232 bytes
Microsoft.DirectX.DirectPlay.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 364544 bytes
Microsoft.DirectX.DirectSound.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 178176 bytes
Microsoft.DirectX.AudioVideoPlayback.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 53248 bytes
Microsoft.DirectX.Diagnostics.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 12800 bytes
Microsoft.DirectX.dll: 5.04.0000.2904 English Final Retail 3/4/2008 19:09:39 223232 bytes
dx7vb.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:28 621056 bytes
dx8vb.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:28 1225216 bytes
dxdiagn.dll: 5.03.3790.3959 English Final Retail 2/18/2007 08:05:28 1765376 bytes
mfc40.dll: 4.01.0000.6140 English Final Retail 3/25/2005 05:00:00 924432 bytes
mfc42.dll: 6.06.8063.0000 English Beta Retail 2/18/2007 08:05:34 1160704 bytes
wsock32.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 22528 bytes
amstream.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:20 72704 bytes
devenum.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:24 61440 bytes
dxmasf.dll: 6.04.0009.1125 English Final Retail 3/25/2005 05:00:00 498205 bytes
mciqtz32.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:34 62464 bytes
mpg2splt.ax: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:36 148992 bytes
msdmo.dll: 6.05.3790.1830 English Final Retail 3/25/2005 05:00:00 14336 bytes
encapi.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 20480 bytes
qasf.dll: 10.00.0000.3997 English Final Retail 2/18/2007 08:05:46 217088 bytes
qcap.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:46 192512 bytes
qdv.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:46 279040 bytes
qdvd.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:46 385536 bytes
qedit.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:46 512512 bytes
qedwipes.dll: 6.05.3790.1830 English Final Retail 3/25/2005 05:00:00 733696 bytes
quartz.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:46 1274880 bytes
strmdll.dll: 4.01.0000.3935 English Final Retail 3/25/2005 05:00:00 246814 bytes
ir41_32.ax: 4.51.0016.0003 English Final Retail 3/25/2005 05:00:00 848384 bytes
ir41_qc.dll: 4.30.0062.0002 English Final Retail 3/25/2005 05:00:00 120320 bytes
ir41_qcx.dll: 4.30.0064.0001 English Final Retail 3/25/2005 05:00:00 338432 bytes
ir50_32.dll: 5.2562.0015.0055 English Final Retail 3/25/2005 05:00:00 755200 bytes
ir50_qc.dll: 5.00.0063.0048 English Final Retail 3/25/2005 05:00:00 200192 bytes
ir50_qcx.dll: 5.00.0064.0048 English Final Retail 3/25/2005 05:00:00 183808 bytes
mswebdvd.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:42 209408 bytes
ksproxy.ax: 5.03.3790.1830 English Final Retail 3/24/2005 19:57:44 130048 bytes
ksuser.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 4096 bytes
mpeg2data.ax: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:36 62976 bytes
msvidctl.dll: 6.05.3790.3959 English Final Retail 2/18/2007 08:05:42 1563136 bytes
vbisurf.ax: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 30720 bytes
msyuv.dll: 5.02.3790.0000 English Final Retail 3/25/2005 05:00:00 16896 bytes
wstdecod.dll: 5.03.3790.1830 English Final Retail 3/25/2005 05:00:00 50688 bytes

------------------
DirectShow Filters
------------------

DirectShow Filters:
WMAudio Decoder DMO,0x00800800,1,1,,
WMAPro over S/PDIF DMO,0x00600800,1,1,,
WMSpeech Decoder DMO,0x00600800,1,1,,
WMVideo Advanced Decoder DMO,0x00800001,1,1,,
Mpeg4s Decoder DMO,0x00800001,1,1,,
WMV Screen decoder DMO,0x00800001,1,1,,
WMVideo Decoder DMO,0x00800001,1,1,,
Mpeg43 Decoder DMO,0x00800001,1,1,,
Mpeg4 Decoder DMO,0x00800001,1,1,,
WMT MuxDeMux Filter,0x00200000,0,0,wmm2filt.dll,2.01.4029.0000
Full Screen Renderer,0x00200000,1,0,quartz.dll,6.05.3790.3959
DV Muxer,0x00400000,0,0,qdv.dll,6.05.3790.3959
Color Space Converter,0x00400001,1,1,quartz.dll,6.05.3790.3959
WM ASF Reader,0x00400000,0,0,qasf.dll,10.00.0000.3997
Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,10.00.0000.3997
AVI Splitter,0x00600000,1,1,quartz.dll,6.05.3790.3959
WMT AudioAnalyzer,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.05.3790.3959
Indeo® video 5.10 Compression Filter,0x00200000,1,1,ir50_32.dll,5.2562.0015.0055
Windows Media Audio Decoder,0x00800001,1,1,msadds32.ax,8.00.0000.4487
AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.05.3790.3959
WMT Format Conversion,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
StreamBufferSink,0x00200000,0,0,sbe.dll,6.05.3790.3959
WMT Black Frame Generator,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.05.3790.3959
Indeo® video 5.10 Decompression Filter,0x00640000,1,1,ir50_32.dll,5.2562.0015.0055
WMT Screen Capture filter,0x00200000,0,1,wmm2filt.dll,2.01.4029.0000
Microsoft Screen Video Decompressor,0x00800000,1,1,msscds32.ax,8.00.0000.4487
MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.05.3790.3959
SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.05.3790.3959
MPEG Layer-3 Decoder,0x00810000,1,1,l3codecx.ax,1.05.0000.0050
MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.05.3790.3959
ACELP.net Sipro Lab Audio Decoder,0x00800001,1,1,acelpdec.ax,1.04.0000.0000
Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.05.3790.3959
MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.05.3790.3959
File Source (Netshow URL),0x00400000,0,1,wmpasf.dll,10.00.0000.3997
WMT Import Filter,0x00200000,0,1,wmm2filt.dll,2.01.4029.0000
DV Splitter,0x00600000,1,2,qdv.dll,6.05.3790.3959
Bitmap Generate,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
Windows Media Video Decoder,0x00800000,1,1,wmvds32.ax,8.00.0000.4487
Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.05.3790.3959
Windows Media Video Decoder,0x00800000,1,1,wmv8ds32.ax,8.00.0000.4000
WMT VIH2 Fix,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
Record Queue,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
Windows Media Multiplexer,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASX file Parser,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASX v.2 file Parser,0x00600000,1,0,wmpasf.dll,10.00.0000.3997
NSC file Parser,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ACM Wrapper,0x00600000,1,1,quartz.dll,6.05.3790.3959
Windows Media source filter,0x00600000,0,2,wmpasf.dll,10.00.0000.3997
Video Renderer,0x00800001,1,0,quartz.dll,6.05.3790.3959
Frame Eater,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.05.3790.3959
Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.05.3790.3959
Video Port Manager,0x00600000,2,1,quartz.dll,6.05.3790.3959
WST Decoder,0x00600000,1,1,wstdecod.dll,5.03.3790.1830
Video Renderer,0x00400000,1,0,quartz.dll,6.05.3790.3959
WM ASF Writer,0x00400000,0,0,qasf.dll,10.00.0000.3997
WMT Sample Information Filter,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,5.03.3790.1830
Microsoft MPEG-4 Video Decompressor,0x00800000,1,1,mpg4ds32.ax,8.00.0000.4487
File writer,0x00200000,1,0,qcap.dll,6.05.3790.3959
WMT Log Filter,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
WMT Virtual Renderer,0x00200000,1,0,wmm2filt.dll,2.01.4029.0000
DVD Navigator,0x00200000,0,2,qdvd.dll,6.05.3790.3959
Overlay Mixer2,0x00400000,1,1,qdvd.dll,6.05.3790.3959
AVI Draw,0x00600064,9,1,quartz.dll,6.05.3790.3959
.RAM file Parser,0x00600000,1,0,wmpasf.dll,10.00.0000.3997
WMT DirectX Transform Wrapper,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
G.711 Codec,0x00200000,1,1,g711codc.ax,5.02.3790.1830
MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.05.3790.3959
DV Video Decoder,0x00800000,1,1,qdv.dll,6.05.3790.3959
Windows Media Update Filter,0x00400000,1,0,wmpasf.dll,10.00.0000.3997
ASF DIB Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF ACM Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF ICM Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF URL Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF JPEG Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF DJPEG Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
ASF embedded stuff Handler,0x00600000,1,1,wmpasf.dll,10.00.0000.3997
9x8Resize,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
WIA Stream Snapshot Filter,0x00200000,1,1,wiasf.ax,1.00.0000.0000
Allocator Fix,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
SampleGrabber,0x00200000,1,1,qedit.dll,6.05.3790.3959
Null Renderer,0x00200000,1,0,qedit.dll,6.05.3790.3959
WMT Virtual Source,0x00200000,0,1,wmm2filt.dll,2.01.4029.0000
WMT Interlacer,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
StreamBufferSource,0x00200000,0,0,sbe.dll,6.05.3790.3959
Smart Tee,0x00200000,1,2,qcap.dll,6.05.3790.3959
Overlay Mixer,0x00200000,0,0,qdvd.dll,6.05.3790.3959
AVI Decompressor,0x00600000,1,1,quartz.dll,6.05.3790.3959
Uncompressed Domain Shot Detection Filter,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.05.3790.3959
QuickTime Movie Parser,0x00600000,1,1,quartz.dll,6.05.3790.3959
Wave Parser,0x00400000,1,1,quartz.dll,6.05.3790.3959
MIDI Parser,0x00400000,1,1,quartz.dll,6.05.3790.3959
Multi-file Parser,0x00400000,1,1,quartz.dll,6.05.3790.3959
File stream renderer,0x00400000,1,1,quartz.dll,6.05.3790.3959
XML Playlist,0x00400000,1,0,wmpasf.dll,10.00.0000.3997
AVI Mux,0x00200000,1,0,qcap.dll,6.05.3790.3959
Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.05.3790.3959
File Source (Async.),0x00400000,0,1,quartz.dll,6.05.3790.3959
File Source (URL),0x00400000,0,1,quartz.dll,6.05.3790.3959
WMT DV Extract,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
WMT Switch Filter,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
WMT Volume,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
Stretch Video,0x00200000,1,1,wmm2filt.dll,2.01.4029.0000
Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.05.3790.3959
QT Decompressor,0x00600000,1,1,quartz.dll,6.05.3790.3959
MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.05.3790.3959
Indeo® video 4.4 Decompression Filter,0x00640000,1,1,ir41_32.ax,4.51.0016.0003
Indeo® video 4.4 Compression Filter,0x00200000,1,1,ir41_32.ax,4.51.0016.0003

WDM Streaming Data Transforms:
Microsoft Kernel Acoustic Echo Canceller,0x00000000,0,0,,
Microsoft Kernel GS Wavetable Synthesizer,0x00000000,0,0,,

Video Compressors:
WMVideo9 (WMV3) Encoder DMO,0x00600800,1,1,,
WMVideo9 Encoder DMO,0x00600800,1,1,,
WMVideo Advanced Encoder DMO,0x00600800,1,1,,
MSScreen 9 encoder DMO,0x00600800,1,1,,
DV Video Encoder,0x00200000,0,0,qdv.dll,6.05.3790.3959
Indeo® video 5.10 Compression Filter,0x00100000,1,1,ir50_32.dll,5.2562.0015.0055
MJPEG Compressor,0x00200000,0,0,quartz.dll,6.05.3790.3959
Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.05.3790.3959
Intel 4:2:0 Video V2.50,0x00200000,1,1,qcap.dll,6.05.3790.3959
Intel Indeo® Video R3.2,0x00200000,1,1,qcap.dll,6.05.3790.3959
Intel Indeo® Video 4.5,0x00200000,1,1,qcap.dll,6.05.3790.3959
Indeo® video 5.10,0x00200000,1,1,qcap.dll,6.05.3790.3959
Intel IYUV codec,0x00200000,1,1,qcap.dll,6.05.3790.3959
Microsoft H.261 Video Codec,0x00200000,1,1,qcap.dll,6.05.3790.3959
Microsoft H.263 Video Codec,0x00200000,1,1,qcap.dll,6.05.3790.3959
Microsoft RLE,0x00200000,1,1,qcap.dll,6.05.3790.3959
Microsoft Video 1,0x00200000,1,1,qcap.dll,6.05.3790.3959

Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,,
WMAudio Encoder DMO,0x00600800,1,1,,
IMA ADPCM,0x00200000,1,1,quartz.dll,6.05.3790.3959
PCM,0x00200000,1,1,quartz.dll,6.05.3790.3959
Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.05.3790.3959
ACELP.net,0x00200000,1,1,quartz.dll,6.05.3790.3959
DSP Group TrueSpeech™,0x00200000,1,1,quartz.dll,6.05.3790.3959
Windows Media Audio V1,0x00200000,1,1,quartz.dll,6.05.3790.3959
Windows Media Audio V2,0x00200000,1,1,quartz.dll,6.05.3790.3959
GSM 6.10,0x00200000,1,1,quartz.dll,6.05.3790.3959
Microsoft G.723.1,0x00200000,1,1,quartz.dll,6.05.3790.3959
CCITT A-Law,0x00200000,1,1,quartz.dll,6.05.3790.3959
CCITT u-Law,0x00200000,1,1,quartz.dll,6.05.3790.3959
MPEG Layer-3,0x00200000,1,1,quartz.dll,6.05.3790.3959

Audio Capture Sources:
SB X-Fi Audio [EC00],0x00200000,0,0,qcap.dll,6.05.3790.3959

Midi Renderers:
Default MidiOut Device,0x00800000,1,0,quartz.dll,6.05.3790.3959
Microsoft GS Wavetable SW Synth,0x00200000,1,0,quartz.dll,6.05.3790.3959
SB X-Fi Synth A [EC00],0x00200000,1,0,quartz.dll,6.05.3790.3959
SB X-Fi Synth B [EC00],0x00200000,1,0,quartz.dll,6.05.3790.3959

WDM Streaming Capture Devices:
SB X-Fi Audio [EC00],0x00200000,3,2,,5.03.3790.1830

WDM Streaming Rendering Devices:
SB X-Fi DMusic Synth [EC00],0x00200000,1,1,,5.03.3790.1830
SB X-Fi Synth A [EC00],0x00200000,1,1,,5.03.3790.1830
SB X-Fi Synth B [EC00],0x00200000,1,1,,5.03.3790.1830
SB X-Fi Audio [EC00],0x00200000,3,2,,5.03.3790.1830

