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Mge Xe Readme
Mge Xe Readme
6
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Released 2019-06-15
Summary
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Requirements
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Install
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1. Update to DirectX 9.0c June 2010 at
http://www.microsoft.com/download/en/details.aspx?id=35 (This is a required update
for all Windows, and won't conflict with DX10+.).
2. Run the MGE XE installer, and then configure your graphics setting in the
'Graphics' tab, and generate distant land in the 'Distant Land' tab. For a manual
installation, extract the archive files to your Morrowind directory and run MWSE-
Update.
3. If you use Steam, you should turn off the Steam overlay (in Steam, right click
Morrowind > Properties). If you use Crossfire/SLI, turn off "Responsive menu
caching" in the In-game tab, to avoid performance reductions, as this feature is
SLI unfriendly.
4. There is an optional mod, 'XE Sky Variations', that will randomize the sky
colour and sunrise/sunset every day. It requires high quality sky scattering
enabled, and MWSE installed.
As a complement to the UI scaling, you may also want to use Better Dialogue Font
for sharper menu text.
Download at: https://www.nexusmods.com/morrowind/mods/36873
Upgrading
---------
From a previous MGE XE:
Run the installer, or manually extract the archive to the Morrowind directory. Run
MGEXEgui and regenerate distant land. Custom modded shaders you've installed may or
may not be compatible, so you should check with the authors for an update or stick
to the default shaders.
Uninstall
---------
Uninstall by running uninstall_MGEXE.exe. If you installed manually, delete
MGEXEgui.exe, d3d8.dll, dinput8.dll and the mge3 directory.
Standard MGE (3.8) shaders and HUD mods are not compatible due to design
differences. You will not be able to use them with MGE XE without modification.
Incompatible shaders will be detected and will not load.
Problems?
---------
If you get a message in game "MGE XE serious error condition. Check mgeXE.log for
details.", you can see the log file by clicking the "Show mgeXE.log" button in the
Config tab of MGEXEgui. You may be able to discover what's wrong from the error
message.
Reporting in game crashes: Open MGEXEgui, on the Config tab click "Show last
mgeXE.log". Add it to your report.
Reporting distant land generator crashes: Open MGEXEgui, on the Config tab click
"Show DL generator log". Add it to your report.
Credits
-------
Many people have worked on MGE over the years, and the sum of their ideas and hard
work implementing them has improved Morrowind by a huge amount. MGE XE is based on
the MGE code.
MGE was written by Timeslip, LizTail, Krzymar, and Phal. MGE XE is currently being
developed by Hrnchamd.
Thanks to the Morrowind community for all the inspiration and feedback.
0.11.4
- Fixed broken replacement water rendering when distant land is off. It also now
receives fog correctly.
- Fixed "Unable to sort..." exception in the Distant Land generator.
- Fixed system-specific possibility of hanging on the first frame of loading the
game.
- Added MWSE weather commands for fog and PPL lighting.
0.11.3
- Fixed being unable to start MGEXEgui on a fresh install.
0.11.2
- Distant land texture generation stability fixes. Outdated two-stage option
removed.
- Dynamic lighting coefficients reset button is now aware of per-pixel lighting
defaults.
- MGEXEgui handles modifying morrowind.ini correctly, not writing a BOM when
running latest .NET versions.
- Some code quality upgrades. May slightly lower the chance of crashes in-game.
0.11.1
- Forgot to include XE Sky Variations.
0.11.0
- Installer added. Optionally downloads MWSE 2.1. Sets registry so that Morrowind
settings will not randomly reset.
- 4GB patch applied to MGEXEgui.
- Fixed engine bug which caused slow mouse movement and dropped inputs when frame
rate was too high (e.g. in small interiors).
- Fog blending with distant land in fog, rain and storms greatly improved.
- Distant water fogging improved.
- Distant statics generator handles incorrect NIFs better and most hangs are
solved, making generation faster.
- Distant statics generator displays current processing NIF to help find bad NIFs.
- Rendering improved to avoid cracks in some modded skinned meshes.
- Distant water horizon blends well at all view distances.
- Dynamic ripples wave border artifacts fixed. Ripple simulation pauses in menu
mode.
- Shaders like SSAO/DoF no longer glitch when equipping inventory items in the
menu.
- HDR shader has a slightly wider range of brightness adaptation.
- SSAO shaders behave better in fog, and no longer have artifacts on more distant
objects.
- Sunshafts shader now has a more consistent sun disc size and brightness.
- Distant land generator texture size limit increased to 8192. Only recommended
when using mods with added landmass.
- Multiple component buildings like Vivec cantons will now appear in one piece once
in distant land view range, instead of the component parts appearing separately.
- Changed FPS limiter range limit back to 240.
- Auto FOV is now a mode toggle, and on by default.
- No longer gives a renderer error when using 2x or higher vsync in windowed mode.
- Distant land and FFE shaders can be live reloaded by toggling distant land, post
shaders can be live reloaded by toggling shaders.
0.10.1
- Updated distant land generator to fix crashes on certain meshes, and to handle
NiSwitchNode.
0.10.0
- Added MWSE weather commands to set glare view, cloud speed and wind speed for
each weather type.
- Re-introduced some MWSE camera rotation commands.
- Added MWSE switch node command xModelSwitch.
- Distant land plugin parsing errors and memory leak fixed.
- Added various entity utility functions. See documentation below.