WDM Streaming Mixer Devices:
Microsoft Kernel Wave Audio Mixer,0x00000000,0,0,,

BDA CP/CA Filters:
Decrypt/Tag,0x00600000,1,0,encdec.dll,6.05.3790.3959
Encrypt/Tag,0x00200000,0,0,encdec.dll,6.05.3790.3959
XDS Codec,0x00200000,0,0,encdec.dll,6.05.3790.3959

Audio Renderers:
SB X-Fi Audio [EC00],0x00200000,1,0,quartz.dll,6.05.3790.3959
ReClock Audio Renderer,0x00200000,1,0,,
Default DirectSound Device,0x00800000,1,0,quartz.dll,6.05.3790.3959
Default WaveOut Device,0x00200000,1,0,quartz.dll,6.05.3790.3959
DirectSound: SB X-Fi Audio [EC00],0x00200000,1,0,quartz.dll,6.05.3790.3959

WDM Streaming System Devices:
SB X-Fi DMusic Synth [EC00],0x00200000,1,1,,5.03.3790.1830
SB X-Fi Synth A [EC00],0x00200000,7,2,,5.03.3790.1830
SB X-Fi Synth B [EC00],0x00200000,1,1,,5.03.3790.1830
SB X-Fi Audio [EC00],0x00200000,8,2,,5.03.3790.1830

[General]
AllowMultipleEditors=0
High Detail Shadows=0
allowyestoall=1
;Test TES 0=morrowind.esm

;Starting Cell=Pelagiad
;Starting Grid X=0
;Starting Grid Y=0

Show FPS=0
Max FPS=75

;-1 Use raw data, 0 Use Newer, 1 use Archive Only
TryArchiveFirst=0

SkipProgramFlows=0
DontThreadLoad=0
ThreadPriority=-1
ThreadSleepTime=4

Clip One To One Float=1
Flip Control Y=0
SkipKFExtraction=1
PC Footstep Volume=0.7

Disable Audio=0

Background Keyboard=0
Use Joystick=0
Joystick X Turns=0
; X=1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
Joystick Look Up/Down=6
Joystick Look Left/Right=3
; 0=no, 1 = XBox Maps, 2 = Exterior Cell Maps
Create Maps Enable=0
Screen Shot Enable=0
Screen Shot Base Name=ScreenShot
Screen Shot Index=0
Beta Comment File=
Interior Cell Buffer=1
Exterior Cell Buffer=9
Number of Shadows=0
Maximum Shadows Per Object=0
MaintainImportedDialogueOrder=0
ExportDialogueWithHyperlinks=0
UseExistingTempFile=0
CanMoveInfosWhileFiltered=0
Editor Starting Cell=Moonmoth Legion Fort, Prison Towers
Editor Starting Pos=-112.749161,477.272614,-34.998627
Editor Starting Dir 0=0.917121,-0.395613,-0.048786
Editor Starting Dir 1=0.398609,0.910227,0.112248
Editor Starting Dir 2=0.000000,-0.122392,0.992483
Subtitles=0
ShowHitFader=1
Werewolf FOV=100

[LightAttenuation]
UseConstant=1
ConstantValue=0.382
;
UseLinear=1
LinearMethod=1
LinearValue=1
LinearRadiusMult=1
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=2.619
QuadraticRadiusMult=1
;
OutQuadInLin=0

[Inventory]
DirectionalDiffuseR=1.0
DirectionalDiffuseG=1.0
DirectionalDiffuseB=1.0
DirectionalAmbientR=0.0
DirectionalAmbientG=0.0
DirectionalAmbientB=0.0
DirectionalRotationX=110
DirectionalRotationY=90
UniformScaling=0
;defaults
;DirectionalDiffuseR=1.0
;DirectionalDiffuseG=1.0
;DirectionalDiffuseB=1.0
;DirectionalAmbientR=0.5
;DirectionalAmbientG=0.5
;DirectionalAmbientB=0.5
;DirectionalRotationX=1.0
;DirectionalRotationY=0
;DirectionalRotationZ=0
;UniformScaling=0


[Map]
Travel Siltstrider Red=238
Travel Siltstrider Green=230
Travel Siltstrider Blue=30
Travel Boat Red=30
Travel Boat Green=30
Travel Boat Blue=230
Travel Magic Red=230
Travel Magic Green=30
Travel Magic Blue=30
Show Travel Lines=0


[MenuStates]
MenuStat=1.7 0.4888 0.4290 0.5014 0.4139 0.2441 0.2246 0.0019 0.0025 0 1 0
MenuMagic=1.7 0.3600 0.8800 0.5000 0.1528 0.2412 0.2875 0.4127 0.0023 0 1 0
MenuMap=1.7 0.9794 0.8750 0.5758 0.1800 0.4475 0.9967 0.9966 0.5000 0 1 0
MenuInventory=1.7 0.9771 0.8770 1.0000 0.2698 0.4346 0.7090 0.0043 1.0000 0 1 0
MenuConsole=1.7 0.9785 0.8750 0.5909 0.1979 0.4888 0.3125 0.5119 0.0606 0 0 1
MenuInventory-MenuContents=1.7 0.98 0.88 0.50 0.11 0.45 0.37 0.02 0.88 0 1 0
MenuContents=1.7 0.9771 0.8750 1.0000 0.1979 0.3853 0.3685 0.8364 0.8722 0 0 0
MenuDialog=1.7 0.9771 0.8750 1.0000 0.1979 0.6968 0.4375 0.5185 0.9433 0 0 1
MenuInventory-MenuBarter=1.7 0.9800 0.8796 0.6341 0.1135 0.4478 0.3698 0.0256 0.8750 0 1 0
MenuSpellmaking=1.7 0.00 0.00 0.50 0.50 0.00 0.00 0.50 0.50 0 0 0
MenuBarter=1.7 0.9771 0.8770 1.0000 0.2698 0.3794 0.9922 0.9788 1.0000 0 0 0
MenuRaceSex=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0
MenuStatReview=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0
LastMenuUpWas=-1
MenuSkills-MenuCreateClass=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0
MenuSetValues=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0
MenuQuick=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0
MenuQuick-MenuMessage=1.7 0.0000 0.0000 0.5000 0.5000 0.0000 0.0000 0.5000 0.5000 0 0 0


[CopyProtectionStrings]
No CDROM Message=Unable to find a CD-ROM/DVD drive on this computer.
No CDROM Title=CD-ROM Drive Not Found
Enter CD Message=Insert the Morrowind CD into any CD-ROM/DVD drive.
Enter CD Title=Morrowind CD Not Found


[Movies]
Company Logo=bethesda logo.bik
Morrowind Logo=mw_logo.bik
New Game=mw_intro.bik
Loading=mw_load.bik
Options Menu=mw_menu.bik


[Question 1]
Question=On a clear day you chance upon a strange animal, its leg trapped in a hunter's clawsnare. Judging from the bleeding, it will not survive long.
AnswerOne=Draw your dagger, mercifully ending its life with a single thrust?
AnswerTwo=Use herbs from your pack to put it to sleep?
AnswerThree=Do not interfere in the natural evolution of events, but rather take the opportunity to learn more about a strange animal that you have never seen before?
Sound=Vo\Misc\CharGen QA1.wav

[Question 2]
Question=One summer afternoon your father gives you a choice of chores.
AnswerOne=Work in the forge with him casting iron for a new plow?
AnswerTwo=Gather herbs for your mother who is preparing dinner?
AnswerThree=Go catch fish at the stream using a net and line?
Sound=Vo\Misc\CharGen QA2.wav

[Question 3]
Question=Your cousin has given you a very embarassing nickname and, even worse, likes to call you it in front of your friends. You have asked him to stop, but he finds it very amusing to watch you blush.
AnswerOne=Beat up your cousin, then tell him that if he ever calls you that nickname again, you will bloody him worse than this time.
AnswerTwo=Make up a story that makes your nickname a badge of honor instead of something humiliating.
AnswerThree=Make up an even more embarrassing nickname for him and use it constantly until he learns his lesson.
Sound=Vo\Misc\CharGen QA3.wav

[Question 4]
Question=There is a lot of heated discussion at the local tavern over a group of people called 'Telepaths'. They have been hired by certain City-State kings. Rumor has it these Telepaths read a person's mind and tell their lord whether a follower is telling the truth or not.
AnswerOne=This is a terrible practice. A person's thoughts are his own and no one, not even a king, has the right to make such an invasion into another human's mind.
AnswerTwo=Loyal followers to the King have nothing to fear from a Telepath. It is important to have a method of finding assassins and spies before it is too late.
AnswerThree=In these times, it is a necessary evil. Although you do not necessarily like the idea, a Telepath could have certain advantages during a time of war or in finding someone innocent of a crime.
Sound=Vo\Misc\CharGen QA4.wav

[Question 5]
Question=Your mother sends you to the market with a list of goods to buy. After you finish you find that by mistake a shopkeeper has given you too much money back in exchange for one of the items.
AnswerOne=Return to the store and give the shopkeeper his hard-earned money, explaining to him the mistake?
AnswerTwo=Decide to put the extra money to good use and purchase items that would help your family?
AnswerThree=Pocket the extra money, knowing that shopkeepers in general tend to overcharge customers anyway?
Sound=Vo\Misc\CharGen QA5.wav

[Question 6]
Question=While in a market place you witness a thief cut a purse from a noble. Even as he does so, the noble notices and calls for the city guards. In his haste to get away, the thief drops the purse near you. Surprisingly, no one seems to notice the bag of coins at your feet.
AnswerOne=Pick up the bag and signal to the guard, knowing that the only honorable thing to do is return the money to its rightful owner?
AnswerTwo=Leave the bag there, knowing that it is better not to get involved?
AnswerThree=Pick up the bag and pocket it, knowing that the extra windfall will help your family in times of trouble?
Sound=Vo\Misc\CharGen QA6.wav

[Question 7]
Question=Your father sends you on a task which you loathe, cleaning the stables. On the way there, pitchfork in hand, you run into your friend from the homestead near your own. He offers to do it for you, in return for a future favor of his choosing.
AnswerOne=Decline his offer, knowing that your father expects you to do the work, and it is better not to be in debt?
AnswerTwo=Ask him to help you, knowing that two people can do the job faster than one, and agree to help him with one task of his choosing in the future?
AnswerThree=Accept his offer, reasoning that as long as the stables are cleaned, it matters not who does the cleaning?
Sound=Vo\Misc\CharGen QA7.wav

[Question 8]
Question=Your mother asks you to help fix the stove. While you are working, a very hot pipe slips its moorings and falls towards her.
AnswerOne=Position yourself between the pipe and your mother?
AnswerTwo=Grab the hot pipe and try to push it away?
AnswerThree=Push your mother out of the way?
Sound=Vo\Misc\CharGen QA8.wav

[Question 9]
Question=While in town the baker gives you a sweetroll. Delighted, you take it into an alley to enjoy, only to be intercepted by a gang of three other kids your age. The leader demands the sweetroll, or else he and his friends will beat you and take it.
AnswerOne=Drop the sweetroll and step on it, then get ready for the fight?
AnswerTwo=Give him the sweetroll now without argument, knowing that later this afternoon you will have all your friends with you and can come and take whatever he owes you?
AnswerThree=Act like you're going to give him the sweetroll, but at the last minute throw it in the air, hoping that they'll pay attention to it long enough for you to get a shot in on the leader?
Sound=Vo\Misc\CharGen QA9.wav

[Question 10]
Question=Entering town you find that you are witness to a very well-dressed man running from a crowd. He screams to you for help. The crowd behind him seems very angry.
AnswerOne=Rush to the town's aid immediately, despite your lack of knowledge of the circumstances?
AnswerTwo=Stand aside and allow the man and mob to pass, realizing that it is probably best not to get involved?
AnswerThree=Rush to the man's aid immediately, despite your lack of knowledge of the circumstances?
Sound=Vo\Misc\CharGen QA10.wav


[Water]
;Editor Alpha ranges from 0.0 (transparent) to 1.0 (opaque)
;An alpha of 1.0 shows the water as it will appear in game.
Editor Alpha=0.25
Map Alpha=0.4
World Alpha=0.75
SurfaceTextureSize=128
SurfaceTileCount=10
SurfaceFPS=12
SurfaceTexture=water
SurfaceFrameCount=32
TileTextureDivisor=4.75
RippleTexture=ripple
RippleFrameCount=4
RippleLifetime=3.0
MaxNumberRipples=75
RippleScale=0.15, 6.5
RippleRotSpeed=0.5
RippleAlphas=0.7, 0.1, 0.01
PSWaterReflectTerrain=1
PSWaterReflectUpdate=20.0
NearWaterRadius=1000
NearWaterPoints=8
NearWaterUnderwaterFreq=0.3
NearWaterUnderwaterVolume=0.9
NearWaterIndoorTolerance=512.0
NearWaterOutdoorTolerance=1024.0
NearWaterIndoorID=Water Layer
NearWaterOutdoorID=_ase_water layer
UnderwaterSunriseFog=3
UnderwaterDayFog=2.5
UnderwaterSunsetFog=3
UnderwaterNightFog=4
UnderwaterIndoorFog=3
UnderwaterColor=012,030,037
UnderwaterColorWeight=0.85

[PixelWater]
SurfaceFPS=25
TileCount=4
Resolution=256


[Blood]
Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga
Texture 3=Transparent_blood.tga
Texture 4=CBbug_blood.tga
Texture 5=CBoil_blood.tga
Texture 6=CByellow_blood.tga
Texture 7=CBstone_blood.tga

Texture Name 0=Default (Red)
Texture Name 1=Skeleton (White)
Texture Name 2=Metal Sparks (Gold)
Texture Name 3=No Blood
Texture Name 4=Bug Blood (Brown)
Texture Name 5=Dark Blood (Black)
Texture Name 6=Yellow Blood
Texture Name 7=Stone flakes (Gray)


[PreLoad]
Cell 0=Imperial Prison Ship
Cell 1=Seyda Neen


[Moons]
Masser Size=94
Masser Fade In Start=14
Masser Fade In Finish=15
Masser Fade Out Start=7
Masser Fade Out Finish=10
Masser Axis Offset=35
Masser Speed=.5
Masser Daily Increment=1
Masser Fade Start Angle=50
Masser Fade End Angle=40
Masser Moon Shadow Early Fade Angle=0.5
Secunda Size=40
Secunda Fade In Start=14
Secunda Fade In Finish=15
Secunda Fade Out Start=7
Secunda Fade Out Finish=10
Secunda Axis Offset=50
Secunda Speed=.6
Secunda Daily Increment=1.2
Secunda Fade Start Angle=50
Secunda Fade End Angle=30
Secunda Moon Shadow Early Fade Angle=0.5
Script Color=255,20,20


[Weather]
EnvReduceColor=255,255,255,255
LerpCloseColor=037,046,048,255
BumpFadeColor=230,239,255,255
AlphaReduce=0.35
Minimum Time Between Environmental Sounds=5.0
Maximum Time Between Environmental Sounds=15.0
Sun Glare Fader Max=0.5
Sun Glare Fader Angle Max=30.0
Sun Glare Fader Color=222,095,039
Timescale Clouds=0
Precip Gravity=575
Hours Between Weather Changes=20
Rain Ripples=1
Rain Ripple Radius=1024
Rain Ripples Per Drop=1
Rain Ripple Scale=0.3
Rain Ripple Speed=1.0
Fog Depth Change Speed=3
Sunrise Time=6
Sunset Time=18
Sunrise Duration=2
Sunset Duration=2
Sky Pre-Sunrise Time=.5
Sky Post-Sunrise Time=1
Sky Pre-Sunset Time=1.5
Sky Post-Sunset Time=.5
Ambient Pre-Sunrise Time=.5
Ambient Post-Sunrise Time=2
Ambient Pre-Sunset Time=1
Ambient Post-Sunset Time=1.25
Fog Pre-Sunrise Time=.5
Fog Post-Sunrise Time=1
Fog Pre-Sunset Time=2
Fog Post-Sunset Time=1
Sun Pre-Sunrise Time=0
Sun Post-Sunrise Time=0
Sun Pre-Sunset Time=1
Sun Post-Sunset Time=1.25
Stars Post-Sunset Start=1
Stars Pre-Sunrise Finish=2
Stars Fading Duration=2
Snow Ripples=0
Snow Ripple Radius=1024
Snow Ripples Per Flake=1
Snow Ripple Scale=0.3
Snow Ripple Speed=1.0
Snow Gravity Scale=0.1
Snow High Kill=700
Snow Low Kill=150

[Weather Clear]
Sky Sunrise Color=117,141,164
Sky Day Color=095,135,203
Sky Sunset Color=056,089,129
Sky Night Colo bb58 r=009,010,011
Fog Sunrise Color=255,189,157
Fog Day Color=206,227,255
Fog Sunset Color=255,189,157
Fog Night Color=009,010,011
Ambient Sunrise Color=047,066,096
Ambient Day Color=137,140,160
Ambient Sunset Color=068,075,096
Ambient Night Color=032,035,042
Sun Sunrise Color=242,159,119
Sun Day Color=255,252,238
Sun Sunset Color=255,114,079
Sun Night Color=059,097,176
Sun Disc Sunset Color=255,189,157
Transition Delta=.015
Land Fog Day Depth=.69
Land Fog Night Depth=.69
Clouds Maximum Percent=1.0
Wind Speed=.1
Cloud Speed=1.25
Glare View=1
Cloud Texture=Tx_Sky_Clear.tga
Ambient Loop Sound ID=_ase_clear loop01

[Weather Cloudy]
Sky Sunrise Color=126,158,173
Sky Day Color=117,160,215
Sky Sunset Color=111,114,159
Sky Night Color=009,010,011
Fog Sunrise Color=255,207,149
Fog Day Color=245,235,224
Fog Sunset Color=255,155,106
Fog Night Color=009,010,011
Ambient Sunrise Color=066,074,087
Ambient Day Color=137,145,160
Ambient Sunset Color=071,080,092
Ambient Night Color=032,039,054
Sun Sunrise Color=241,177,099
Sun Day Color=255,236,221
Sun Sunset Color=255,089,000
Sun Night Color=077,091,124
Sun Disc Sunset Color=255,202,179
Transition Delta=.015
Land Fog Day Depth=.72
Land Fog Night Depth=.72
Clouds Maximum Percent=1.0
Wind Speed=.2
Cloud Speed=2
Glare View=1
Cloud Texture=Tx_Sky_Cloudy.tga
Ambient Loop Sound ID=_ase_cloudy loop01

[Weather Foggy]
Sky Sunrise Color=197,190,180
Sky Day Color=184,211,228
Sky Sunset Color=142,159,176
Sky Night Color=018,023,028
Fog Sunrise Color=173,164,148
Fog Day Color=150,187,209
Fog Sunset Color=113,135,157
Fog Night Color=019,024,029
Ambient Sunrise Color=048,043,037
Ambient Day Color=092,109,120
Ambient Sunset Color=029,053,076
Ambient Night Color=028,033,039
Sun Sunrise Color=177,162,137
Sun Day Color=111,131,151
Sun Sunset Color=125,157,189
Sun Night Color=081,100,119
Sun Disc Sunset Color=223,223,223
Transition Delta=.015
Land Fog Day Depth=1.0
Land Fog Night Depth=1.9
Clouds Maximum Percent=1.0
Wind Speed=0
Cloud Speed=1.25
Glare View=0.25
Cloud Texture=Tx_Sky_Foggy.tga
Ambient Loop Sound ID=_ase_foggy loop01

[Weather Overcast]
Sky Sunrise Color=091,099,106
Sky Day Color=143,146,149
Sky Sunset Color=108,115,121
Sky Night Color=019,022,025
Fog Sunrise Color=091,099,106
Fog Day Color=143,146,149
Fog Sunset Color=108,115,121
Fog Night Color=019,022,025
Ambient Sunrise Color=084,088,092
Ambient Day Color=093,096,105
Ambient Sunset Color=083,077,075
Ambient Night Color=057,060,066
Sun Sunrise Color=087,125,163
Sun Day Color=163,169,183
Sun Sunset Color=085,103,157
Sun Night Color=032,054,100
Sun Disc Sunset Color=128,128,128
Transition Delta=.015
Land Fog Day Depth=.70
Land Fog Night Depth=.70
Clouds Maximum Percent=1.0
Wind Speed=.2
Cloud Speed=1.5
Glare View=0
Cloud Texture=Tx_Sky_Overcast.tga
Ambient Loop Sound ID=_ase_overcast loop01

[Weather Rain]
Sky Sunrise Color=071,074,075
Sky Day Color=116,120,122
Sky Sunset Color=073,073,073
Sky Night Color=024,025,026
Fog Sunrise Color=071,074,075
Fog Day Color=116,120,122
Fog Sunset Color=073,073,073
Fog Night Color=024,025,026
Ambient Sunrise Color=097,090,088
Ambient Day Color=105,110,113
Ambient Sunset Color=088,097,097
Ambient Night Color=050,055,067
Sun Sunrise Color=131,122,120
Sun Day Color=149,157,170
Sun Sunset Color=120,126,131
Sun Night Color=050,062,101
Sun Disc Sunset Color=128,128,128
Transition Delta=.015
Land Fog Day Depth=.8
Land Fog Night Depth=.8
Clouds Maximum Percent=0.66
Wind Speed=.3
Cloud Speed=2
Glare View=0
Cloud Texture=Tx_Sky_Rainy.tga
Using Precip=1
Rain Diameter=600
Rain Height Min=200
Rain Height Max=700
Rain Threshold=0.6
Rain Entrance Speed=7
Rain Loop Sound ID=_ase_rain
Ambient Loop Sound ID=_ase_rain loop01
Max Raindrops=450

[Weather Thunderstorm]
Sky Sunrise Color=035,036,039
Sky Day Color=097,104,115
Sky Sunset Color=035,036,039
Sky Night Color=019,020,022
Fog Sunrise Color=070,074,085
Fog Day Color=097,104,115
Fog Sunset Color=070,074,085
Fog Night Color=019,020,022
Ambient Sunrise Color=054,054,054
Ambient Day Color=090,090,090
Ambient Sunset Color=054,054,054
Ambient Night Color=049,051,054
Sun Sunrise Color=091,099,122
Sun Day Color=138,144,155
Sun Sunset Color=096,101,117
Sun Night Color=055,076,110
Sun Disc Sunset Color=128,128,128
Transition Delta=.030
Thunder Frequency=.4
Thunder Threshold=0.6
Thunder Sound ID 0=_ase_thunder01
Thunder Sound ID 1=_ase_thunder02
Thunder Sound ID 2=_ase_thunder03
Thunder Sound ID 3=_ase_thunder04
Land Fog Day Depth=1
Land Fog Night Depth=1.15
Clouds Maximum Percent=0.66
Wind Speed=.5
Cloud Speed=3
Glare View=0
Cloud Texture=Tx_Sky_Thunder.tga
Using Precip=1
Rain Diameter=600
Rain Height Min=200
Rain Height Max=700
Rain Threshold=0.6
Max Raindrops=650
Rain Entrance Speed=5
Rain Loop Sound ID=_ase_rain heavy
Ambient Loop Sound ID=_ase_thunder loop01
Flash Decrement=4

[Weather Ashstorm]
Sky Sunrise Color=091,056,051
Sky Day Color=124,073,058
Sky Sunset Color=106,055,040
Sky Night Color=020,021,022
Fog Sunrise Color=091,056,051
Fog Day Color=124,073,058
Fog Sunset Color=106,055,040
Fog Night Color=020,021,022
Ambient Sunrise Color=054,042,037
Ambient Day Color=075,049,041
Ambient Sunset Color=048,039,035
Ambient Night Color=036,042,049
Sun Sunrise Color=184,091,071
Sun Day Color=228,139,114
Sun Sunset Color=185,086,057
Sun Night Color=054,066,074
Sun Disc Sunset Color=128,128,128
Transition Delta=.035
Land Fog Day Depth=1.1
Land Fog Night Depth=1.2
Clouds Maximum Percent=1.0
Wind Speed=.8
Cloud Speed=7
Glare View=0
Cloud Texture=Tx_Sky_Ashstorm.tga
Ambient Loop Sound ID=_ase_ashstorm loop01
Storm Threshold=.70

[Weather Blight]
Sky Sunrise Color=090,035,035
Sky Day Color=090,035,035
Sky Sunset Color=092,033,033
Sky Night Color=044,014,014
Fog Sunrise Color=090,035,035
Fog Day Color=128,019,019
Fog Sunset Color=092,033,033
Fog Night Color=044,014,014
Ambient Sunrise Color=061,040,040
Ambient Day Color=079,054,054
Ambient Sunset Color=061,040,040
Ambient Night Color=056,058,062
Sun Sunrise Color=180,078,078
Sun Day Color=224,084,084
Sun Sunset Color=180,078,078
Sun Night Color=061,091,143
Sun Disc Sunset Color=128,128,128
Transition Delta=.040
Land Fog Day Depth=1.1
Land Fog Night Depth=1.2
Clouds Maximum Percent=1.0
Wind Speed=.9
Cloud Speed=9
Glare View=0
Cloud Texture=Tx_Sky_Blight.tga
Ambient Loop Sound ID=_ase_blight loop01
Storm Threshold=.70
Disease Chance=.10



[Fonts]
Font 0=magic_cards_regular
Font 1=century_gothic_font_regular
Font 2=daedric_font



[FontColor]
color_normal=202,165,96
color_normal_over=223,201,159
color_normal_pressed=243,237,221

color_active=96,112,202
color_active_over=159,169,223
color_active_pressed=223,226,244

color_disabled=179,168,135
color_disabled_over=223,201,159
color_disabled_pressed=243,237,221

color_link=112,126,207
color_link_over=143,155,218
color_link_pressed=175,184,228

color_journal_link=37,49,112
color_journal_link_over=58,77,175
color_journal_link_pressed=112,126,207

color_journal_topic=0,0,0
color_journal_topic_over=58,77,175
color_journal_topic_pressed=112,126,207

color_answer=150,50,30
color_answer_over=223,201,159
color_answer_pressed=243,237,221

color_header=223,201,159
color_notify=223,201,159

color_big_normal=202,165,96
color_big_normal_over=223,201,159
color_big_normal_pressed=243,237,221

color_big_link=112,126,207
color_big_link_over=143,155,218
color_big_link_pressed=175,184,228

color_big_answer=150,50,30
color_big_answer_over=223,201,159
color_big_answer_pressed=243,237,22

color_big_header=223,201,159
color_big_notify=223,201,159

color_background=0,0,0
color_focus=80,80,80

color_health=200,60,30
color_magic=53,69,159
color_fatigue=0,150,60

color_misc=0,205,205

color_weapon_fill=200,60,30
color_magic_fill=200,60,30

color_positive=223,201,159
color_negative=200,60,30

color_count=223,201,159


[Cursors]
Cursor 0=cursor
Cursor 1=cursormove
; Use item
Cursor 2=cursor
; Place item
Cursor 3=cursor_drop
; Drop item at feet
Cursor 4=cursor_drop_ground


[Editor]
Open Render=1
Open Cell View=1
Open Object Window=1
Open Preview=0


[WhoCanMerge]


[Level Up]
Level2=You realize that all your life you have been coasting along as if you were in a dream. Suddenly, facing the trials of the last few days, you have come alive.
Level3=You realize that you are catching on to the secret of success. It's just a matter of concentration.
Level4=It's all suddenly obvious to you. You just have to concentrate. All the energy and time you've wasted -- it's a sin. But without the experience you've gained, taking risks, taking responsibility for failure, how could you have understood?
Level5=Everything you do is just a bit easier, more instinctive, more satisfying. It is as though you had suddenly developed keen senses and instincts.
Level6=You sense yourself more aware, more open to new ideas. You've learned a lot about Morrowind. It's hard to believe how ignorant you were -- but now you have so much more to learn.
Level7=You resolve to continue pushing yourself. Perhaps there's more to you than you thought.
Level8=The secret does seem to be hard work, yes, but it's also a kind of blind passion, an inspiration.
Level9=Everything you do is just a bit easier, more instinctive, more satisfying. It is as though you had suddenly developed keen senses and instincts.
Level10=You woke today with a new sense of purpose. You're no longer afraid of failure. Failure is just an opportunity to learn something new.
Level11=Being smart doesn't hurt. And a little luck now and then is nice. But the key is patience and hard work. And when it pays off, it's SWEET!
Level12=You can't believe how easy it is. You just have to go -- a little crazy. And then, suddenly, it all makes sense, and everything you do turns to gold.
Level13=It's the most amazing thing. Yesterday it was hard, and today it is easy. Just a good night's sleep, and yesterday's mysteries are today's masteries.
Level14=Today you wake up, full of energy and ideas, and you know, somehow, that overnight everything has changed. What a difference a day makes.
Level15=Today you suddenly realized the life you've been living, the punishment your body has taken -- there are limits to what the body can do, and perhaps you have reached them. You've wondered what it is like to grow old. Well, now you know.
Level16=You've been trying too hard, thinking too much. Relax. Trust your instincts. Just be yourself. Do the little things, and the big things take care of themselves.
Level17=Life isn't over. You can still get smarter, or cleverer, or more experienced, or meaner -- but your body and soul just aren't going to get any younger.
Level18=The challenge now is to stay at the peak as long as you can. You may be as strong today as any mortal who has ever walked the earth, but there's always someone younger, a new challenger.
Level19=You're really good. Maybe the best. And that's why it's so hard to get better. But you just keep trying, because that's the way you are.
Level20=You'll never be better than you are today. If you are lucky, by superhuman effort, you can avoid slipping backwards for a while. But sooner or later, you're going to lose a step, or drop a beat, or miss a detail -- and you'll be gone forever.
Default=The results of hard work and dedication always look like luck to saps. But you know you've earned every ounce of your success.