- Added MWSE raycast and physics functions, plus a demonstration object placement
mod.
- Re-introduced MWSE camera shake functions.
- Grass lighting improved to work with two-sided meshes better.
- MWSE HUD functions added to set HUD effect parameters.
- MGE HUD now renders behind Morrowind HUD unless Z-writes are on.
- MGEXEgui will now run without needing Morrowind to create registry keys first.
- Moved all input config settings into MGE.ini, MGEXEgui will auto upgrade existing
configs.
- Re-introduced MWSE key input functions.
- New screenshot filename formats.
- Distant land setup "container modification" crash fixed.
- Shader reloading when shaders are toggled on/off.
- MGEXEgui DPI awareness improvements.
- Sun shadow improved stabilization.
- Fixed sunflare over-brightness with per-pixel lighting.
- UI scaling now works even when MGE is set to disabled.
- Fixed WINE-specific shader rendering issue.
- Issue with frame rate meter showing doubled framerate when another shader
injector is loaded.
- Fixed emulation of alpha textures with bump maps on top.
- User friendly shader options.
- Fixes MWSE crashing issues.
- Mouse sensitivity adjusts to zoom level.
- Per-pixel lighting improvements.
- Variable shadow resolution config.
MWSE support
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WipeAll
OutputDebugString
OutputVersionString
GetVersion
GetScreenWidth
GetScreenHeight
GetEyeVec
WipeHUDElements
WithHUD
CancelWithHUD
LoadHUD
PositionHUD
ScaleHUD
FullscreenHUD
EnableHUD
DisableHUD
ChangeHUDTexture
ChangeHUDEffect
FreeHUD
NIDLoadHUD
NIDPositionHUD
NIDScaleHUD
NIDFullscreenHUD
NIDEnableHUD
NIDDisableHUD
NIDChangeHUDTexture
NIDChangeHUDEffect
NIDFreeHUD
TapKey
PushKey
ReleaseKey
HammerKey
UnhammerKey
AHammerKey
AUnhammerKey
DisallowKey
AllowKey
EnableCameraShake
DisableCameraShake
SetCameraShakeMagnitude
CameraShakeAccel
StopCameraShakeAccel
RotateScreenBy
SetScreenRotation
ScreenSpin
StopSpinSpin
GetScreenRotation
EnableZoom
DisableZoom
ToggleZoom
ZoomIn
ZoomOut
ZoomInBy
ZoomOutBy
SetZoom
Zoom
StopZoom
GetZoom
SetSkyColour
SetFogColour
SetAmbientColour
SetSunColour
SetSunriseSunset
GetWeatherScattering
SetWeatherScattering
SetWeatherGlare
SetWeatherCloudSpeed
SetWeatherWindSpeed
GetWeatherDLFog
SetWeatherDLFog
GetWeatherPPLLight
SetWeatherPPLLight
EnableShader
DisableShader
SetShaderFloat
SetShaderLong
SetShaderVector
RayTest
RayHitPosition
RayHitNormal
RayHitRef
ModelBounds
[ref] xGetBaseHealth
[ref] xGetBaseMagicka
[ref] xGetBaseFatigue
Returns: <float value>
Returns the maximum health, magicka and fatigue of a reference. If the reference is
not an actor it returns 0.
[ref] xIsScripted
Returns: <long>
Returns if a referenced entity has a local script. Useful if you want to filter
scripted items.
[ref] xLastActorHit
Returns: <ref>
Returns the reference of the actor last hit by the player. Works with melee, ranged
and spell attacks. The reference updates after every hit.
Index | Element
0 Entire bottom row of HUD
1 * Health, magic and fatigue cluster
2 NPC health bar (not confirmed working)
3 * Weapon icon and durability bar
4 * Magic icon and cast chance bar
5 Active spell effects
6 * Minimap panel
xSetWeatherSky <byte weatherID> <byte time_enum> <long red> <long green> <long
blue>
xSetWeatherFog <byte weatherID> <byte time_enum> <long red> <long green> <long
blue>
xSetWeatherAmbient <byte weatherID> <byte time_enum> <long red> <long green> <long
blue>
xSetWeatherSun <byte weatherID> <byte time_enum> <long red> <long green> <long
blue>
time_enum -> Sunrise = 0, Day = 1, Sunset = 2, Night = 3
Sets characteristic weather colours.
xGetWeatherScattering
Returns: <float outscatter_red> <float outscatter_green> <float outscatter_blue>
<float inscatter_red> <float inscatter_geen> <float inscatter_blue>
Gets distant land atmospheric scattering colours.
xRayHitPosition
Returns: <float x> <float y> <float z>
Returns the precise calculated hit position on a mesh surface that the last ray
hit. For skinned meshes, this is less precise and the mesh is modelled as a
cylinder.
xRayHitNormal
Returns: <float nx> <float ny> <float nz>
Returns the precise normal of the triangle that the last ray hit. For skinned
meshes, this is less precise and the mesh is modelled as a cylinder.
xRayHitRef
Returns: <ref r>
Returns the reference the last ray hit. Returns 0 if the reference could not be
resolved.
[ref] xModelBounds
Returns: <float min.x> <float min.y> <float min.z> <float max.x> <float max.y>
<float max.z>
Returns the bounding box extents relative to the centre point of a model, as long
as the model is currently loaded and visible in the cell somewhere. The extents are
in model local space. Returns all zeroes if the model isn't loaded.