[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=TR_Data.bsa
Archive 3=Authentic Signs IT.bsa
[Weather Snow]
Sky Sunrise Color=106,091,091
Sky Day Color=153,158,166
Sky Sunset Color=096,115,134
Sky Night Color=031,035,039
Fog Sunrise Color=106,091,091
Fog Day Color=153,158,166
Fog Sunset Color=096,115,134
Fog Night Color=031,035,039
Ambient Sunrise Color=092,084,084
Ambient Day Color=093,096,105
Ambient Sunset Color=070,079,087
Ambient Night Color=049,058,068
Sun Sunrise Color=141,109,109
Sun Day Color=163,169,183
Sun Sunset Color=101,121,141
Sun Night Color=055,066,077
Sun Disc Sunset Color=128,128,128
Transition Delta=.015
Land Fog Day Depth=1.0
Land Fog Night Depth=1.2
Clouds Maximum Percent=1.0
Wind Speed=0
Cloud Speed=1.5
Glare View=0
Cloud Texture=Tx_BM_Sky_Snow.tga
Ambient Loop Sound ID=None
Snow Threshold=0.5
Snow Diameter=800
Snow Height Min=400
Snow Height Max=700
Snow Entrance Speed=6
Max Snowflakes=750
[Weather Blizzard]
Sky Sunrise Color=091,099,106
Sky Day Color=121,133,145
Sky Sunset Color=108,115,121
Sky Night Color=027,029,031
Fog Sunrise Color=091,099,106
Fog Day Color=121,133,145
Fog Sunset Color=108,115,121
Fog Night Color=021,024,028
Ambient Sunrise Color=084,088,092
Ambient Day Color=093,096,105
Ambient Sunset Color=083,077,075
Ambient Night Color=053,062,070
Sun Sunrise Color=114,128,146
Sun Day Color=163,169,183
Sun Sunset Color=106,114,136
Sun Night Color=057,066,074
Sun Disc Sunset Color=128,128,128
Transition Delta=.030
Land Fog Day Depth=2.8
Land Fog Night Depth=3.0
Clouds Maximum Percent=1.0
Wind Speed=.9
Cloud Speed=7.5
Glare View=0
Cloud Texture=Tx_BM_Sky_Blizzard.tga
Ambient Loop Sound ID=BM Blizzard
Storm Threshold=.50
[Game Files]
GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=TR_Data.esm
GameFile4=TR_Map1.esm
GameFile5=Texture Fix 1.8.esm
GameFile6=Texture Fix - Bloodmoon 1.1.esm
GameFile7=Morrowind Patch v1.6.3.esm
GameFile8=Book Rotate.esm
GameFile9=GDR_MasterFile.esm
GameFile10=Distant Land Fix for MGE.esp
GameFile11=TR_Map1+(1.2).esp
GameFile12=TR_Map1_Connection.esp
GameFile13=Nature of Morrowind - rainforest of the bitter coast.esp
GameFile14=Balmora Expansion v1.4+(1.4).esp
GameFile15=BE_ghetto_BE.esp
GameFile16=Balmora Retextured.esp
GameFile17=Clean Suran Extended.esp
GameFile18=Vivec Expansion 2.0.esp
GameFile19=New Seyda Neen v 1.4.esp
GameFile20=Clean Better Caldera.esp
GameFile21=Clean gnis.esp
GameFile22=Maar_Gan_Extended.esp
GameFile23=Ald Redaynia Extended.esp
GameFile24=TAD_Tales of Tel Branora.esp
GameFile25=Ascadian_Rose_Cottage_ver1.0.esp
GameFile26=Clean Wolverine Hall Apartment.esp
GameFile27=Gnaar Mok Shack 1.0.esp
GameFile28=Armingers_at_Ghostgate.esp
GameFile29=ebonheart_private_room.esp
GameFile30=Steinthor_Hall_v.1.esp
GameFile31=Thirsk Expanded.esp
GameFile32=Xenterra_Keep_v1.esp
GameFile33=Abu's Retreat v.2.esp
GameFile34=Rain's Hand Hall.esp
GameFile35=LOCH_Strider_Hovel.esp
GameFile36=Seaside_Cottage_v1.esp
GameFile37=PW_Dagon Fel Windmill House.esp
GameFile38=Ghostgate Private Quarters.esp
GameFile39=Clean Solstheim_Castle_v1.1.esp
GameFile40=TC_SadrithMoraClosed.esp
GameFile41=No Trespassing - Caldera.esp
GameFile42=No Trespassing - Pelagiad 1.1.esp
GameFile43=No Trespassing - Ald-Ruhn.esp
GameFile44=No Trespassing - Vivec, Molag Mar.esp
GameFile45=No Trespassing Mournhold 1.2.esp
GameFile46=No trespassing - Balmora 1.3.esp
GameFile47=No trespassing - Suran.esp
GameFile48=No trespassing - Ebonheart, Maar Gan.esp
GameFile49=Siege at Firemoth.esp
GameFile50=entertainers.esp
GameFile51=AreaEffectArrows.esp
GameFile52=master_index.esp
GameFile53=adamantiumarmor.esp
GameFile54=Book Rotate - Tribunal v5.3.esp
GameFile55=Book Rotate - Bloodmoon v5.3.esp
GameFile56=Rotate.esp
GameFile57=Armor Rotate.esp
GameFile58=Weapon Rotate.esp
GameFile59=Misc Rotate.esp
GameFile60=Animal Behaviour.esp
GameFile61=Creature Pack 1.1.esp
GameFile62=abotGuarsBloodmoon.esp
GameFile63=Better Bodies.esp
GameFile64=New Argonian Bodies - Clean.esp
GameFile65=New Khajiit Bodies - Clean.esp
GameFile66=BB Dark Brotherhood by Westly.esp
GameFile67=DN_AshVampires.esp
GameFile68=Westly's Master Headpack X.esp
GameFile69=Better Clothes_v1.1.esp
GameFile70=IceNioLivRobeReplacerPLUS.esp
GameFile71=LeFemmArmor.esp
GameFile72=Authentic Signs IT 1.1.esp
GameFile73=TG's Elven Armor.esp
GameFile74=Hendalf_Gold_v.1.1_eng.esp
GameFile75=WeatheredSigns.esp
GameFile76=Lantern replacer By Leeloo.esp
GameFile77=CB-frostbolt_crystal.esp
GameFile78=Key Replacer Trib & BM.esp
GameFile79=CB-illusionbolt1.0.esp
GameFile80=Lights_300_V4.esp
GameFile81=Barabus' fireplaces 2.esp
GameFile82=shvBugFix01.esp
GameFile83=NewBlood_MwTbBm1.1.esp
GameFile84=shvBugFix02.esp
GameFile85=Text Patch for Morrowind with Tribunal & Bloodmoon.esp
GameFile86=Less Lore.esp
GameFile87=Ebonheart Warehouse Fix.esp
GameFile88=Trebonius Artorius Fix.esp
GameFile89=Telvanni Guard Fix.esp
GameFile90=Service_Requirements.esp
GameFile91=LeftGloves.esp
GameFile92=Divine_domina_part_1.esp
GameFile93=True Gems V1.1.esp
GameFile94=NoShieldEffect.esp
GameFile95=Amulets and Rings.esp
GameFile96=Improved_No_Glow_v1-MW_Trib_Blood.esp
GameFile97=SirLuthor-Tools.esp
GameFile98=lfx_rare_merged.esp
GameFile99=Solstien_undialog.esp
GameFile100=Clean_Templar_Pauldron_Fix_v11.esp
GameFile101=Sris_Alchemy_BM.esp
GameFile102=MournholdSewerFix.esp
GameFile103=VGreetings-Hit.esp
GameFile104=TribunalQuestFix.esp
GameFile105=fixedkings.esp
GameFile106=InterventionPlus.esp
GameFile107=VGreetings-Thief.esp
GameFile108=BM-Armor-FIX.esp
GameFile109=MoragTongWritFix.esp
GameFile110=HasphatsBooks.esp
GameFile111=dej_plain_paper_fix.esp
GameFile112=Nymeria's Mages'guild fix.esp
GameFile113=Kobu's Daito.esp
GameFile114=Kobu's Stamina.esp
GameFile115=The regulars - Sitting NPC's v2.02.esp
GameFile116=Ralen_Hlaalo_reward_fix.esp
GameFile117=trap.esp
GameFile118=Bloodmoon_East Empire Essential Npcs.esp
GameFile119=BloodmoonAmmoFix.esp
GameFile120=Sri Alchemy BM List Patch.esp
GameFile121=DXM_masterindex_journalfix.esp
GameFile122=Snow Bear boot fix.esp
GameFile123=corpusbugfix.esp
GameFile124=BAR_MournholdTeleportationFix.esp
GameFile125=UupseFix.esp
GameFile126=Enemy H2H Damage.esp
GameFile127=Fashionable Merchants 1.0.esp
GameFile128=shrinetext.esp
GameFile129=Brittlewind fix.esp
GameFile130=Writ Bug Fix.esp
GameFile131=VGreetings-Flee.esp
GameFile132=Improved Inns.esp
GameFile133=VGreetings-Idle.esp
GameFile134=VGreetings-Attack.esp
GameFile135=VGreetings.esp
GameFile136=MWE_Base.esp
GameFile137=Better Solsthiem Creatures.esp
GameFile138=Pieces of the Blade Fix.esp
GameFile139=Plaza Fix.esp
GameFile140=horationpcenhanced12-bm.esp
GameFile141=frostmoth_repaired_v0_31.esp
GameFile142=Beds4Rent.esp
GameFile143=Devil_Tanto_Non_Combat_Fix.esp
GameFile144=All Silt Strider Ports.esp
GameFile145=DB_Attack_Mod3.esp
GameFile146=All Boat Ports.esp
GameFile147=Factor_fix.esp
GameFile148=Unboarable Rieklings.esp
GameFile149=Particle Arrows.esp
GameFile150=St Llothis Fix.esp
GameFile151=Crusader Class Fix.esp
GameFile152=NoLore Solstheim.esp
GameFile153=Pelagiad Fix.esp
GameFile154=cattle_fix.esp
GameFile155=Tribunal Crimson Plague Tweaker.esp
GameFile156=Tougher Guards.esp
GameFile157=lfx_tenpace_tribunal.esp
GameFile158=Healers.esp
GameFile159=Steel Broadsword Fix.esp
GameFile160=TAD_moons_soulgems_Rotate.esp
GameFile161=TAD_Adamantium Helm of Tohan Replace.esp
GameFile162=LCV Schedule Markers.esp
GameFile163=LCV Wolverine Hall 01.esp
GameFile164=NPC LCV Schedules 03.esp
GameFile165=NPC LCV Locks.esp
GameFile166=LGNPC_Aldruhn_v1_11.esp
GameFile167=LGNPC_HlaOad_v1_32.esp
GameFile168=LGNPC_Pelagiad_v1_12.esp
GameFile169=LGNPC_VivecFQ_v2_01_Trib.esp
GameFile170=LGNPC_GnaarMok_v1_10.esp
GameFile171=LGNPC_AldVelothi_v1_20.esp
GameFile172=LGNPC_Khuul_v2_00.esp
GameFile173=LGNPC_MaarGan_v1_10.esp
GameFile174=LGNPC_TelMora_v1_10.esp
GameFile175=LGNPC_Indarys_Manor_v1_45.esp
GameFile176=LGNPC_Secret_Masters_v1_1.esp
GameFile177=Lgnpc_SN.esp
GameFile178=LGNPC_NoLore_v0_82.esp
GameFile179=LGNPC_Vivec_Redoran_v1_3.esp
GameFile180=LGNPC_TelUvirith_v1.02.esp
GameFile181=LGNPC_PAX_Redoran.esp
GameFile182=DN-GDRv1.esp
GameFile183=Morrowind Crafting 2-1.esp
GameFile184=Morrowind Crafting Equipment.esp
GameFile185=Advanced Herbalism - TR & BM.esp
GameFile186=Advanced Herbalism - Planter Add-On.esp
GameFile187=Potted Plants - Trib & BM.esp
GameFile188=Sris_Alchemy_Books.esp
GameFile189=EcoAdjCrime.esp
GameFile190=EcoAdjMisc.esp
GameFile191=EcoAdj(Sri+Ingredients).esp
GameFile192=Taddeus'BalancedObjects.esp
GameFile193=Taddeus'BalancedObjects_Rotate.esp
GameFile194=Taddeus'BalancedEnchanting.esp
GameFile195=Taddeus'BalancedArmors.esp
GameFile196=Taddeus'BalancedAlchemy.esp
GameFile197=EcoAdjDaedricDrops.esp
GameFile198=EcoAdjMerchantSkills.esp
GameFile199=Dodge Mod 1.2-WD (Enhanced-LD) (Tribunal).esp
GameFile200=Pursuit Enhanced.esp
GameFile201=Enhanced_Stealth.esp
GameFile202=unskillbook.esp
GameFile203=Unleveled Creatures 2.0.esp
GameFile204=weaponFix177.esp
GameFile205=TargetSpellSpeedMod.esp
GameFile206=95% Marksman Recovery.esp
GameFile207=Arrow_Fix_Chu.esp
GameFile208=AtmosphericSoundEffects-3.0-Tribunal.esp
GameFile209=CS_Sound_CoinReplace.esp
GameFile210=bcsounds.esp
GameFile211=k_weather.esp
GameFile212=bones.esp
GameFile213=Dagoth Gares_Voice_addon v1.1.esp
GameFile214=Almalexia_Voicev1.esp
GameFile215=barilzar_voice.esp
GameFile216=Vivec_Voice_addon TRIBUNAL.esp
GameFile217=pcc_sotha_sound.esp
GameFile218=Galsiahs Character Development.esp
GameFile219=GCD StartScript for Trib or Bloodmoon.esp
GameFile220=GCD better balanced birthsigns.esp
GameFile221=GCD Over 60 level speedup.esp
GameFile222=GCD Restore Potions Fix.esp
GameFile223=Merged_Objects.esp
GameFile224=Mashed Lists.esp
Anyone got any thought about this kind of graphical weirdness with water?

http://img391.imageshack.us/img391/1930/mg...eenshot1ro4.png

With regard to the previous post, I was getting weird reddish fog in interiors, but tracked it down to something with the FPS Optimizer rather then MGE.
QUOTE(Kateri @ Apr 6 2008, 07:25 AM) *
Anyone got any thought about this kind of graphical weirdness with water?

http://img391.imageshack.us/img391/1930/mg...eenshot1ro4.png

With regard to the previous post, I was getting weird reddish fog in interiors, but tracked it down to something with the FPS Optimizer rather then MGE.

That's the same thing as was posted above by shiro183.
MGE Allows you to have no texture filtering applied (no pixel blurring) just like in the old days....Does that improve performance, after all no need for the GPU to smooth textures? And does it break anything aside from pixel water?
QUOTE(Vality7 @ Apr 5 2008, 06:36 PM) *
That's the same thing as was posted above by shiro183.


No it's not... he has water everywhere, I have jaggedy broken textures. confused.gif
My problem with brown & gray fog has a weird solution (if there's water), I think. It happened again in a bandit cave. I was just walking around blind when I fell into water. After being underwater--when I came back up, the fog was gone & the cave looked perfect.
i'm thinking i may have screwed something up when creating the distant land files... (it only happens when distant land is on, and the break is only between the normal view distance and the distant land...) i haven't been able to find anything that explains step by step what to do...
I used to be able to use IVD but now when I try to generate distant land meshes I get this:

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

at MGEgui.Imports.DL_SaveCellTexture(String path)

at MGEgui.DistantLand.TexMergeForm.GenerateTextures(Int32 Res)

at MGEgui.DistantLand.TexMergeForm.bRun_Click(Object sender, EventArgs e)


Anyone else have this before?


Ok it worked the third time I ran it.

But I have another question. I have a script that uses teh GetEyeVec function and it worked perfectly before I reformatted and now it outputs numbers in an unusable range. I have:

.NET 3.5
DirectX9.0c March 2008
MGE 3.0.3
MWSE 0.92a

My .NET and DX versions are different but will they alter the way the function is handled?
I can't run a higher resolution than 2048x1280. I tried to set a higher rez with the FPS optimzer, but MGE gave an error. Any help would be appreciated.

Edit: I had the wrong max rez. The max is 2048x1280.
Ok now my function works but MGE is still screwy. When I load MW I can't see the MGE text in the top left-hand corner of the screen and it freezes shortly after I request a new or saved game. Does anyone know how MGE hooks onto MW and why that hooking mechanism may be malfunctioning? I have used MGE successfully before on the same rig but now I am stumped.
I tried the reflective water today, but it didn't work out too well:

'Reflective' Water
Extreme Closeup (Thought it looked interesting)

Does anyone know what's wrong? My graphics card has sm 2.0 support, if that matters. Radeon 9600'ish.
QUOTE(Kateri @ Apr 5 2008, 02:25 PM) *
Anyone got any thought about this kind of graphical weirdness with water?

http://img391.imageshack.us/img391/1930/mg...eenshot1ro4.png

With regard to the previous post, I was getting weird reddish fog in interiors, but tracked it down to something with the FPS Optimizer rather then MGE.
I get this too sometimes w/a 7600GT 256M. It seems to happen most often when I have saved a game indoors, then go outdoors. Also occasionally happens after going indoors then outdoors again. Both instances seem to ONLY happen IF there is water near/viewable when as witching between interior & exterior locations.

Going into(below the surface) of the water then up seems to fix it for me.

(I don't use the FPD optimizer, use the builtin MWSE, depth pixel fog, reflective water(but none of the statics as it kills FPS too much even when not near water) and one of the interior land fixes(forget which ATM). Used 600/800 or close IIRC for generation w/2048 textures and vertex averaging enabled. A LONG time ago I had problem with too much water as well, but I can't recall how I fixed/reduced the problem. Also when I had the too much water IIRC some ships didn't show or were under water, but it's been so long and the original thread is long gone.)

Speaking of threads, the extent MGE threads should probably be forwarded to Yacoby's site for archiving.
I've got a question. Is this a must-have mod?
sad.gif I cant get this to work right. I got no idea what I'm doing, but I thought I figured it out, but now when I load up the game it says "Unable to load distant water" and just shuts down
QUOTE(Nelos @ Apr 10 2008, 05:50 AM) *
I've got a question. Is this a must-have mod?

That would depend on your defenition of what makes a must-have mod. If you love better graphics, then sure, why not make them as good as they can get. It's not a mod btw, it's a program that runs in the background. I suggest to just try it and find out for yourself, as everyones defenition of a must-have is different.

I can personally live without it, so for me it wouldn't be a must-have, but I highly reccomend using it, or at least trying it.
QUOTE(Nelos @ Apr 9 2008, 07:50 PM) *
I've got a question. Is this a must-have mod?

That's a weird question. happy.gif
well I got this working, but without the extended textures, I had to turn that stuff off or I would get the "could not load distant wanter texture" error sad.gif
I'm having problems with MGE now since restoring my windows installation. I updated to direct x 10. Is there an incompatibility with MGE and direct x 10?
What's up with these "No animation class " CTD's?

How do you stop them?
QUOTE(Boethiah539 @ Apr 13 2008, 07:16 PM) *
I'm having problems with MGE now since restoring my windows installation. I updated to direct x 10. Is there an incompatibility with MGE and direct x 10?
I think other Vista users have got it going OK. Have you installed the DirectX 9c re-distributable linked to in the first post? You need that regardless of whether you have DX10 or not.
QUOTE(Lord Hyamentar @ Apr 13 2008, 07:17 PM) *
What's up with these "No animation class " CTD's?

How do you stop them?
Tone down the "Max view distance" setting on the Misc tab. Try 140.
U guys are making Morrowind look better than Oblivion biggrin.gif.GJ and thanks
QUOTE(Lord Hyamentar @ Apr 13 2008, 08:17 PM) *
What's up with these "No animation class " CTD's?

How do you stop them?

You get it when you set your view distance very high and it tries to render a creature that far away. Probably because the A.I. distance doesn't go that far. I wonder if it would still happen if you'd bind the a.i. distance to the view distance...
I have a quick question about distant statics. What view distance does everyone use with that? I have a fairly good computer, and I drop to about 23-25 Fps with distant statics enabled at a distance of 5.
Cannot get distant land/statics to show no matter what I try. Spent hours on an exhaustive search of the MGE settings space. Done the statics generation wizard a dozen times, even tried lowest settings. The wizard always completes sucessfully but then the distant stuff simply doesn't show, water is shown instead.

This is not a water-filled "gap" between the original view distance and the distance where the distant stuff kicks in. This is a complete absence of the distant stuff.

Windows XP SP2
Athlon 64 X2 (two cores)
Galaxy GeForce 8600 GT 256MB
Patched Morrowind+Tribunal+Oblivion, Polish language version
MGE 3.3.2
Installed the April 2007 DX redist.
No "keep fps constant" function active, either from MGE or from MW FPS Optimizer (which I don't use).

What else to try?

P.S. Reflective water doesn't work either but that I can live without.
I tried again with this but I can't download the latest direct x. I can error message "-whole name of file- is not a valid Win31 application"... why am I getting this??
Hi y'all, I've a problem with MGE 3.3.2 and I can't find the solution by myself. I've installed everything fine MW, TB, BM, Patch 1.6.1820, FPS Optimizer 2.0, .NetFramework 2.0 and then MGE 3.3.2. I've launched the distant land wizard several times from minimum settings to very high. When I enable Distant Land on the interface, every time I load Morrowind I've got a crash to desktop. If I disable the Distant Land, everything runs fine (I have even set up a chain of shaders). Does someone else have experienced these CTDs?

For what can help this is my rig:

Intel E8400
2GB RAM
Alpha Dog XFX GeForce 8800 GTS 512MB RAM.
WinXP Home SP 2
MGE project is dead. yes?
QUOTE(Lord Udedenkz @ Apr 22 2008, 08:51 AM) *
MGE project is dead. yes?

I hope not. Last I saw, Timeslip was working on utilities for Oblivion such as Oblivion Graphics Extender and Oblivion Mod Manager. The discussion of MGE development has stopped, this thread now is just about people that can't get it working. If we were to bring back the discussion of development, perhaps suggesting new features that could be added, bugs to be fixed etc, I would hope that Timeslip may return his interest to MGE.
I have about 1.5 gigs of ram (DDR, I don't have new ram), an Intel Pentium 4, Windows XP home edition, and a NVIDEA GeForce
5200 FX graphics card. Can I run this? I can play Guildwars full quality with 25 to 40 FPS if that helps.
Hello,

I´m having some problems with MGE, and after some search, I only found one person with the same problem, but no solution. If I try to use an HDR shader (HLDSL HDR 4), everytime I "identify" something the screen get darker, it seems the shader just go off. Im also getting some problems with Distant Land; all water thats nearby flickers white as I look around long-range water seems normal. Finally, Morrowind always crashes on exit : ) (this only happens if I use Distant Land. If I only use an HDR shader, it exits normally, but I get that get-darker-on-identify problem). I have a 8800 gt with latest nvidia drivers, windows XP and the latest Directx 9... any help will be greatly appreciated.

Thanks!

QUOTE(red snow @ Apr 22 2008, 05:18 PM) *
I have about 1.5 gigs of ram (DDR, I don't have new ram), an Intel Pentium 4, Windows XP home edition, and a NVIDEA GeForce
5200 FX graphics card. Can I run this? I can play Guildwars full quality with 25 to 40 FPS if that helps.


You need DX9 and (dot)Net to run MGE.
Some people don't realize, but you CAN use MGE for performance enchacement as well as pretty graphics.
You will be able to enable AA and Anisotropic (I think thats whats it is called) filtering.
Distant Land and Bloom Shaders will most likely KILL YOU. Morrowind engine is sh*t on a stick.
Although there is one shader that just makes the color/contrast prettier - that with AA/Ani and you are set with better graphics.
I downloaded the older version you have up.
In order to get new land viewable on the map, what do I do?
QUOTE(Gormanilius @ Apr 27 2008, 01:46 PM) *
I downloaded the older version you have up.
In order to get new land viewable on the map, what do I do?
If you want new landmasses to show in an existing game then you need to use Wrye Mash's Update Map function. If you have mods that add landmass outside of the normal map view (e.g. Tamriel Rebuilt) then you need to use FPS Optimiser 2.0, be aware that the latter program is a bit buggy (needs to be shut-down using Task Manager) and you should not use the plugin that v2 added (the multiple marking one). Also, the FPS Optimiser 2 map is grey scale and not colour.
QUOTE(Dragon32 @ Apr 27 2008, 11:09 AM) *
If you want new landmasses to show in an existing game then you need to use Wrye Mash's Update Map function. If you have mods that add landmass outside of the normal map view (e.g. Tamriel Rebuilt) then you need to use FPS Optimiser 2.0, be aware that the latter program is a bit buggy (needs to be shut-down using Task Manager) and you should not use the plugin that v2 added (the multiple marking one). Also, the FPS Optimiser 2 map is grey scale and not colour.


So with your latest version [which I'm happily using with a fairly standard MW/TR/BM plus BB etc install] all I need do is install Tamriel Rebuilt and I'm good to go? [as if it was a new DLC or whatever] Something tells me it can't be that simple......will I also need to use Wyre Mash with the maps etc?
It may be off topic of MGE, but how do you get FPS running correctly? TR still looks like a botched map, must I explore the area and it will then be viewable?
QUOTE(BURROLOCO @ Apr 27 2008, 08:32 PM) *
So with your latest version [which I'm happily using with a fairly standard MW/TR/BM plus BB etc install] all I need do is install Tamriel Rebuilt and I'm good to go? [as if it was a new DLC or whatever] Something tells me it can't be that simple......will I also need to use Wyre Mash with the maps etc?
Neither FPS Optimiser or MGE are made by me smile.gif It's not clear which you are referring to. As for Tamriel Rebuilt read the readme, you need to register a BSA file otherwise you'll get errors. It's quite straightforward apparently. If you're starting a new game you shouldn't have any problems with TR, if adding it to an existing game then you'll need to use Mash's Update Maps function.

I'd direct any questions about Tamriel Rebuilt to their thread, any MGE questions should be posted here. There's no dedicated thread for FPS Optimiser so I'd suggest starting a new thread for any FPS Optimiser issues.
QUOTE(Gormanilius @ Apr 27 2008, 09:18 PM) *
It may be off topic of MGE, but how do you get FPS running correctly? TR still looks like a botched map, must I explore the area and it will then be viewable?
Are you using v2.0? That's the only version that increases the map. From what I understand the world map is always centred on where the PC is, take a few silt striders and see what happens. Also the map is grey scale and not colour, that should be a tip off. I've never used FPS Optimiser v2 myself so I'm not that au fait with it.
QUOTE(Dragon32 @ Apr 27 2008, 03:50 PM) *
If you're starting a new game you shouldn't have any problems with TR, if adding it to an existing game then you'll need to use Mash's Update Maps function.



Cool, that all seems refreshingly clear cut, TYVM!
I keep getting this error when trying to generate distant statics.

"
A fatal error occurred creating the distant static files. Distant land setup cannot continue
The output char buffer is too small to contain the decoded characters, encoding
'Unicode(UTF-8)' fallback 'System.Text.DecoderReplacementFallback'. Parameter
name: chars.
"

Any ideas?
any conflict/problem with Morrowind Enhanced?
QUOTE(pc_gamer @ Apr 28 2008, 10:02 PM) *
I keep getting this error when trying to generate distant statics.

"
A fatal error occurred creating the distant static files. Distant land setup cannot continue
The output char buffer is too small to contain the decoded characters, encoding
'Unicode(UTF-8)' fallback 'System.Text.DecoderReplacementFallback'. Parameter
name: chars.
"

Any ideas?
Does this happen when you try and generate distant statics with just the 3 main ESMs?
QUOTE(Milik @ Apr 29 2008, 12:04 AM) *
any conflict/problem with Morrowind Enhanced?
None here.
Good idea Dragon32. I'll see if that works.

Btw, is Average Vertex heights recommended?

edit:Well generating distant statics for only the three esms worked, so my mods have to be the problem. Finding out which one will suck lol.
QUOTE(pc_gamer @ May 1 2008, 02:18 AM) *
Good idea Dragon32. I'll see if that works.

Btw, is Average Vertex heights recommended?
<snip>
I just leave it at the default (not sure if that's on or off) shrug.gif
QUOTE(pc_gamer @ May 1 2008, 02:18 AM) *
<snip>
edit:Well generating distant statics for only the three esms worked, so my mods have to be the problem. Finding out which one will suck lol.
Using blockhead's binary search I was quite rapidly able to identify problem plugins from a list of ~175.
How can I contact Timeslip? PMs bounce because his inbox is full.



When you create a distant land file where is it saved? I uninstalled the whole Bethesda program file but that 4GB file is still floating around somewhere.
QUOTE(fandfango149 @ May 2 2008, 11:21 PM) *
When you create a distant land file where is it saved? I uninstalled the whole Bethesda program file but that 4GB file is still floating around somewhere.

Bethesda Softworks\Morrowind\Data Files\distantland
So I've reinstalled MW and I'm trying to redo the Distant Land Setup Wizard. I start the wizard, it says the BSA's have loaded and I can now continue. But when I try it says no plug in have been selected. Should I use the morrowind ini or is there a plugin I'm missing?
QUOTE(fandfango149 @ May 3 2008, 04:22 AM) *
So I've reinstalled MW and I'm trying to redo the Distant Land Setup Wizard. I start the wizard, it says the BSA's have loaded and I can now continue. But when I try it says no plug in have been selected. Should I use the morrowind ini or is there a plugin I'm missing?
Use morrowind.ini, or just select the 3 main ESMs. I've had problems with these plugins:
(*) DungeonGolag.esp
(*) marcMoriEstate.esp
(*) House of Mannequins v1.0.esp
(*) newarrows.esp
(*) Wolf Manor 2.5.esp
So deselect them if you have them.
QUOTE(Dragon32 @ May 4 2008, 01:44 PM) *
Use morrowind.ini, or just select the 3 main ESMs. I've had problems with these plugins:
(*) DungeonGolag.esp
(*) marcMoriEstate.esp
(*) House of Mannequins v1.0.esp
(*) newarrows.esp
(*) Wolf Manor 2.5.esp
So deselect them if you have them.

Ah. I have marcMoriEstate and HoM. I'll uncheck those.
When i am in the shader editor, i get an error when i try to preview
Could not find file C:............./datafiles/shaers/default.active/sav

Will this prevent me from using shaders?
A few quick questions:

- Is there an easy way to restore your shaders if you accidentally modified the default ones? Do I have to reinstall?

- Are there any guides on how to tweak the bloom/HDR shaders? I plug in numbers and because I don't entirely understand the scripting language involved I'm not sure if my changes are significant.

(on a side note, I think the default Bloom shaders are a tad too "glowy" ... talk about nuclear dawn whew! ... so I'd like to tone it down to just soften the image a bit so that it's not so intense, but not so subtle that it's barely there.)

- Is there information on the different fog modes? A quick search on the forums seems to indicate Range Vertex is the best one for Distant Lands. However, I don't use Distant Lands (I just want the shaders) -- so is there any benefit (visual or performance wise) to using different fog modes?

- Finally: Is there a way to get MGE to recognize 16x CSAA? I feel that when I use MGE's built in AA, I get less performance than when I just set it as a global with nHancer.

Thanks
my problem is that my visuals freak out...

like its repeated images or walls freaking out and suddenly going across my screen diagnoly...I have no idea..its hard to explain
This might sound silly but for the life of me I can't seem to get infinite or even all that large of a view distance. I've got a dualcore 3gig C2D and an 8800GTS so I should be able to handle a pretty far view.

I assume I should just activate distant land, after running the distant land wizard of course, tried setting the land distance to 20, fog to 25. I get..a box. I can see the edge of the loaded area. Used a levitation spell to get pretty high and look around, only my little box of world was visible. What should I change to really expand my view?
QUOTE(Gato @ May 6 2008, 04:24 PM) *
This might sound silly but for the life of me I can't seem to get infinite or even all that large of a view distance. I've got a dualcore 3gig C2D and an 8800GTS so I should be able to handle a pretty far view.

I assume I should just activate distant land, after running the distant land wizard of course, tried setting the land distance to 20, fog to 25. I get..a box. I can see the edge of the loaded area. Used a levitation spell to get pretty high and look around, only my little box of world was visible. What should I change to really expand my view?


I may be wrong here but that sounds like a really large number, even for an extremely powerful computer. Try setting land distance to maybe 3 or 4 and see what happens. Set the fog distance to far away by all means, but the land distance should be a much lower number (these are the cells that are getting rendered in full detail, rather than by the world mesh).

I originally tried 4 distance 5 fog. Maybe tonight I'll try 4 distance, leave the fog at 20 and see if that gets me out of the box.
QUOTE(Gato @ May 6 2008, 05:40 PM) *
I originally tried 4 distance 5 fog. Maybe tonight I'll try 4 distance, leave the fog at 20 and see if that gets me out of the box.


Hmm well let us know if you have any luck. I'm not sure what else you could try. Maybe post a screenshot of the issue so we can get a clearer idea of what's wrong.
Hi, I would love to use this mod, but my graphicscard sux... 7300LE 128Mb (turbocache makes it like 256, almost). What are "recommended" settings for me? Can I use "Water shader tweak for MGE version 1.0 by harlanrm"?

/some advise needed, Baton
All right, well I guess I ought to be ashamed as some of my questions were easily answered with a little poking around. I didn't realize MGE came with a .chm file that answered some of my questions regarding fog modes.

However, if anyone can still give me some info regarding:

o 16x CSAA and MGE. I think when MGE turns on 16x, it's not the CSAA kind which has better performance. At least it seems to me that when I turn on AA/Anistropic filtering in MGE, performance seems to suffer as opposed to turn it on globally using a utility like nHancer.

o Is there a guide out there on tweaking shaders? I have the DX9 HLSL HDR 2 shader tweaked to the point of perfection. Still I'd like some more info to understand some of the inner workings.

Thanks!

MMM
Hey, first of all great tool been using it ever since i heard about it, spent to much time messing about with its settings over the months.
One question though, is it just me or is the resolution of 1680x1050 not supported? Quite annoying as thats my new monitors native resolution and running at any other res makes it looks fuzzy and i hate running in windowed mode.
Is this just me being stupid or is there any way i can get this resolution? And am right in thinking i cant just edit the ini as MGE overrules it?
It's just you. biggrin.gif

I use MGE and play at 1680x1050. However, for the record, I don't set the resolution in MGE, I also use FPS Optimizer 1.96 to initially set the rez, and MGE picks it right up. (ALthough, I don't understand why MGE standalone wouldn't let you do this.)

Hope this helps!

MMM

QUOTE(Mahnsikir @ May 6 2008, 08:06 PM) *
One question though, is it just me or is the resolution of 1680x1050 not supported? Quite annoying as thats my new monitors native resolution and running at any other res makes it looks fuzzy and i hate running in windowed mode.
Is this just me being stupid or is there any way i can get this resolution? And am right in thinking i cant just edit the ini as MGE overrules it?
Okay I have a problem. I've used MGE before, but ever since I reinstalled MW (with Tribunal and Bloodmoon,yes) it's stopped working. When I try to use the distant land texture and mesh creator, I get an error "not a valid win32 filetime".
WTF? As I said, I've been using it for a while before reinstalling with no problems, which means I have everything fully patched.

How can I fix this? ahhh.gif

Any help is appreciated.
I've figured out good settings for the distant land, but how do I activate HDR/bloom? There are a lot of shaders...
Starting to wonder if my copy of MGE is fouled up. For some reason the allow screenshots button is grayed out. It keeps turning off my screenshot=1 in the morrowind ini, setting it back to 0.
Changing settings doesn't seem to matter. Tried a new game tonight, 4 land distance, 20 fog just to see. I'm still stuck in the box. I can see the straight edges around me from any high vantage point. It's like being in a cell in the construction set when it only loads the cell you want to deal with. I also get issues of when I look straight ahead somethings like mountains might not load, but if I turn my POV, they'll load when they're off to once side. When I recenter the camera on them, they vanish.

Very odd stuff here folks.
I guess this was asked before, but can someone explain me clearly how can I use the infinite view distance ?

thank you!
QUOTE(Gato @ May 8 2008, 06:20 AM) *
Starting to wonder if my copy of MGE is fouled up. For some reason the allow screenshots button is grayed out. It keeps turning off my screenshot=1 in the morrowind ini, setting it back to 0.
Changing settings doesn't seem to matter. Tried a new game tonight, 4 land distance, 20 fog just to see. I'm still stuck in the box. I can see the straight edges around me from any high vantage point. It's like being in a cell in the construction set when it only loads the cell you want to deal with. I also get issues of when I look straight ahead somethings like mountains might not load, but if I turn my POV, they'll load when they're off to once side. When I recenter the camera on them, they vanish.

Very odd stuff here folks.


Same problem here, STILL unsolved after WEEKS of trying, banghead.gif, trying again, asking on a dozen forums, more banghead.gif, more asking, reinstalling the game and the MGE, yet more trying, yet more asking, yet more googling, more banghead.gif, and guess what, yup, banghead.gif banghead.gif banghead.gif. Gato, the effect you are describing - terrain features not showing when looked straight upon, only when you look slightly away - is not related to terrain loading, it is clipping. Your MGE-genarated mid-distant terrain (cell mesh) and distant terrain (world mesh) simply fails to render. I've got exactly the same, and I know of a third guy with this problem. He has a nVidia 8k series card too.

Repeated question: how can we contact Timeslip? His PM inbox is always full.

_
QUOTE(Donzv @ May 8 2008, 10:28 AM) *
Same problem here, STILL unsolved after WEEKS of trying, banghead.gif, trying again, asking on a dozen forums, more banghead.gif, more asking, reinstalling the game and the MGE, yet more trying, yet more asking, yet more googling, more banghead.gif, and guess what, yup, banghead.gif banghead.gif banghead.gif. Gato, the effect you are describing - terrain features not showing when looked straight upon, only when you look slightly away - is not related to terrain loading, it is clipping. Your MGE-genarated mid-distant terrain (cell mesh) and distant terrain (world mesh) simply fails to render. I've got exactly the same, and I know of a third guy with this problem. He has a nVidia 8k series card too.

Repeated question: how can we contact Timeslip? His PM inbox is always full.

_



Really he should stop by his own thread- I saw him browsing the mods forum the other day.
Atleast I'm not the only one with the problem.

"Gato, the effect you are describing - terrain features not showing when looked straight upon, only when you look slightly away - is not related to terrain loading, it is clipping. Your MGE-genarated mid-distant terrain (cell mesh) and distant terrain (world mesh) simply fails to render. I've got exactly the same, and I know of a third guy with this problem. He has a nVidia 8k series card too."

That's handy to know. Now then..wonder what can be done to fix it? Such an odd problem.
So, nobody has the answer to my problem? 1346.gif
Just figured I'd share my experience, as it might help others. I have an BFG 8800GTS 320MB video card, and for the life of me I could not make Distant Lands work, no matter what I tried, until, by pure luck I stumbled to this: Setting the distances to 4 for near and 15 to distant, disabling any kind of reflecting, turning HDR off and setting everything to "Linear" in the "Render" tab of MGE, LOD to -1 and anisotropic filtering to off, and finally the biggest clue: Setting anisotropy to 16x through nVidia's Control Panel. This combo allowed the distant lands to render, although it makes no sense to me. I hope this helps!
well here is my problem...a picture is worth a thousand words, and these must be worth four thousand.

so this is my problem that occured right after I got MGE.

someone, anyone, help me please.

Problems

oh and is it bad that I accidentily put MGE in the FPS spot in my MWE window thingy? I wanted to take it out of that spot but I don't know how.


PK
lol bump, sorry i really need my question answered
QUOTE(Mythrantar @ May 8 2008, 09:32 PM) *
Just figured I'd share my experience, as it might help others. I have an BFG 8800GTS 320MB video card, and for the life of me I could not make Distant Lands work, no matter what I tried, until, by pure luck I stumbled to this: Setting the distances to 4 for near and 15 to distant, disabling any kind of reflecting, turning HDR off and setting everything to "Linear" in the "Render" tab of MGE, LOD to -1 and anisotropic filtering to off, and finally the biggest clue: Setting anisotropy to 16x through nVidia's Control Panel. This combo allowed the distant lands to render, although it makes no sense to me. I hope this helps!


Tried your settings, no joy ahhh.gif
Didn't work for me either.
QUOTE(Predator_King @ May 8 2008, 10:59 PM) *
lol bump, sorry i really need my question answered


Looks to me like a shader issue- if you are using any post a list of them up and we'll get it sorted (BTW that made me LOL, sorry).
QUOTE(Gato @ May 9 2008, 10:06 AM) *
Didn't work for me either.


I am sorry to hear that. sad.gif However, I did forget one more thing. Distant Lands does -not- kick in for me until I exit the first customs office where I receive the documents. In other words, when I first exit the ship, the game still looks vanilla Morrowind as far as the Distant Lands are concerned. if you have a mod that lets you choose alternative starting locations then try another place. I'd recommend Dagon Fel because you have open expanses in every direction and you can really tell whether Distand Lands works.
Um, I'm sure other people have this problem, but it needs to be fixed. I have an 8800 Ultra, and whenever I set my distant land on, I go in game, and I get terrible fps, plus there is no distant land and the water everywhere disappears. Is there a fix for this?
I have vista and cant seem to get it working, right, sigh.
QUOTE(Rabinna @ May 7 2008, 01:47 PM) *
Okay I have a problem. I've used MGE before, but ever since I reinstalled MW (with Tribunal and Bloodmoon,yes) it's stopped working. When I try to use the distant land texture and mesh creator, I get an error "not a valid win32 filetime".
WTF? As I said, I've been using it for a while before reinstalling with no problems, which means I have everything fully patched.

How can I fix this? ahhh.gif

Any help is appreciated.
This error? Try re-downloading MGE and re-installing.
QUOTE(baton69 @ May 7 2008, 02:57 PM) *
I've figured out good settings for the distant land, but how do I activate HDR/bloom? There are a lot of shaders...
See the FAQ in the first post, choose one of them beginning "DX9 HLSL HDR"
QUOTE(Gato @ May 8 2008, 05:20 AM) *
Starting to wonder if my copy of MGE is fouled up. For some reason the allow screenshots button is grayed out. It keeps turning off my screenshot=1 in the morrowind ini, setting it back to 0.
Changing settings doesn't seem to matter.
<snip>
From the readme:
QUOTE
If you enable antialiasing, you will not be able to take screenshots from within morrowind. MGE still provides a function for taking screenshots
See the "How do I enable screenshots?" in the FAQ.
QUOTE(RoadReaction @ May 10 2008, 06:04 PM) *
I have vista and cant seem to get it working, right, sigh.
Er, what is "it"? Vista? Morrowind? MGE? Check the Hardware and Software Forum for their Vista thread, there's various things you can / need to do (installing Morrowind in a non-standard location, running as Admin etc etc). Sorry, I'm on XP here. Oh, and 64 bit Vista? Some more information on what your problems and your circumstances are rather than just a "it won't work" is more likely to elicit a helpful response smile.gif

Can't help with any others sad.gif
The problem i'm having now is that when i enable the shader i want, it flashes back and forth. Really odd.
bump.
Eh, does anyone have the distant land problem I have?

Does anyone know why the water disappears?
QUOTE(Dragon32 @ May 10 2008, 07:28 PM) *
This error? Try re-downloading MGE and re-installing.


I tried reinstalling 5 times. Nothing works. I don't understand why. sad.gif
i don't have a specific issue with MGE, but rather need an estimation on how well i can run it

what sort of settings/land quality should i be able to generate with this system?

Pentium 4 HP Pavilion
Windows XP
1.5 Gb RAM
3Ghz CPU
Nvidia GeForce 8600GT 256Mb

^ this can run Oblivion on high to highest graphics at about 40-60 FPS outdoors and indoors, so would that correlate to high-quality land generation in MGE? (and reflections/distants? )

or maybe even Ultra-High? or lower?

Thanks in advance smile.gif
I have a major problem with MGE. My system specs are

Athlon x2 5600
4 gb ram
8800 512mb gts

By All means I should be able to run this program on high settings, but even when I put everything on minimum settings, and my cell texture to 128 and world texture to 512 my fps is still lagtastic. Also, I could settle for not using distant land If I could get the shaders to work as a consolation, but even though I inputed radial blur, tone map and HDR 5, The screen will white out randomly on everything, and all I get is a white screen! What is wrong with this program?
I've read several other posts with people having the same problem as me, but they all were ignored. Does anyone have a solution to this, I mean seriously, my computer is powerful enough to run this game. I also forgot to mention that I installed Darknut's 1024 textures and all of connary's texture packs. Did these thing have an adverse affect on my game. If it does, that still doen't explain why I get a white screen from using a shader!
QUOTE(wrathofzhan @ May 11 2008, 06:31 PM) *
I've read several other posts with people having the same problem as me, but they all were ignored.
<snip>
I, at least, didn't ignore them smile.gif I just don't have any solution sad.gif

You say 4GB RAM, that implies you're on a 64bit OS. From what I remember there was a post from Timeslip about 64bit might be worth looking through some old threads or his posts.
Thank you for the reply, my computer is not 64 bit edition however. My computer recognizes the ram as 3.5 gb, so I still use 32bit edition. Any ideas for help?
Have you tried rearranging the order of the shaders?
Yes I have, and to no avail also. I've used shaders you've reccommended before in pervious forum posts, such as tonemap, radial blur and hdr5, and I can see how they work effectively on a character like juib, but if I fail to look at juib, then the nice shaders go away, and All I'm left with is a bloom that lights up the screen to the point that everything is white.
Alright I resolved my shader issue. It turns out my computer cannot render hdr5 shaders. Well it could, but it would just leave my entire screen white. My problem now is if I look at something, and the game identifies it; say if I saw a pillow, and the game gave me the item description pillow, then the shaders will disappear, and I'm left with bland graphics until I look at something the game has not given an identification tag. Then I will get my shaders back ingame. How do I change it so that my shader will stay consistently available, without lapsing out?
Well, took Morrowind out after a loong time (played once when released). Got Tribunal and Bloodmoon, patched (1.6.1820). Now, thinked about some "tweaking", wanting mostly better view distance with objects etc. - after some search jumped on MGE.

Two main (=directly with MGE) problems

1) export and/or import renders error saying "DX8.data" not found

2) I see no difference agaist vanilla Morrowind - I got through MGE options and run succesfully distant land wizard - still looks like no MGE kicks in sad.gif

One secondary (=with me) problem:

I searched Google and this forum especially, for "DX8.data" and other words to find a solution - I foud some places where DX8.data was mentioned but no solution.
I am no native English speaker so I might missed someting, so please be patient and do not beat me - believe me I tried to solve by myself.

And - PLEASE - help me to run with MGE because I am going mad looking at screenshots from running MGE *cry*.

HW is Q6600, GF8800GTX, 2G RAM, Win XP SP2 (Czech), 1920x1200 ... what else should I sent to help nail problem? Oh, MGE set to "Best Graphics" and only touched "Distand land" settings & wizard ...

Would be VERY gratefull for ANY help.
im running on vista and i cant get Morrowind Graphics Extender to work...
QUOTE(recycle @ May 13 2008, 03:25 AM) *
Well, took Morrowind out after a loong time (played once when released). Got Tribunal and Bloodmoon, patched (1.6.1820). Now, thinked about some "tweaking", wanting mostly better view distance with objects etc. - after some search jumped on MGE.

Two main (=directly with MGE) problems

1) export and/or import renders error saying "DX8.data" not found

2) I see no difference agaist vanilla Morrowind - I got through MGE options and run succesfully distant land wizard - still looks like no MGE kicks in sad.gif

One secondary (=with me) problem:

I searched Google and this forum especially, for "DX8.data" and other words to find a solution - I foud some places where DX8.data was mentioned but no solution.
I am no native English speaker so I might missed someting, so please be patient and do not beat me - believe me I tried to solve by myself.

And - PLEASE - help me to run with MGE because I am going mad looking at screenshots from running MGE *cry*.

HW is Q6600, GF8800GTX, 2G RAM, Win XP SP2 (Czech), 1920x1200 ... what else should I sent to help nail problem? Oh, MGE set to "Best Graphics" and only touched "Distand land" settings & wizard ...

Would be VERY gratefull for ANY help.


Hmm, try making sure these options are on (checked):

Under Gobal Graphics:

Use Distant Land (my land distance is 2, fog distance 15)
Use Distant Statics (if you want, it really makes it look a lot better)

Under Render State:

Hardware shader (If you want HDR)

Under Misc:

Hook texture load
Update shader variables (if you want HDR)
supply HDR info to shaders (If you want HDR)

Also make sure you using version 3.3.2 (at least thats what i use, and it works fine for me), and update your directx, and use directx 9.
QUOTE(wrathofzhan @ May 11 2008, 02:31 PM) *
I've read several other posts with people having the same problem as me, but they all were ignored. Does anyone have a solution to this, I mean seriously, my computer is powerful enough to run this game. I also forgot to mention that I installed Darknut's 1024 textures and all of connary's texture packs. Did these thing have an adverse affect on my game. If it does, that still doen't explain why I get a white screen from using a shader!


Hello,

I had *exactly* the same problem. Everytime I "identify" something, the shader goes away. Tried several shader combinations, and the problem is always there. Have you found a solution for it?
I have solved my problem (that second one, though, DX8.data still here :/ ! Thnaks for replies foodndrink.gif

Just in case anyone have same problem ... my problem with no working MGE was prolly caused by launching morrowind.exe, when I use launcher or FPSoptimizer to launch MW then MGE works, phew, nice one smile.gif
Hmmm. EDIT: Nevermind.

If I have created the distant land mesh, and then go and overhaul all meshes and textures by doing a connaryesque thing, will I need to create a new mesh for distant land?
I was told to put this in an MGE forum, and apparently I'm not the only one with this problem

http://i188.photobucket.com/albums/z307/Tr...iz/drover80.jpg

Nuff' said.

I never used the Distant Land Creator, on account of it lowering my FPS to about... 2, but as you can see, where fog should be, there is just... endless... endless gray.

There is fog elsewhere, however, I see it in the water, and in caves and stuff. But outside, just... nothing.
Yes, I am getting some strange fog problems myself.

How do you get the bloom to work, and how do I get proper distant land?

Sorry for the rudimentary questions, but the help guide with the download isnt exactly helpful.
QUOTE(Lord Hyamentar @ May 17 2008, 09:15 PM) *
Yes, I am getting some strange fog problems myself.

How do you get the bloom to work, and how do I get proper distant land?

Sorry for the rudimentary questions, but the help guide with the download isnt exactly helpful.

See the FAQ in the first post. Bloom is under How do I enable shaders?
QUOTE(Mr. Tissue Box @ May 10 2008, 09:38 AM) *
Um, I'm sure other people have this problem, but it needs to be fixed. I have an 8800 Ultra, and whenever I set my distant land on, I go in game, and I get terrible fps, plus there is no distant land and the water everywhere disappears. Is there a fix for this?

Can anyone help with this problem? Also, the fog disappears as well when I enable distant land. I set the fog mode to pixel, because it said distant land may not work on vertex, but even on pixel distant land does not work, the water disappears and fog does not work. I also have Vista.
QUOTE(Mr. Tissue Box @ May 17 2008, 05:32 PM) *
Can anyone help with this problem? Also, the fog disappears as well when I enable distant land. I set the fog mode to pixel, because it said distant land may not work on vertex, but even on pixel distant land does not work, the water disappears and fog does not work. I also have Vista.

You guys are lucky; mine just hard-crashes and locks everything up when I have distant land enabled.
EDIT: Doh!, sorry, just read Sleawers combined FAQ and my problem magically disappeared slap.gif
So does MGE not work with Vista?
QUOTE(VaporTrail @ May 18 2008, 02:45 PM) *
So does MGE not work with Vista?

It works. I've had an Oblivion of a time with it, but it works.

Be sure to read EVERYTHING there is to read about MGE before you try to use it. You'll need the knowledge.

Oh yeah, as with Morrowind, MWSE and MWE, be sure to run it in WinXP SP2 compatibility mode with disabled desktop themes.
Got MGE and put it on lowest...now it made my graphics worse. What?
QUOTE(oblivion tomorrow @ May 18 2008, 11:23 PM) *
Got MGE and put it on lowest...now it made my graphics worse. What?
Probably because that's what it's meant to do. I think you're using v3.0.2? 3.3.2 has a "High quality" but not a low. IIRC, the low quality option is for those who really have trouble running Morrowind on their hardware; again IIRC, it reduces colour to 16bit, changes LOD settings and other tweaks to try an eke more performance out. Check these old screenshots to see a comparison.
How do I uninstall it?
QUOTE(oblivion tomorrow @ May 18 2008, 11:59 PM) *
How do I uninstall it?
Had a look in Add/Remove Programs?
Anyone else have distant Ebonheart end up a floating, holey mess?
QUOTE(Aelwyn @ May 18 2008, 07:06 PM) *
Anyone else have distant Ebonheart end up a floating, holey mess?


You mean parts castle are missing and it looks like swiss cheese? Yes I have that. I think I posted about it in this thread.
QUOTE(wolfie @ May 18 2008, 09:13 PM) *
You mean parts castle are missing and it looks like swiss cheese? Yes I have that. I think I posted about it in this thread.

That and the Ghostfence is floating on a bunch of rocks. I can see it from right next to Seyda Neen magically suspended in thin air. Apparently Dagoth Ur is a master of levitate on target... tongue.gif

I have to say, though, seeing Wizard's Island from Seyda Neen is pretty fraekin' schviet.

I wonder what effect lowering mesh complexity has on framerate. I'm doing around 8FPS average on a 3GHz C2D machine with 3.5Gb DDR2 800, a WD RAID0 array and a 8800GTX.

Slideshow.
Big thanks to MadModMike. His nHancer recommendation has me running a solid 10-20 FPS with IVD, reflective statics (near and far), 2048 near and far texs and Very High quality meshes at 2x AA and 8x AF. For some reason the eyecandy seems limited by the CPU. Script/ NPC heavy areas drop FPS real quick the higher the eyecandy goes (MCA + BE = whoa). Still, I'm happy to get a 200% performance increase, no matter how trifling the numbers.
QUOTE(oblivion tomorrow @ May 18 2008, 06:59 PM) *
How do I uninstall it?

Oh...yeah...nevermind...
QUOTE(Aelwyn @ May 18 2008, 07:43 PM) *
That and the Ghostfence is floating on a bunch of rocks. I can see it from right next to Seyda Neen magically suspended in thin air. Apparently Dagoth Ur is a master of levitate on target... tongue.gif

I have to say, though, seeing Wizard's Island from Seyda Neen is pretty fraekin' schviet.

I wonder what effect lowering mesh complexity has on framerate. I'm doing around 8FPS average on a 3GHz C2D machine with 3.5Gb DDR2 800, a WD RAID0 array and a 8800GTX.

Slideshow.


You have infinite view working on an 8800 series card? What are your settings? You're the first I've seen that has it working. Render settings? distant and fog settings?
QUOTE(Gato @ May 19 2008, 12:10 PM) *
You have infinite view working on an 8800 series card? What are your settings? You're the first I've seen that has it working. Render settings? distant and fog settings?

I had to use a little bit of a workaround. I can't actually start a game with IVD enabled, but can get it going with a saved game (right outside the first office works fine, though a little slow-loading).

By Tab:

Global graphics

AA level: None
Z-buffer format: D24S8
VWait setting: Immediate
Refresh rate: Default
Windowed mode: off
Resolution: 1680*1050

Use Distant land: on
Land distance: 2
Fog distance: 14
Use distant Statics: on
Water is reflective: on
Nearby statics reflect: on
Distant statics reflect: on
Use sm3 water shader: on

Render state

Mag and Min filters: Anisotropic
Mipmap filter: Linear
Anisoptric filtering level: Off
Mipmap LOD Bias: -1
Fog mode: Depth pixel
Initial Zoom: 3
Rotation:0

Enable fog: on
fps counter: off
Display messages: on
Hardware shader: on
AA colour (sic) fix: on

Input
Skip opening movie: on
Disable console: off
Allow alternate combat controls: off
Input lag fix: off

Misc
Camera effects effect the HUD: off
Correct aspect ratio when zooming: off
Disable internal MWSE version: off

Keep FPS constant: off (I gained 5-8 FPS turning this off)
Bind AI distance to view distance: off
CPU idle: off

morrowind .ini

High detail shadows: off
Show FPS: off
Subtitles: off
Allow multiple CS instances: off

Allow yes to all: on
Thread loading: on
Disable audio: off
Hit Fader: on

Shader editor
DX9 HLSL HDR1 (I'm looking for a more pronounced brightness-dependent HDR effect, if anyone has a suggestion)

Distant Land Setup

Textures
Cell texture resolution: 1024
World Texture resolution: 2048
Use vertex colour (sic): on
Filter world texture: on

Meshes
World mesh detail: High
Average vertex heights: off

Statics
Short range size: 600
Long range size: 800
List of statics which override...: None
Skip mipmap levels: 2

Machine specs:
CPU: 3GHz C2Duo on GA-P35-DQ6
RAM: 3.5Gb DDR2 800
Video: 8800GTX- Forceware 175.16
HDD: 2x WD SATA2 RAID0
OS: 32 Bit Vista Home Premium

With all the replacers and everything, I'm sitting at a pretty consistent 15-20 FPS outside, 60 FPS inside (my cap).
QUOTE(Aelwyn @ May 19 2008, 07:09 AM) *
Big thanks to MadModMike. His nHancer recommendation has me running a solid 10-20 FPS with IVD, reflective statics (near and far), 2048 near and far texs and Very High quality meshes at 2x AA and 8x AF.
<snip>
blink.gif Must check that out...
QUOTE(Gato @ May 19 2008, 05:10 PM) *
You have infinite view working on an 8800 series card?
<snip>
Another one here action-smiley-030.gif
QUOTE(Gato @ May 19 2008, 05:10 PM) *
<snip>
What are your settings? You're the first I've seen that has it working. Render settings? distant and fog settings?
Where they differ from Aelwyn:

Global grahipcs
AA level: 4x <--- but this may change if I use nHancer....
Z-buffer format: D32FL <--- just 'cos the 8800GTX supports it
VWait setting: Default 2
Resolution: 1280*1024

Fog distance: 12

Render state
Anisoptric filtering level: 8x <--- but this may change if I use nHancer....
Fog mode: Range vertex

fps counter: on
Display messages: on
Hardware shader: off <--- set-up a macro to toggle these on and off
AA colour (sic) fix: on <--- that's how we spell it this side of the pond!

Input

Misc
CPU idle: on
Idle time: 0 ms <--- read somewhere that this helped if you have thread loading turned on, even a 0 ms idle

Hook texture load: off
Update shader variables: on
Supply HDR info to shaders: on

morrowind .ini
Allow multiple CS instances: on

Shader editor
DX9 HLSL HDR6 <--- still playing with which one to use

Distant Land Setup
Textures
World Texture resolution: 8192

Meshes
World mesh detail: Very High

Statics
Short range size: 800
Long range size: 1000
List of statics which override...: <--- see my previous posts for a statics list

Machine specs:
CPU: 3GHz C2Duo on Asus P5K-E
RAM: 3.25Gb DDR2 800
Video: 8800GTX (ForceWare 169.21) <--- 175.16 to be installed
HDD: Samsung HD321KJ
OS: WinXP SP3
Thanks for the ideas! A couple things that struck me from oyur post (in BOLD)

Global grahipcs
AA level: 4x <--- but this may change if I use nHancer.... EGAD!
Z-buffer format: D32FL <--- just 'cos the 8800GTX supports it Hm... I'll have to give that a shot
VWait setting: Default 2 Hm...
Resolution: 1280*1024

Fog distance: 12

Render state
Anisoptric filtering level: 8x <--- but this may change if I use nHancer.... 16x is glorious!
Fog mode: Range vertex How'd you get this working with IVD?

Misc
CPU idle: on
Idle time: 0 ms <--- read somewhere that this helped if you have thread loading turned on, even a 0 ms idle Awesome!

Shader editor
DX9 HLSL HDR6 <--- still playing with which one to use I found HLSL HDR1 to be about 4FPS faster

Distant Land Setup
Textures
World Texture resolution: 8192 Are you running that for both cell and world? I have this theory...

Statics
Short range size: 800
Long range size: 1000
List of statics which override...: <--- see my previous posts for a statics list I can't find this. Can you repost?

edit: ONE STINKIN' (/b) TAG!!!
VWait setting: Default 2 <--- don't like tearing, always try to have vwait on in my games shrug.gif

Fog mode: Range vertex <--- it just worked shrug.gif Only problem I have is the water doesn't render right. I just need to submerge my PC and it's fine though

Idle time: 0 ms <--- can't find the post on this; IIRC, it gives the thread that loads cells a bit more time to do its stuff without the main Morrowind one hogging the CPU

World Texture resolution: 8192 <--- world texture only, cell texture is 1024

List of statics which override...:
Ok, this has some entries from MGE's Distant Activators Fix by Povuholo (from "# pov_distant_activator_fix_SiltStriders.esp" onwards) so you may need to edit it for your own needs:
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_bridge_01=2
ex_imp_bridge_02=2
ex_imp_dock_01=1
ex_imp_dock_02=1
ex_imp_foundation_01=2
ex_imp_guardtower_01=1
ex_imp_guardtower_02=1
ex_imp_plat_01=1
ex_imp_towerb_light_01=2
ex_imp_towerb_med_01=2
ex_imp_towerb_top_01=1
ex_imp_towers_light_01=2
ex_imp_towers_med_01=2
ex_imp_towers_top_01=2
ex_imp_wall_01=2
ex_imp_wall_arch_01=2
ex_imp_wall_corner_01=2
ex_imp_wall_corner_02=2
ex_imp_wall_stairs_01=1
ex_imp_wall_stairs_02=1
ex_imp_wall_tower_01=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

#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

#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

#Assorted structures
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

# pov_distant_activator_fix_SiltStriders.esp
povsssiltstrider=1

# pov_distant_activator_fix_GhostFence.esp
povssghostfencex=2
povssghostfence01=2
povssghostfence02=2
povssghostfence03=2
povssghostfence04=2

# pov_distant_activator_fix_Vivec.esp
povssviveccantondoor=1

# pov_distant_activator_fix_BloodmoonStone.esp
povsswindstone=1
povsswaterstone=1
povssearthstone=1
povsstreestone=1
povsssunstone=1
povssbeaststone=1
povssulfgarstone=1
povssnikulasstone=1
povsshunroorstone=1
povsserlendrstone=1

# pov_distant_activator_fix_Incarnate.esp
povssincarnatedoor=1

# pov_distant_activator_fix_Holamayan.esp
povssholamayancover=1

# pov_distant_activator_fix_Malacath.esp
povssmalacathstatue=1

# pov_distant_activator_fix_SignsAndBanners.esp
povsssignarms=0
povsssigngoods01=0
povsssignpawn01=0
povsssignmg=0
povsssignfg=0
povsssignarmsf=0
povsssignclothing=0
povsssigninn=0
povssbannertavern01=0
povssbannertelvanni01=0
povssbannerdgoods01=0
povssbannerdwashop01=0
povssbanneralchemy01=0
povssbannerclothing01=0
povssbannerpawn01=0
povssbanneraldvelothi=0
povssbannergnaarmok=0
povssbannerhlaoad=0
povssbannersadrithmora=0
povssbannertelaruhn=0
povssbannertelbranora=0
povssbannertelfyr=0
povssbannertelmora=0
povssbannertelvos=0
povssbannervos=0
povssbannerkhuul=0
povssbannerbooks=0
povssbannerimpflag=0
povssbannerwelcome=0
povssbannerdanger=0
povssbannertemple01=0
povssbannertemple02=0
povssbannertemple03=0
povssbannerhlaalu=0
povssbannerredoran=0


[Edit: biggrin.gif That's submerge my Player Character not Personal Computer]
Dragon, forgive my Oblivion-rated n00bishness, but how exactly do I implement the overrides? Is this just one example, or is it complete?

If I have to go through every mesh in the game... well, it might not be worth it tongue.gif

edit: and did you also find a way around EbonCheese?
QUOTE(Aelwyn @ May 20 2008, 11:35 PM) *
Dragon, forgive my Oblivion-rated n00bishness, but how exactly do I implement the overrides? Is this just one example, or is it complete?

If I have to go through every mesh in the game... well, it might not be worth it tongue.gif

edit: and did you also find a way around EbonCheese?
Take that bit in the code box, copy and paste it into a TXT file (if you don't use the ESPs from MGE Distant Activators Fix then just delete everything from "# pov_distant_activator_fix_SiltStriders.esp" to the end of the file) and save the TXT file somewhere. When going through the Distant Land creation wizard you get to the 'Statics' tab, hit the Browse button by "List of statics which override the sizes set above" and navigate to the TXT file. Then away you go.

What I've posted is an amalgamation of all the posts I've seen for distant static overriding: it's as complete as we've got. You'll notice the "Imperial Fort Pieces"? Those are the ones that cause Eboncheese, using this list should fix it.
QUOTE(Dragon32 @ May 20 2008, 06:57 PM) *
Take that bit in the code box, copy and paste it into a TXT file (if you don't use the ESPs from MGE Distant Activators Fix then just delete everything from "# pov_distant_activator_fix_SiltStriders.esp" to the end of the file) and save the TXT file somewhere. When going through the Distant Land creation wizard you get to the 'Statics' tab, hit the Browse button by "List of statics which override the sizes set above" and navigate to the TXT file. Then away you go.

What I've posted is an amalgamation of all the posts I've seen for distant static overriding: it's as complete as we've got. You'll notice the "Imperial Fort Pieces"? Those are the ones that cause Eboncheese, using this list should fix it.
This really should be part of the first post...

fing05.gif
Math:

I am pushing 453, 280 more pixels per frame than Dragon. Explains the difference in Texture/AA settings, no? biggrin.gif
Quick update:

To run it smoothly (20FPS+ except BE, where I'm getting 15+), I reduced cell and World texs to 1024, Mesh detail to High. Very, very little loss of quality (I'm using Visual Pack + Connary + 1024 DN replacers), lots of FPS.

Just a note: in my particular case, the texture resolution needs to be equal. i.e. 1024*2048 means crashes happen.

Current settings:
cell tex: 1024
world tex: 1024

mesh detail: high

near static: 600
far static: 800
exceptions listed above (thanks Dragon!)

2x MSAA, 16x AF (nHancer, thanks MadModMike!)

FPS: 20-30 FPS outside, 12-19 FPS in BE (+ MCA + LCV +...)

For a 121 mod order, I'm pretty happy. I never thought my Ob install would run faster than my Morrowind install though...
PTI. after having some problems loading other mod I am going to uninstall/reinstall myGoTY. Your MGE sounds great. I would like to use it. Should iI install it first? will it conflict with other retextures,etc.? except for Hlaalu Stronghold Profit mod all mods have worked fine. PS I am planning on using som of Faylynn's retextures.
I love MGE, and I recently reinstalled it (can't remember why I removed it, but I did reinstall MW a while back). It ran fine for me before, and I put the distant land etc on all the same settings as before... But now, after a period in the game, the lighting starts flickering really badly (it looks like the general gamma at first, but the HUD isn't affected) - only as I move the mouse around, if I leave it still everything's fine. I think it could be a shader thing, because it's dark or light when the crosshair is focused on a different area. It only seems to do it after resting or training as well - I've played with settings since then, but when I waited in Seyda Neen after I'd first started using it the problem didn't occur. Could it be something to do with the permanent night-eye my character has (chefik race), or it's range? (30-40 range, which I thought was really weird for an ability). Also, outdoors in Balmora it started to show terrain flicker as well, like I'd get water through part of the ground momentarily, or part of the terrain would disappear.
Good job on the statics list Dragon! fing34.gif

I'm not really doing much MW modding at the moment, but there's an update coming... eventually. I just need to do the three great house strongholds and see if I didn't mess up anything for Raven Rock.
Well, I just reinstalled MGE to my new computer and I can't seem to get something. I can see all of the basic hills and terrain, but I cant see any of the buildings, NPCs, Props, nothing besides the hills and water. Some help would be nice considering the instruction thread isn't there anymore.
QUOTE(Enigmaz @ May 22 2008, 07:01 PM) *
Well, I just reinstalled MGE to my new computer and I can't seem to get something. I can see all of the basic hills and terrain, but I cant see any of the buildings, NPCs, Props, nothing besides the hills and water. Some help would be nice considering the instruction thread isn't there anymore.
Sounds like you're using v3.0.3, it doesn't support distant statics.
It's a shame MGE isn't much cop on 8800 series cards. I've tried it (Q6600, 2GB ram) and it's impossible to get it at a good frame rate. The water even looks rubbish, or if you turn reflective water on, too sickly. But apart from that it looks wonderful! I'm going to stick to FPS optimizer as I like a better frame rate. Anyone know how to work FPS optimizer 2.0 so that it stays at the double draw distance? That would do me.
I've installed MGE according to the french-english guide, but it's still pretty darn useless.

I can't see beyond 2 cell, and the FPS is so slow now that it looks like a slideshow. I can run Oblivion perfectly, but can't render 2 cells!? lol

Also, water is completely see-through. I'm also running FPS Opti.
QUOTE(mightymorph @ May 24 2008, 11:22 AM) *
It's a shame MGE isn't much cop on 8800 series cards. I've tried it (Q6600, 2GB ram) and it's impossible to get it at a good frame rate. The water even looks rubbish, or if you turn reflective water on, too sickly. But apart from that it looks wonderful! I'm going to stick to FPS optimizer as I like a better frame rate. Anyone know how to work FPS optimizer 2.0 so that it stays at the double draw distance? That would do me.

In FPS Opt, set it to be controlled by your mouse scroll instead of automatic.

I don't see any reason why MGE would run any worse on a 8800. I'm on a 8600 and it runs just fine. Perhaps you may need to play with your Nvidia control panel options as well as MGE's options. I have found AA and AF to be really be the only causes of framerate issues.



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